TEXT:  
   
        D20  
   
   
   
   
              System 
   
  Universal Role-Playing  System 
    Star Frontiers 
   
   
   
      Core Rules 
   
   
   
   
   
   
   
   
   
   
  Version 4.5 
   
   
   
   
   
   
   
  Adapted by Victor M. Gil de Rubio 
   
  
   
   
   
   
   
  What is Star Frontiers? 
   
  Star Frontiers is a game of Space Fantasy set in the distant future in a Galaxy very unlike our own. It is a game of heroic fantasy 
  set in a backdrop of science fantasy, complete with faster than light speed vessels, strange alien races, robots, heroes, villains, and 
  wild adventure.  
   
  Star Frontiers is all these things and more, but ultimately it is what both the Administrator and his players want it to be. 
  Before you are the tools by which the stories are told, but it‘s up to each of you to use these tools to craft a game worthy of the 
  great Space epics that we have all seen, or read about. 
   
   
   
   
   
   
   
   
   
  Victor M. Gil de Rubio 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Table of Contents 
   
  Overview……………………..………… 
  6 
  Equipment (continued)- 
   
     Materials needed………………………. 
  6 
     Rogue goods………………………………........ 
  85 
     Die codes………………………………. 
  6 
     Specialized clothing……………………………. 
  85 
     Core mechanics……………………….. 
  6 
     Tack and harnesses……………………………… 
  86 
  Glossary of terms……………………….. 
  8 
  Equipment Descriptions…………………………. 
  87 
  Character Creation…………………….. 
  9 
  Typical Hero………………………………........... 
  90 
     Character concept…………................... 
  9 
  Section Two: Game rules………………………… 
  92 
     Rolling stats and Attribute modifiers…. 
  9 
     Basic task resolution…………………………….. 
  92 
     Attribute summery……………………. 
  10 
     Breaking/bursting through objects……………… 
  93 
     Secondary attributes…………………… 
  11 
     Healing rates………………………………......... 
  94 
  Character races…………………………… 
  12 
     Holding breath………………………………...... 
  94 
     Dralasites………………………………. 
  12 
     Invisibility/darkness…………………………….. 
  94 
     Humans………………………………… 
  13 
     Jumping/jumping skill…………………………… 
  94 
     Vrusk…………………………………… 
  14 
     Light sources……………………………….......... 
  94 
     Yazirians……………………………….. 
  15 
     Movement rates (jogging/running)……………… 
  94 
  Rim Coalition races………………………. 
  17 
     Overland movement……………………………… 
  95 
      Humma………………………………… 
  17 
     Reading/writing………………………………........ 
  95 
      Ifsnit……………………………………. 
  18 
     Speak languages skill……………………………… 
  95 
      Osakar………………………………….. 
  19 
     Vision and spotting distance………………………. 
  95 
  Character points…………………………. 
  21     
  Combat rules………………………………................ 
  96 
     Merits/Flaws…………………………….. 
  21 
     Combat rounds………………………………............ 
  97 
     Trait descriptions: Merits………………. 
  22 
     Surprise………………………………....................... 
  97 
     Trait descriptions: Flaws……………….. 
  24 
     Initiative options………………………………......... 
  98 
  The Hero Template………………………. 
  27 
     Actions in a round………………………………....... 
  98 
     Level advancement……………………… 
  27 
     Holding actions………………………………........... 
  98 
     Professions……………………………… 
  29 
     Movement in a round……………………………….. 
  98 
  Skills………………………………............ 
  30 
     Making an attack………………………………......... 
  98 
     Sub-skill lists……………………………. 
  31 
     Combat advancement……………………………….. 
  99 
     Skill descriptions………………………. 
  32 
     Critical hits/critical fumbles………………………… 
  100 
  Feats………………………………........... 
  56 
  Combat options…..……………………………........... 
  100 
     Feat descriptions……………………….. 
  57 
     Attacking objects/structures…………..….................. 
  100 
  Wealth in the Frontier………………….. 
  68 
     Attacks of opportunity……………………………… 
  100 
     Starting funds………………………….. 
  68 
     Bull rush………………………………..................... 
  101 
     Starting money modifiers……………… 
  68 
     Called shots………………………………................ 
  101 
  Equipment Listings…………………….. 
  70 
     Special called shots……………………………….... 
  101 
     Equipment Endurance points…………. 
  70 
     Charging………………………………..................... 
  102 
     Character wardrobes…………………… 
  70 
     Disarm………………………………........................ 
  102 
     Protective wear…………………..…….. 
  71 
     Fighting with two weapons………………………… 
  102 
     Defensive screens……………………… 
  72 
     Fleeing combat……………………………….......... 
  102 
     Helmets/shields………………………… 
  73 
     Non-proficiency penalty…………………………… 
  102 
     Melee weapons…………………………. 
  73 
     Parrying………………………………..................... 
  103 
     Powered melee weapons……………….. 
  74 
     Ranged attacks of opportunity……………………… 
  103 
   
     Ranged weapons……………………….. 
  75 
     Suppressive fire……………………………….......... 
  103 
     PGS weapons…………………………… 
  75 
     Trip……………………………….............................. 
  103 
     Beam weapons………………………….. 
  76 
  Unarmed combat………………………………..........    
  104 
     Grenades/mines…………………………. 
  77 
     Brawling………………………………..................... 
  104 
     Missiles………………………………...... 
  78 
     Grappling……………………………….................... 
  104 
     Vehicle/Heavy weapons…………………. 
  79 
     Wrestling………………………………..................... 
  105 
     Ammunition……………………………… 
  80 
     Effects of unarmed combat………………………….. 
  105 
     Weapon attachments……………………… 
  80 
     Subdual combat………………………………...........  
  106 
     Explosives……………………………….... 
  80 
  Damage effects……………………………….............. 
  107 
     Timers……………………………….......... 
  81 
     Broken bones………………………………..............  
  107 
      Standard equipment……………………… 
  81 
     Falls and breaks……………………………….......... 
  107 
     Adventurer‘s gear………………………… 
  81 
     Massive damage………………………………......... 
  107 
     Containers………………………………... 
  82 
     Severing………………………………..................... 
  107 
     Energy storage……………………………. 
  82 
     Scars………………………………........................... 
  107 
     Explorer‘s gear…………………………… 
  83 
     Subdual (temporary) damage………………….......... 
  107 
   
     General equipment……………………….. 
  84 
     Wielding a weapon two handed……..…………...... 
  108 
     Medical goods……………………………. 
  84 
  Resistance rolls………………………………............ 
  108 
   
  
   
   
  Additional combat effects…………………… 
  108 
  Cybernetics (cont.) 
   
     Ability damaged…………………………….. 
  108 
     Number of enhancements possible…………….. 
  129 
     Ability drained……………………………… 
  108 
     Cybernetics and Psyche………………………… 
  129 
     Blown away……………………………….... 
  108 
     Neural impulse adaptor…….…………………… 
  129 
     Confused………………………………........ 
  109 
     Physical enhancements…………………………. 
  129 
     Cowering………………………………....... 
  109 
     Intuition adaptations……………………………. 
  130 
     Dazed………………………………............ 
  109 
     Logic enhancers……………………………….... 
  131 
     Dazzled………………………………..........    109 
     Organic computers……………………………….  
  131 
     Deafened………………………………......     109 
     Installing progits……………………………….... 
  131 
     Dying………………………………........... 
  109 
     Processor booster packs…………………………. 
  131 
     Energy drained……………………………. 
  109 
  Robots………………………………...................... 
  132 
     Entangled………………………………..... 
  109 
     Robot design………………………………......... 
  132 
   
     Exhausted………………………………..... 
  109 
     Means of movement……………………………. 
  133 
   
     Fatigued………………………………........ 
  109 
     Manipulator limbs……………………………….   
  134 
     Frightened………………………………..... 
  109 
     Robot programming…………………………….. 
  134 
     Held………………………………............... 
  109 
     Robots and skill use…………………………….. 
  135 
     Helpless/incapacitated……………………… 
  109 
     Robot maintenance……………………………… 
  135 
     Nauseated………………………………........ 
  109 
     Repairing a robot………………………………... 
  135 
     Panicked………………………………......... 
  109 
     Recovering from robotic death…………………. 
  135 
     Paralyzed………………………………........ 
  109 
     Robotic upgrades………………………………. 
  136 
   
     Petrified………………………………......... 
  110 
     Basic robot models……………………………… 
  142 
     Shaken………………………………........... 
  110 
     Heroic Robot template………………………….. 
  157 
     Stable………………………………............. 
  110 
     Robot human shape…………………………….. 
  157 
     Stunned……………………………….......... 
  110 
     Robot-omniform………………………………... 
  158 
  Healing damage…………………………….. 
  110 
     Android………………………………...............  
  160 
  Experience and advancement……………… 
  111 
  Security devices………………………………....  
  162 
  Part three: specialized equipment…………. 
  112 
     Locks……………………………….................  
  162 
  Computers………………………………........ 
  112 
     Scanners……………………………….............  
  163 
     Mainframe computers………………………. 
  112 
     Types of scanners………………………………  
  164 
     Mainframe programs (maxi-progs)…………. 
  113 
     Miscellaneous scanner equipment……………..  
  165 
     Maxi-prog complexity……………………….  113 
  Vehicles and vehicle combat…………………….    
  166 
     Maxi-prog functions………………………… 113 
     Vehicle sizes………………………………........ 
  166 
     Combining hardware and maxi-progs……….    113 
     Initiative……………………………….............  
  166 
     Computer stats…………………………….... 
  114 
     Vehicle speed……………………………….....  
  166 
     Mainframe computer controlled attacks……. 
  114 
     Acceleration/deceleration……………………… 
  167 
     Computer skills……………………………… 114 
     Maneuvers and stunts……………………….....  
  167 
     Mainframe computer equipment…………… 
  114 
     Maneuver descriptions…………………………. 
  167 
     Specialized computers…………………….. 
  114 
     Ram……………………………….....................    
  167 
     File computer……………………………….. 
  114 
     Sideslip………………………………...............  
  167 
     Computer access computer (CAC)…………. 
  115 
     Avoiding hazards………………………………  
  167 
     Lock compick………………………………. 
  115 
     Bootleg turn……………………………….......  
  168 
     Computerized analysis scanner (CAS)…….. 
  116 
     Hard brake……………………………….........  
  168 
     Bodycomps……………………………….... 
  116 
     Hard turn………………………………...........  
  168 
     Bodycomp power packs…………………… 
  117 
     Jump………………………………..................  
  168 
     Bodycomp processor packs……………….. 
  118 
     Side swipe……………………………….........  
  168 
     Bodycomp program units (progits)……….. 
  118 
     Vehicle stealth rating…………………………  
  168 
     Progits type A…………………………….. 
  118 
     Vehicle sensor rating…………………………  
  168 
     Progits type B…………………………….. 
  119 
     Collision and damage………………………..  
  169 
     Progits type C…………………………….. 
  121 
     Collision damage………………………………  
  169 
     Progits type D…………………………….. 
  122 
     Damage to vehicle occupants………………….  
  169 
     Final comments regarding body comps…… 
  123 
     Losing control………………………………...  
  169 
     Progit accessories…………………………. 
  123 
     Other hazards………………………………...    
  170 
     Computer price list……………………… 
  125 
     Swerve slightly………………………………  
  170 
     Common computer maxi-progs…………… 
  125 
     Slide……………………………….................  
  170 
     Specialized computer maxi-progs…………. 
  125 
     Skid………………………………................. 
   
  170 
     Specialized computer prices………………. 
  126 
     Spin………………………………................. 
   
  170 
     Bodycomp prices…………………………. 
  127 
     Feats and driving…………………………….  
  170 
     Power pack prices…………………………. 
  127 
     Other vehicle rules…………………………..  
  170 
     Processor pack prices……………………… 
  127 
     Losing pursuit………………………………...  
  170 
     Progit prices………………………………. 
  127 
     Weapons vs. vehicles……………………….. 
   
  170 
  Cybernetics in the Frontier…………………. 
  129 
     Damaged vehicles……………………………  
  171     
   
  
   
   
  Vehicles (cont.)- 
     Repairing damage………………………… 
  171 
   
     Critical damage…………………………… 
  171 
     Repairing critical damage…………………. 
  173 
     Modifying vehicles………………………… 
  173 
     Aerial combat…………………………….. 
  175 
     Stalling out……………………………….... 
  175 
     Aerial maneuvers………………………… 
  176 
     Barrel roll………………………………...... 
  176 
     Dive………………………………................ 
  176 
     Immelmann turn……………………………  
  176 
     Landing……………………………….......... 
  176 
     Loop………………………………............... 
  176 
     Steep climb……………………………….... 
  176 
     Take off……………………………….......... 
  176 
     Aquatic combat…………………………… 
  177 
     Splash by attack……………………………. 
  177 
     Vehicle descriptions……………………….. 
  178 
  Part four: The campaign……………………     185 
     The Known Frontier……………………… 
  185 
  Appendix A: Equipment descriptions……… 
  193 
   
   
   
   
   
   
   
   
   
   
  
   
   
  The Expanded Frontier 
   
  In the distant future after a great many wars, the last of which nearly caused the extinction of the Human race, mankind managed 
  to overcome their differences and repair the damage that they had wrought on their home world. Eventually Humans began once 
  again to look to the stars when they received communications from an industrious race of beings known as the Vrusk, who had 
  for several years been communicating with a race of beings known as the Dralasites, and had been sharing information in the 
  hopes of one day meeting face to face. The three races formed an alliance and together were able to create space craft that were 
  capable of crossing the vast distances of interstellar space. The three races eventually met and after some discussion forged an 
  alliance. During this time a fourth race who had been communicating with the humans was introduced to the other two races, and 
  joined the newly forged alliance. Together the four races began to explore and colonize the vast Frontier around them. 
   
  The age of adventure as it became known introduced the four allied races to many other races, and though a great many of them 
  joined the four races creating an interstellar trade alliance, other races refused, and boundary lines were drawn across Frontier 
  space. 
   
  Eventually the Alliance of Worlds encountered a hostile race and fought their first interstellar war. This war caused the Allied 
  worlds to create a strong interstellar government which they named the United Planetary Federation, and soon after they were 
  again plunged into an interstellar war, but this time the UPF was ready, and the war ended quickly. New borders were established 
  with treaties insuring the sovereign rights of the non Frontier races to coexist with the Frontier and an uneasy peace followed. 
       
  As time passed the Frontier came into contact with a loose coalition of worlds known as the Rim Coalition and the two 
  interstellar governments became trade partners, and allies.  
   
  But everything is not as peaceful as it seems. A race of beings known as the Sathar have learned about the Frontier and have set 
  their sights on destroying the UPF. The reasons for this are as mysterious as the Sathar themselves, and once again the might of 
  the United Planetary Federation will be tested. 
   
  Materials needed for playing this game 
   
  This game has many similarities to most games produced using the D20 system, but the differences outweigh the similarities and 
  will hopefully will be sufficiently detailed herein that you will not need to refer to any other rulebook but these to play the game.  
   
  The following materials are essential for playing this game: 
   
  
  A set of dice that includes at least one d20, d12, two d10 (of different colors), d8, d4, and at least four d6. 
  
  Paper, pencils, graph paper 
  
  A group of friends and a good imagination. 
   
  Die roll shorthand 
   
  Throughout this game is found a shorthand way of listing the number and type of dice used in a specific situation. This is usually 
  a number that represents how many dice are called for followed by a d and a number that represents the type of dice needed, so 
  that a notation of 4d6 means that the roll requires the player to roll 4 six sided dice, the only exception to this is when the game 
  calls for a d100 or percentile roll. In this case the player must roll two ten sided dice with one color representing the tens place 
  and the other the number in the ones place. A roll of double 0 equals 100. 
   
  The different dice used in this game and their codes are as follows: 
   
  D20= one 20 sided die 
  d8=one 8 sided die 
  D12= one 12 sided die 
  d6= one six sided die 
  D10= one 10 sided die 
  d4= one 4 sided die 
   
  Occasionally there will be a + or – notation after a die code followed by a number. This is a number added or subtracted from the 
  result of the die roll to determine the final outcome of a roll. 
   
  The Core mechanics 
   
  At certain times during a game session players will be called on to roll dice to determine the success of an action that the player‘s 
  character (called the hero in this book) wants to accomplish, or the roll he must make to avoid some game effect like poisoning, 
  or escaping from a deadly creatures clutches.  The most common types of rolls that the players of this game should be familiar 
  with are as follows: 
   
  
   
   
  Ability checks: These rolls are made using a d20 (20 sided die) and are modified by one of the heroes attributes (Strength, 
  Agility, Stamina, Logic, Intuition, Personality, or appearance) against a difficulty assigned by the Administrator. This difficulty 
  increases depending on how hard the Administrator chooses to make succeeding in the task is. Most tasks are accomplished on a 
  roll of 15 or more on a d20. 
   
  Resistance rolls: Sometimes the heroes must resist the effects of some condition or effect that requires that the player roll against 
  his hero‘s Fortitude, Reflex, or Will. The Resistance rolls will be discussed later in this guidebook, but when a Resistance roll is 
  called for the player must roll a d20 and add a modifier based on his hero‘s level, and a relevant attribute (Stamina for Fortitude, 
  Agility for Reflex, and Intuition for Will) 
   
  Skill checks: in order to succeed at a task requiring the hero use a particular skill, the player rolls one d20, and adds a modifier 
  determined by the level he possesses in a skill and a modifier based on one of his attributes. Typically the chance to succeed is 
  15, but the difficulty can increase due to the difficulty of the task, as determined by the Administrator. The chance to succeed in a 
  particular skill is often modified by a number of factors and can include racial modifiers, or bonuses or penalties due to the types 
  of tools the hero is using to accomplish a task.  
   
  Combat rolls: Heroes in Star Frontiers are often called on to engage in combat in order to accomplish a mission, or just to 
  survive against some hideous space beast that wants to make them lunch. Combat is detailed in its own section, but it might be 
  best to discuss the two basic rolls used in combat, the roll to hit, a target and how to roll damage. 
   
  Rolling to hit: In order to hit a target in combat the player must roll one d20 and add a modifier based on his character‘s level, his 
  characters Strength (for melee weapons) or Agility (for ranged weapons) and possibly the weapon he is using against a difficulty 
  determined by the type of armor or other form of protection that his opponent has, and his opponent‘s agility modifier. If this roll 
  succeeds the hero has hit his target. 
   
  Rolling damage: Every attack in the game causes damage of some type. Usually damage is listed by a number followed by a die 
  code (such as 2d4) which means that two 4 sided dice are rolled to determine the actual damage that the attack does.  
   
  Sometimes there will be a notation after the damage such as a + or – followed by a number or a + sign followed by a word such 
  as poison, or acid. In the case of a number this is a bonus or penalty that is applied to the result of the dice rolled to determine the 
  actual damage done. 
   
  In the case of a + and a word this is usually some additional effect that a successful attack inflicts on the hero. These effects are 
  usually detailed in the description of the creature, and may require the hero make other rolls to negate or reduce damage from a 
  special effect. These too are detailed in the passage detailing the special attack of the creature in question. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Some important terms used in this game 
   
  Administrator: An administrator is the person who is running a gaming session. The administrator‘s job includes creating or 
  presenting an adventure to his gaming group, interpreting rules, and overseeing the various rolls that the players make when 
  overcoming the challenges that the player‘s heroes must face during the course of a gaming session. The administrator is also 
  required to assume the rolls of any characters in a gaming session not controlled by a player.   
   
  Adventure: An adventure is an interactive story created by the games Administrator for his gaming group, which can be 
  completed in one or more game sessions. A series of three or linked adventures are generally called a campaign adventure. 
    
  Attributes: every character in the game possesses a number of numerical statistics which represent the characters strength or 
  weaknesses in one of seven characteristics (Strength, Agility, Stamina, logic, Intuition, Personality, and Appearance. Characters 
  also possess certain secondary attributes which are generated using the character‘s primary attributes. These secondary stats 
  change more frequently then the character‘s primary stats. These stats ate Health, Psyche, and Reputation. 
   
  Campaign: A campaign is a series of linked adventures whose events alter the game setting in some significant way. Even if the 
  campaign only affects a small group such as the players it is a campaign if by overcoming the adventure challenges the characters 
  gain some measure of power (including wealth) that they can use to affect the world around them. 
   
  Campaign model: A campaign model is a set of rules, and information about a specific setting, including information about the 
  races, cultures, geography and the types of threats that may challenge the heroes, that when applied to the Universal Role Playing 
  System create  a new game. 
   
  Combat roll: A combat roll is a d20 roll made during combat to determine if the character strikes his intended target. 
   
  Damage roll: A damage roll is a numeric representation of an affect that alters the health of the hero. Different things such as 
  weapons or natural effects (such as fire, acid, or electricity) will have one or more damage dice that represent the severity of the 
  attack. 
   
  Defensive rating: a character‘s defensive rating is a numeric representation of how difficult it is to damage him in combat. This 
  score can be because of protective gear that the character is actively wearing or using, his reflexes, or the being‘s natural form. 
   
  Experience points: Experience points are a numeric representation of the difficulty of a challenge faced by a hero. As the 
  character accumulates experience points, he may increase in levels, which grant him increased abilities allowing him to overcome 
  greater challenges. 
   
  Game session: A game session usually consists of one or more linked encounters that occur during one or more hours of gaming. 
  One or more linked game sessions comprise an adventure, and dozens of linked game sessions often comprise a campaign.  
   
  Hero: A character controlled by a player in the game is referred to as a Hero. The character does not have to be particularly 
  heroic (he could be the vilest villain) but because he is controlled by the players he is called a hero. Heroes are also referred to as 
  Player characters. 
   
  Level: As the characters overcome challenges they are awarded a number of points representing the difficulty of a challenge that 
  they have defeated. When they acquire a certain number of experience points, the Hero increases in level, and gains benefits that 
  make him more capable allowing him to overcome greater challenges. 
    
  Non player characters (NPC): any character that is controlled by the Administrator is called an NPC. These characters are not 
  limited to beings of the same species as the player‘s heroes, and can include monsters, or robots. NPCs differ from creature 
  encounters because NPC‘s have the ability to communicate with the players in a manner greater then on an instinctual level.  
   
  Resistance roll: A resistance roll is a d20 roll that is made by the hero to overcome some special effect that can affect him, 
  physically or mentally.  
   
   
   
   
   
   
   
   
   
  
   
   
  Section One: Character Generation 
   
  At the Core of the Star Frontiers game is the character, without which there would be no point in playing the game. The Star 
  Frontier‘s universe allows for a variety of character arch-types each which grant the character certain abilities and are a way to 
  measure the character‘s progress as he adventures in the Frontier. The following is a summary of the steps that make up the 
  process of creating a character for use in the game. It might be useful to keep a piece of scrap paper to jot down attribute 
  modifiers and racial modifiers as you create your character. 
   
  Step One: Choose a concept and decide on an acceptable race. 
  Step Two: Roll initial stats 
  Step Three: Add racial modifiers 
  Step Four: Roll Character points (Page 21)* 
  Step Five: Choose Merits/Flaws (Page 21)* 
  Step Six: Apply all starting level bonuses from Hero Template (Page 27) 
  Step Seven: Choose a profession {to determine starting funds} (Page 29) 
  Step Eight: Choose starting skills (page 30), initial feat (page 56)  
  Step Nine: Finishing touches: Determine starting funds (Page 68) buy equipment. Choose psionics* etc. 
   
  *Optional 
   
  Step One: Character Concept 
   
   
  Before putting pen-to-paper or even rolling dice, the player should take a moment and consider what the role of the 
  character he wishes to play in the game. Will the character be a fringer living on a backwater world on the edge of civilization? 
  Or will the character be an ambassador? Or a spacer? Or perhaps a mercenary soldier, and for that matter will the character be 
  human, or will he be a member of one of the dozens of species of aliens known throughout the Frontier?  
   
  All these questions should be considered before the player starts the character creation process as they help shape the 
  character in the player‘s mind so that the character becomes more than just stats on paper.  
   
  An Administrator should be willing to help the player at this stage by suggesting the kind of characters that he feels 
  appropriate for the adventure or campaign he is running, but ultimately it must be the Player‘s choice, as he will be the one 
  playing the character and if the player is dissatisfied with the character, the game will suffer, not just for him but for everyone 
  involved.  
   
  Step Two and Three: Rolling Stats and Racial Modifiers 
   
   
  There are two acceptable methods for rolling up characters for use in Star Frontiers. The first method is rolling 4d6 
  seven times and dropping the lowest die from each roll to give a range between 3 and 18. Once these rolls are made the player 
  may put these scores as he sees fit among the character's seven attributes (Strength, Agility, Stamina, Logic, Intuition, Personality 
  and Appearance).  
   
  The second method is generally used for creating quick characters with generally above normal attributes. To generate 
  the seven attributes the player rolls 1d10 for a range of 0-9 to which he adds 9 to generate scores of 9-18.  
   
  Once the character's initial stats are generated locate the race of the character and modify the stats by the races' ability 
  modifiers and record the character's final attributes (racial modifiers can raise initial scores past 18). Below is the table used to 
  determine the bonuses granted to the character due to his attribute scores.  
   
  Sub table one: Attribute tables 
   
  Score 
   
  Modifier  
   
  Score 
   
  Modifier 
  1 
   
  -5 
   
   
  26-27 
   
  +8 
   
  2-3 
   
  -4 
   
   
  28-29 
   
  +9 
  4-5 
   
  -3 
   
   
  30-31 
   
  +10 
  6-7 
   
  -2 
   
   
  32-33 
   
  +11 
  8-9 
   
  -1 
   
   
  34-35 
   
  +12 
  10-11 
   
  +0 
   
   
  36-37 
   
  +13 
  12-13 
   
  +1 
   
   
  38-39 
   
  +14 
  14-15 
   
  +2 
   
   
  40-41 
   
  +15 
  16-17 
   
  +3 
   
   
  42-43 
   
  +16 
  18-19 
   
  +4 
   
      
  44-45 
   
  +17 
  20-21 
   
  +5 
   
   
  46-47 
   
  +18 
  22-23 
   
  +6 
   
   
  48-49 
   
  +18 
  24-25 
   
  +7 
   
   
  50+ 
   
  +20 
   
  
   
   
  Ability Score Summery 
   
  The following is a quick summery of the character's main attributes: 
   
  Strength (Str): A character's Strength modifier applies to the attack and damage rolls in combat. A character can carry 5-pounds 
  per point of Strength that he has before becoming encumbered. A character can lift 10-pounds per point of strength over his head 
  without requiring a Strength check, and on a successful Strength check (DC 18) they can press up to 20-pounds/point of Strength. 
  A character whose strength drops to 0 can‘t exert force, nor can they move. 
     
  Agility (Ag): A character's Agility modifier applies to their Initiative modifier, Ranged attack modifier, Defense rating, Reflex 
  saves, and is added to their base move to determine their actual movement rate. A character who has 0 Agility can‘t move. 
   
  Stamina (Sta): A character's Stamina modifier applies to their Fortitude saves. The character can go for 1 day/5 points of 
  Stamina that he possesses without sleep. The character may also perform Strenuous activity for 1 hour +1 hour/point of Stamina 
  modifier before needing to rest for 1/2 an hour. A character whose Stamina drops to 0 is dead. 
   
  Logic (Log): A character's Logic modifier grants a character a bonus number of starting skills points (4x their Logic modifier) 
  and languages (equal to their Logic modifier). A character with 0 Logic can‘t think for himself, nor can they understand anything 
  but the most simple ideas. 
   
  Intuition (Int): A character's Intuition modifier applies to the character's Will saves, and determines the bonus Psions for a 
  Psionic user if psionics are used in the game. A character with 0 Intuition has no sensory perception, nor are they aware of the 
  world around them.  
   
  Personality (Per): A character's Personality modifier applies to all NPC reactions, A character with 0 Personality also has no 
  Intuition. 
     
  Appearance (App): A character's Appearance modifier is used to determine initial NPC reactions. A character with 0 
  Appearance is unbearably hideous. 
   
   
  It must be noted that all playable races have some sort of modifier to the base scores rolled for a character's attributes, 
  and in addition every four levels the player may increase one of the character's attributes. Age, poisons, and many other 
  circumstances may temporarily or permanently affect a character's attributes. 
   
  Changing Ability Scores 
   
  Ability scores can increase with no limit. 
   
   Poisons, diseases, and other effects can temporarily harm an ability (temporary ability damage). Ability points lost to 
  damage return on their own, typically at a rate of 1 point per day. 
   
   Some effects drain abilities, resulting in a permanent loss (permanent ability drain). Points lost this way don't return 
  on their own. 
   
   As a character ages, some ability scores go up and others go down. Old age permanently reduces Strength, Agility and Stamina 
  by 1 point, and Venerable characters suffer an additional point loss to these abilities as well.   
   
  When an ability score changes, the modifier associated with that score also changes. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Secondary Traits 
   
   
  Each character possesses three secondary traits which depend on the character‘s attributes. These secondary traits are 
  Endurance, Psyche and Reputation. Endurance is a mandatory trait, but the other two attributes (Psyche and Reputation) are 
  optional, though strongly recommended that you list them for your character. The first two traits fluctuate the most during an 
  adventure, while the third trait is a gauge to determine how well known the character has become, and can modify the reactions 
  of NPC‘s for good or ill. 
   
  Endurance: A character‘s Endurance score determines how much damage he can sustain before the character either fall 
  unconscious (At 0 Endurance) or dies (at -10 Endurance). The Endurance rating is not a physical representation of how much 
  damage the character can take, it represents such variables as physical health, battle fatigue, and luck.  
   
  To determine a character‘s starting Endurance, add the character‘s Agility and Strength modifiers, (or subtract them in 
  the case of a negative modifier) to his Stamina score. After determining this result add 10 + the character‘s starting level bonus 
  (found on the Hero Template Page 27) to determine the character‘s starting Endurance. As the character advances in level, he 
  increases in Endurance as detailed under the Hero template. 
   
  Endurance = Strength modifier + Agility modifier+ Stamina +10 + Level bonus  
  Endurance exception: Note that a normal human has a base Endurance of 20 unless he has exceptional attributes 
   
  Psyche: A character‘s Psyche determines how many Psionic points he has available to him if the Administrator is utilizing the 
  Psionic rules in his Campaign. To determine the character‘s Psyche roll 1d4/point of Intuition modifier that he has. 
   
  Reputation: The exploits of the characters eventually become local folklore, and at the highest levels become the legends told 
  throughout the Frontier. This can be a blessing or a curse, because while fame can be wonderful, many disreputable individuals 
  exist who want nothing better than to destroy a hero. A character‘s initial Reputation is equal to his Personality modifier. This 
  gives a modifier that is applied when a character tries to get a loan, borrow that special piece of equipment or starship and can 
  reduce a character‘s personality modifier or negate it in these circumstances. The following table gives a rough idea of what the 
  Reputation rank actually means: 
   
   
   
   
    
  Reputation rank  
  Modifier  
   
  Typical NPC Reaction 
  up to 1 
   
   
  -5 
   
   
  Open hostility 
  2-3 
   
   
  -4 
   
   
  Complete indifference (hostile tendency) 
  4-5 
   
   
  -3 
   
   
  Cool neutrality  
  6-7 
   
   
  -2 
   
   
  Mild disinterest 
  8-9 
   
   
  -1 
   
   
  False congeniality 
  10-11 
   
   
  +0 
   
   
  no reaction 
  12-13 
   
   
  +1 
   
   
  Positive reaction 
  14-15 
   
  +2 
   
   
  Positive reaction (out of awe/fear) 
  16-17 
   
  +3 
   
   
  Immediate reaction (fear/awe) 
  18-19 
   
   
  +4 
   
   
  Fawning over character (out of awe or fear) 
  20+ 
   
   
  +5 
   
   
  Stunned silence (awe/fear) 
          
   
   
  
   
   
  Character Races 
   
   
  The following are a list of the most common species available to players in the known Frontier The races listed here are 
  found throughout the entire Frontier. It should be noted that the Frontier and for that matter the Rim is a huge place, and not all 
  the races found there are listed in this book. Many playable races will be featured in additional guide books. In addition to this the 
  area outside the Frontier is equally great, and none of it has been explored or catalogued so it is possible for characters to interact 
  with many species not listed within these pages as the game progresses.  
   
  Starting languages: Unless otherwise stated all characters speak Pan-galactic (commonly referred to as Pan-Gal or Standard) 
  which is the common trade language spoken throughout the Frontier.  
   
   
  Core Races 
   
  Dralasites 
   
  Average size: 4‘-4‘6‖ tall, and 3‘ in diameter  
  Average Mass: 90lbs 
  Average Life span: 250 Years 
  Body Temperature: 87° Fahrenheit 
  Reproduction: Hermaphrodidic, budding  
   
  PHYSICAL DESRIPTION AND STRUCTURE 
   
   
  Dralasites are short, rubbery aliens that have no bones or hard body parts. Their skin is a flexible membrane that is very 
  tough and scratchy. It generally is dull gray and lined with dark veins that meet at the Dralasite's two eyespots. 
   
  The internal structure of a Dralasite is very different from the other races. The Dralasite's central nerve bundle (brain), 
  numerous small hearts and other internal organs float in a pudding-like mixture of protein and organic fluids. Dralasites breathe 
  by absorbing oxygen directly through their skin, so they have no lungs. They are omnivores, but eat by surrounding their food 
  and absorbing it, so they also have no digestive tract or intestines. 
   
  All Dralasites go through male, female and neutral stages during their lives (these phases can be controlled with 
  medicines). Males release spores into the air, which drift until they become attached to a female. A young Dralasite then 
  ''sprouts'' from its mother, eventually maturing and dropping off. 
   
  SENSES 
   
   
  The most important sense for a Dralasite is smell. They breathe directly through their skin, and the entire membrane is 
  sensitive to odors. Their sense of smell is so keen they can identify persons by smell alone and can recognize familiar smells on 
  objects or persons. The membrane also is sensitive to touch and to vibrations, allowing Dralasites to hear and feel. 
   
  Dralasites see only in black and white. They see shapes and light and darkness very clearly, and can see a difference 
  between distinct colors (blue and green, for example) because one is darker than the other, but they do not see actual colors. 
   
  SPEECH 
   
  Dralasites have a voicebox, but it works like a bellows because they have no lungs. A Dralasite's voice can vary from a soft 
  whisper to a thundering roar and from a bass rumble to a piercing screech. Among themselves, they also use shapes, odors and 
  touch to communicate. 
   
  SOCIETY AND ATTITUDES 
   
   
  Dralasites are philosophical and thoughtful. Their communities are small, and many Dralasites prefer to live alone. 
  Dralasites do not care about wealth, power or status symbols. They judge themselves by the quality of their ideas and their ability 
  to discuss important ideas wisely. Dralasites often hold large public meetings to discuss new ideas. Discussions and debates are 
  among their favorite ways to relax. 
   
  Steam baths are another favorite Dralasite recreation. They mix perfumes and intoxicants with the steam. These effect 
  Dralasites the same way alcohol does a Human or Yazirian. Dralasites are widely known for their strange sense of humor. They 
  love old jokes and puns that make Humans groan. Many Human comedians who could not find work in Human cities have 
  become rich performlng on Dralasite worlds. 
   
  Dralasites do not normally wear clothing, because it makes breathing difficult and interferes with their sense of smell. 
  
   
   
  They usually carry their equipment on utility harnesses. When they must wear clothing to protect themselves, they use special 
  materials that let air reach their skin. 
   
  Dralasites are very fond of Vrusk, because they think Vrusk have funny shapes. They get along well with Humans but 
  are careful not to upset Yazirians, who they consider too violent. 
   
  SPECIAL ABILITIES 
   
  Elasticity. A Dralasite's skin is stretchable and supported by a complex muscle structure. This allows them to change the shape 
  of their bodies, within limits. They can "grow" arms and legs to use for walking and handling tools and weapons, and re-absorb 
  limbs when they are not needed. 
   
  A Dralasite can have a number ot llmbs equal to its Agility divided by 2, rounded up. The player must decide whether a 
  limb is an arm or a leg when it is grown. For example, a Dralasite with an Agility of 10 can control up to five limbs. It could have 
  three legs and two arms, two legs and one arm, no legs and five arms, or any other combination adding up to five or less. 
   
  Growing or absorbing a limb takes five minutes. Only one limb can be grown at a time. A limb can be up to 5‘ long, 
  and no less than 4‖ thick. "Fingers'' for handling items can be up to 8 inches long and no less than ½ an inch thick. 
   
  Even though a Dralasite can have many arms, it cannot fire more than two weapons at once. When a Dralasite player 
  creates limbs, he must specify one as the dominant limb, the same way a Human must choose to be either right or left handed. 
  Also, despite a Dralasite's stretching and shrinking, the pattern of veins and ridges on its skin does not change, so they have a 
  permanent "fingerprint" for identification. 
   
  Lie Detection. All Dralasite characters have a +4 bonus to their Sense Motive checks to realize when someone is Iying to them. 
  The Dralasite must be communicating face to face with the character, and the Dralasite player must tell the Administrator he is 
  trying to detect a lie. The Administrator rolls the check secretly. If the result is successful, the Dralasite knows whether the 
  person is telling the truth. 
   
  ATTRIBUTE ADJUSTMENTS 
   
  Str: +1 Ag: -1 
  Sta: +1  
  Log: +0 Int: +0 
  Per: +0 App:+0 
  Endurance points: +10  
   
  Psyche: +10  
   
  Humans 
   
  Average size: 6‘ tall 
  Average Mass: 170lbs (male), 110lbs (female) 
  Average Life span:  200 Years 
  Body Temperature:  98.6° Fahrenheit 
  Reproduction: Heterosexual Viviparous 
   
  PHYSICAL DESRIPTION AND STRUCTURE 
   
   
  Typical adult Humans are approximately 6‘ tall, and have two arms and two legs. They are warm-blooded omnivores 
  with internal skeletons. Both hands have four fingers and one opposable thumb, which allows them to grip and use tools. Their 
  arms are jointed at the shoulder, elbow and wrist. Their legs are similar, being jointed at the hip, knee and ankle. Humans walk 
  upright. 
   
  Human skin color varies over a wide range, including pale white and pink, tan, pale yellow, red, brown and black. This 
  color does not change as the Human matures. Most Humans have hair covering the top and back of the 
  head, and males also have hair on their chins and throats. Hair color varies from white and yellow to red, brown and black, 
  gradually changing to gray as the Human ages. 
   
   
  SENSES 
   
   
  Humans have color vision, sensing the spectrum between infrared and ultraviolet wavelengths. They have good depth 
  and motion perception. Their hearing covers a range from 16 to 27,000 cycles per second, with good separation and direction-
  sensing qualities. Their skin is touch-sensitive. Their senses of taste and smell are not as highly developed as their sight. 
   
  SPEECH 
   
   
  Humans speak by forcing air from their lungs through a larynx or voicebox and shaping sounds with their lips and 
  tongue. They can create a wide range of sounds, and have no difficulty speaking Standard and the languages of most Frontier 
  
   
   
  races who do not require special vocal capabilities to communicate.. 
   
  SOCIETY AND ATTITUDES 
   
   
  Human society centers around the family. A family consists of two parents and often their offspring.  Humans generally 
  group together into communities for mutual support and protection. These community size varies widely; with several Human 
  settlements having populations above 5 million. 
   
  Of all the star-faring races, Humans are the most varied. As a race they are extremely adaptable, and they cannot easily 
  be categorized. Humans are driven by their curiosity and for a race that lacks the special adaptations of most other species 
  Humans are the most populous of the Frontier species and hold the majority of the seats on the Council of Worlds.   
   
  Humans value individuality and personal freedom more than anything else, but they do not hesitate to work together to 
  reach a common goal or to protect themselves from attack. To members of the other races, the most puzzling aspect of Human 
  behavior is their curiosity and love of adventure. Many Humans are willing to put themselves in great danger simply to see 
  something new or go somewhere no one has ever gone before. Some Humans (a very small percentage) seem to actually enjoy 
  being in danger, thriving on the excitement of a life-or-death situation. This type of behavior has never been observed in normal 
  members of the other races. Even the Yazirians, known for their violence and fits of rage, try to avoid taking unnecessary risks. 
  This spirit of adventure has served Humans well, however, as most major exploration missions organized by local governments 
  or private companies are led by aHuman. 
   
  Many alien biologists have wondered how the Human race could have survived long enough to build a civilization and 
  colonize new planets; compared to other creatures in the galaxy, Humans are not especially strong or quick, and are no smarter 
  than the other races. However, Humans are very inventive and adaptable. They manage to survive and even flourish in areas 
  other races consider uninhabitable, by adapting themselves to the new conditions with surprising speed. This and the Humans' 
  love for gadgets and hardware led to the appearance of a popular saying among Vrusk, ''Mr. Human and his Indestructible Junk 
  Show.'' Despite this condescending attitude, Vrusk and the other star-faring races have learned to respect Humans. 
   
  Humans are one of the most open and accepting of the known races. They get along very well with Dralasites, and their 
  similarity to Yazirians usually is strong enough to overcome the usual negative reaction to a Yazirian's pushiness. Many Humans, 
  however, are mildly nervous around Vrusk. Human psychologists blame this on the Vrusk's resemblance to a giant insect (Many 
  Humans dislike insects, and some are actually afraid of them.) 
   
  SPECIAL ABILITIES 
   
   
  Humans begin with a bonus of 4 additional Skills at first level, and for every level over 1st level they gain an additional 
  Skill. This is due to humans thirst for knowledge.   
   
  ATTRIBUTE ADJUSTMENTS 
   
  All Humans start with two points which they can apply to their attributes as they see fit.  
   
  Vrusk 
   
  Average size: 5‘6‖ tall, 6‘ long 
  Average Mass: 180lbs 
  Average Life span: 175 Years 
  Body Temperature: 97° Fahrenheit 
  Reproduction: Heterosexual, ovoviviparous 
   
  PHYSICAL DESRIPTION AND STRUCTURE 
   
   
  Vrusk look like large insects. Eight legs grow from their abdomen, four on each side. Their torso is upright in front of 
  the abdomen. The torso is humanoid, with two arms connected at the shoulders. The head is above the shoulders. Vrusk hands are 
  circular pads with five fingers spaced evenly around the edge. A Vrusk's shoulders are double-jointed, so they can rotate their 
  arms in a full circle without straining any muscles. They can reach any point on their abdomen or behind their backs easily. 
   
  A Vrusk's body is covered by a carapace (hard shell). This shell is jointed at the Vrusk's elbows, hips, knees, etc. The 
  carapace protects the Vrusk from bruises, cuts, scratches and other minor injuries. Unlike insects, Vrusk have an internal skeleton 
  to support their bodies. Young Vrusk have a blue carapace with bright orange near the joints. As the Vrusk gets older, its 
  carapace changes to dull green with yellow joints. 
   
  Vrusk have large eyes that are protected by a hard, clear covering. The mouth is surrounded by four eating mandibles. 
  The two larger mandibles hold food while the small ones tear it apart and place it in the mouth. They are omnivores. Vrusk have 
  lungs, and breathe through many small nostrils under their abdomens. This arrangement makes it difficult for Vrusk to swim. 
   
  
   
   
  SENSES 
   
   
  Vrusk have very good color vision, but they see more of the short wavelengths (blue and ultraviolet light) than Humans 
  do, and less of the long wavelengths (orange and red). Their sense of smell is centered in their antennae, and is slightly better 
  than a Human's. They also can touch with their antennae. Their hearing is about the same as a Human's. 
   
  SPEECH 
   
  Vrusk speak by combining clicks produced by their mandibles and buzzes produced by a plate in their mouths. 
   
  SOCIETY AND ATTITUDES 
   
   
  Vrusk are hard-working and practical. Their society is organized around independent corporations. To a Vrusk, the 
  company he works for is his family and his nation. The company determines everything about the Vrusk's life; who he lives with, 
  what his job is, where he travels, etc. Vrusk give their company name before their personal name. 
   
  Vrusk have two types of corporations: conglomerates and trade houses. Conglomerates have business interests in many 
  areas. A single conglomerate might have divisions that build computers, operate farms, train lawyers and set up colonies. A 
  Vrusk that works for a conglomerate usually works for only one division, and might not even know what other divisions the 
  company owns. Trade houses, which are more common in the Frontier, specialize in one 
  type of business. Because all Vrusk working for a trade house do the same work, trade houses usually work together. For 
  example, a trade house that builds farming equipment would hire accountants from an accounting house to keep their financial 
  records. Business between companies is regulated by laws that are so complex no one besides Vrusk have ever fully understood 
  them. 
   
  Vrusk also love beauty, harmony and order. The goal of most Vrusk is to become wealthy, collect art, and live in peace. 
  Their love for beauty makes them unwilling to get into fights that do not involve their company. However, Vrusk that are 
  defending their company will do anything to remove the threat permanently. 
   
  Vrusk adventurers, however, do not belong to a company. Some are independent businessmen, some are company 
  employees who were fired and some are just too rebellious to put up with company rules. A few start their own companies and 
  eventually become leaders in their communities. 
   
  Vrusk get along well with the other three races. They respect the Yazirian custom of choosing a life-enemy, and feel at 
  ease around Dralasites because they are careful and skillful planners (though they are annoyed by the Dralasites' sense of humor). 
  They understand Humans the least because, to a Vrusk, Humans seem unpredictable and a little lazy. 
   
  SPECIAL ABILITIES 
   
  Ambidexterity. All Vrusk are ambidextrous (they can use both hands equally well). Players with Vrusk characters do not need to 
  choose whether their character is right or left handed. Vrusk can shoot weapons, throw grenades, write, catch or grip with either 
  hand. 
   
  Comprehension. Because Vrusk have such a complicated society, they are able to understand all sorts of social dealings. All 
  Vrusk characters start with the Diplomacy Skill at no cost, and have a +2 racial bonus added to it.  
   
  ATTRIBUTE ADJUSTMENTS 
   
  Str: +2 Ag: +2 
  Sta: +0  
  Log: +0 Int: +0 
  Per: +0 App: -2 
  Endurance points: +10  
   
  Psyche: +10  
   
  Yazirian 
   
  Average size: 6‘6‖ tall 
  Average Mass: 120lbs  
  Average Life span: 140 Years 
  Body Temperature: 99.3° Fahrenheit 
  Reproduction: Heterosexual Viviparous 
   
  PHYSICAL DESRIPTION AND STRUCTURE 
   
   
  Yazirians are tall, thin humanoids. They have long arms and legs and slender torsos. Two large flaps of skin grow on 
  either side of their bodies, attached along their arms, torso and legs. When a Yazirian raises its arms, this membrane is stretched 
  tight and forms a sort of wing. Under certain conditions (explained under Gliding). Yazirians can glide short distances using 
  
   
   
  these wings. 
   
  Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are surrounded by 
  manes and collars of hair, which varies in color from glossy black to pale yelow. Their skin color ranges from gray to Iight tan. 
  Because their bodies do not sweat, Yazirians pant to keep cool. They are omnivores. 
   
  Yazirians have four knuckles (one more than Humans) on their fingers and toes. The inside toe is opposed like a thumb, 
  allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them an excellent 
  grip. These characteristics, combined with their animal-like appearance, earned them the nickname "monkeys." 
   
  SENSES 
   
   
  Yazirians' senses of hearing, smell and taste are equivalent to a human's. Because they evolved from nocturnal hunters, 
  however, their eyes are adapted to seeing in dim light. They cannot see in complete darkness. They usually wear dark goggles 
  when they must work in sunlight. In bright light, Yazirians without dark goggles must subtract 3 from both their Agility and 
  Intuition scores. 
   
  SPEECH 
   
  Yazirians have no trouble speaking Human languages or Standard. Their own language is a combination of Human-type sounds 
  and snarls and growls. 
   
  SOCIETY AND ATTITUDES 
   
   
  Yazirian communities are divided into large, loosely organized clans. All the members of a clan are related to each 
  other. In the past, clan ties were very strong. The clans had traditional enemies and allies, and they struggled constantly for power 
  and land. Since the Yazirians moved into space, they have learned to cooperate more and the clans have become less important. 
  Despite this, Yazirians still have a reputation throughout the Frontier as proud, fierce fighters. 
   
  A custom Yazirians have kept intact is the selection of a life-enemy. When a Yazirian chooses a life-enemy, he 
  dedicates his life to destroying, overcoming or outdoing that enemy as completely as possible. In the past, a Yazirian would 
  choose an enemy clan or clan member as his life-enemy, but now the choice is much wider. A Yazirian scientist could name an 
  incurable disease as his life-enemy, or a Yazirian trader could choose a competing company. The 
  scientist would try to find a cure for the disease; the trader would try to build up his own company so it is more powerful than his 
  enemy's, or even try to drive the other company out of business. 
   
  A Yazirian gains honor by striving to defeat his enemy. Yazirians with powerful life-enemies are respected and 
  admired. A Yazirian that defeats its enemy does not need to choose another, but some Yazirians do. There is no set point in a 
  Yazirian's life when he must choose a life-enemy, and some Yazirians never choose one. A Yazirian that dies without having 
  chosen a life-enemy is considered unlucky. 
   
  Typical Yazirian clothing is a large, brightly colored cape and tunic, a waist belt and two belts crossed over the chest. 
  Dark goggles are worn in the daytime. Yazirians do not like shoes, but when necessary they wear mitten-like shoes. 
   
  In general, Yazirians like Vrusk and Humans. They occasionally lose their patience with Dralasites, because they are 
  slow and would rather discuss ideas than act on them. 
   
  SPECIAL ABILITIES 
   
  Battle Rage. Yazirians train themselves to go berserk in battle. A berserk Yazirian gets a bonus of +4 to hit in melee. Yazirian 
  characters are allowed to roll a Will Resistance roll (DC 15) to work themselves into a berzerk fury. This roll is done at any point 
  in combat before initiative is rolled. Battle Rage lasts as long as the Yazirian keeps fighting; it ends when the Yazirian rests for 
  five minutes. 
   
  Gliding. Yazirians can glide short distances using the membranes along their sides. A Yazirian can glide 3‘ for every foot he is 
  above the ground when he starts. He must start at least 30‘ above the ground. The maximum distance a Yazirian can glide 
  depends on the gravity of the planet, as shown below. 
   
  Gravity   
  Max. Glide 
   
  Gravity  
  Max. Glide 
  .6  
   
  500‘ 
   
   
  .9 
   
  100‘ 
  .7  
   
  300‘ 
   
   
  1.0 
   
  50‘ 
  .8  
   
  150‘ 
   
  Yazirians cannot glide on planets with gravities below .6 or above 1. 
   
   
  
   
   
  ATTRIBUTE ADJUSTMENTS 
   
  Str: +0 Ag: +4 
  Sta: +2  
  Log: -1 Int: -1 
  Per: -1 
  App: +0 
  Endurance points: +0  
   
  Psyche: -4  
   
   
  Rim Coalition Races 
   
   
  Humma 
   
  Average size: 7‘ tall   
  Average Mass: 190lbs 
  Average Life span:  210 Years 
  Body Temperature: 98.3° Fahrenheit 
  Reproduction: Hermaphroditic, Viviparous 
   
  PHYSICAL DESRIPTION AND STRUCTURE 
   
   
  The body of a Humma is pear-shaped with a short, blunt head, no visible neck, narrow shoulders, unusually short arms, 
  a stocky trunk, and wide hips with powerful legs. The face has a muzzle, with both feline and canine features.The body is 
  covered with matted fur, usually dull brown. The hands are hairless. The feet are long and tough. 
   
  Humma walk on the balls and toes of their feet, which gives them their extra height. They are able to jump an 
  incredible distance. Their short arms can hold a rifle but are not suited for melee weapons. They have evolved with an agile and 
  strong prehensile tail with which they can deliver a sound blow or use a melee weapon. 
   
  Humma are warm-blooded but they are not mammals; their physiology and life cycle are unique. Young Humma are 
  female. After they have borne a single litter (all Humma bear one litter of 1-6 cubs in their lifetime) they change into males. 
  When Humma approach 170 years of age they undergo another change into a neuter stage and remain neuter until death. 
   
  SENSES 
   
   
  Humma hearing and sight are equivalent to Human standards. Their sense of smell and touch are not as acute as most 
  of the other races, while their sense of taste is completely dull. This lack of smell and taste, combined with their tough digestive 
  system, means they can eat almost anything that is vaguely edible. 
   
  SPEECH 
   
  The Humma language is an ugly one, full of grunts and guttural noises. It is not an easy language to learn; Vrusk and Ifshnits, 
  particularly, have a difficult time with it. 
   
  SOCIETY AND ATTITUDES 
   
   
  Most Frontiersmen do not like Humma, and even their fellow Rim dwellers are not overly fond of them. That is fine 
  with the Humma, because they do not care for the other races, either. Humma are rude, crude, lewd, pushy, and arrogant. The 
  only races they enjoy working with are the Yazirians (Humma admire their battle rage)  
   
  Humma evolved from an extremely warlike society. They were welcomed into the Rim System and eventually allied 
  with the Frontier because they are much more desirable as allies than enemies. Since the Ordanian conflict, their hatred for the 
  Ordanians has run a close second to that of the Ifshnit.  
   
  Humma history is steeped in civil and interspecies war. The Frequent strife between them, the Aldorians, and the 
  Ordanians have driven the Humma to finally join the Rim Coalition. There is little that they enjoy more than a good brawl. 
  Humma have an almost fatalistic, "it is a good day to die," attitude which not only makes them deadly warriors but leads them to 
  entertain themselves in most illicit fashions. They are carousers without peers. Many Frontiersmen draw striking similarities 
  between Humma attitudes and those of the Aldorians. 
   
  Humma society is feudal with the equivalent of a king (called the Highest One) and royalty (Higher Ones, High Ones, 
  and so forth). The fealty they owe their superiors is a very serious matter with them. Humma are usually named after their 
  forebears or the houses they serve (Glaxchild, Klud of Arius, etc.). The lineage of a Humma is important to him and a source of 
  pride. 
   
  In the last few decades the pride and honor that Humma have traditionally assigned to feats of war have come to 
  include accomplishments in technical and scientific areas and explorations. There is even a house, Platget that now sends out its 
  descendants to become Star Law Rangers. 
  
   
   
  SPECIAL ABILITIES 
   
  Spring Charge: A Humma can spring up to 60‘ horizontally from a standing start and, if he lands within 5‘ of an opponent, The 
  opponent must make a Reflex save (DC 15) or they are caught off balance, losing their Agility granted Defensive bonus and 
  allowing the Humma one melee attack against the opponent, who cannot strike back and the attack doesn‗t count against his 
  attacks of opportunity or standard attacks in a round. The "carousel attack:' a circle of Humma springing from one enemy to 
  another, is a bizarre battle tactic they enjoy using. A Humma can continue this 60‘ spring for up to 10 turns, but then gets winded 
  and cannot use it again for at least 30 minutes. 
   
  Poison Resistance: Humma are unaffected by any poison that they eat or drink. 
   
  Prehensile Tail: The tail of the Humma is 6 ½ ‘ long and has a grip stronger than a Human hand. The tail is capable of holding 
  an item or swinging a melee weapon. When holding an item, the Humma can use its two arms normally. When using the tail to 
  wield a weapon, the Humma must concentrate on it and cannot use its arms to operate anything else. The tail can only wrap 
  around hilts, handles, etc., and cannot throw grenades or operate devices. The tail itself causes 1-4 points of blunt damage. It is 
  strong enough to support a Humma's body, but only for a number of turns equal to the Humma's Stamina divided by 10 
  (minimum 1 turn). 
   
  ATTRIBUTE ADJUSTMENTS 
   
  Str: +2 Ag: +0 
  Sta: +2  
  Log: +0 Int: -2 
  Per: -2 
  App: +0 
  Endurance points: +20  
   
  Psyche: +4  
   
  Ifshnit 
   
  Average size: 3‘0‖ tall 
  Average Mass: 66lbs 
  Average Life span: 150 Years 
  Body Temperature: 98.3° Fahrenheit 
  Reproduction: Heterosexual Viviparous 
   
  PHYSICAL DESRIPTION AND STRUCTURE 
   
  Ifshnits are short, hairy humanoids. They are bipedal, symmetrical mammals that look like tiny Humans in hair coats. All Ifshnits 
  have bald pates, moustaches, and long, silky hair over the rest of their bodies. This body hair can be any color but is seldom 
  different shades on the same body. All males have long and ornate beards, usually of a different shade than the rest of the body 
  hair. The body hair of both sexes is usually worn in intricate braids. Each Ifshnit clan braids its hair differently. 
   
  Ifshnit hands and feet are covered with short hair, except for their palms and soles, which are bare and padded. This 
  short hair is slightly darker than the rest of the body hair. Their hands have three fingers and an opposing thumb, the feet have 
  four toes. 
   
  Ifshnits are herbivores and the thought of eating another creature is utterly revolting to them. Because of their 
  vegetarian diet they are constantly nibbling instead of eating meals. Because of their small size Ifshnits cannot use many large 
  items, including normal rifles. 
   
  SENSES 
   
   
  Ifshnits have normal senses of hearing, touch, and taste. They have almost no sense of smell and have a hard time 
  understanding the concept of scent. Their eyes are masterpieces of biological engineering. A fast-closing inner lid closes instantly 
  if exposed to bright light, preventing the Ifshnit from being blinded (many exobiologists believe Ifshnits evolved under intense 
  sunlight). Their night sight is no better than a Human's. 
   
  SPEECH 
   
  Ifshnits have a lilting, piping voice that is best described as cute. Their language is intricate, but is compatible with most races' 
  linguistic abilities (except the Humma). 
   
   
  SOCIETY AND ATTITUDES 
   
   
  Ifshnits are intelligent, brave, patient, and tolerant of other races, and members of most other races like them instantly. 
  
   
   
  Unfortunately, Ifshnits prefer being alone or with other members or their clan. They harbor an intense hatred for the Ordanians 
  and any who serve them. This is due to the devastation the Ordanians wrought on their world. Ifshnits have been known to risk 
  life and limb many times over to eliminate Ordanians and their agents. 
   
  Ifshnits founded the Capellan Free Merchants though they no longer control the organization. Their strange, polite 
  dickering is known and welcome on most planets. Due to their origins, Ifshnits are fiercely independent. They like neither mega-
  corps nor cadres. They live in small family clans and are governed by a committee that changes continually. 
   
  Ifshnits believe that this is the last corporeal existence they will have. Their concept of an afterlife is one of pure 
  thought mixed with gentler emotions. As a part of this belief they tend to ignore the sensual pleasures of life. Their favorite 
  pastimes include games (they love competition), storytelling, and bartering for goods. They adapt very well to living and working 
  in space. Dorem Dasak, the famous Dralasite philosopher and historian, has named them "The race of the future, they who will 
  inherit!" 
   
  SPECIAL ABILITIES 
   
  Size Adjustments: Ifsnits being small gain a +1 size bonus to their Defensive rating, a +1 bonus on attack rolls, and a +4 size 
  bonus on Hide checks. They suffer a -4 penalty on grapple checks. Their lifting and carrying limits are half those of a normal 
  character. Ifsnits must use two hands to wield a Medium-size weapon. 
   
  Highly Developed Sight: Ifshnits cannot be blinded by any light, as their inner eyelids snap shut instantly. They cannot see 
  during the turn a light flashes brightly, but their eyesight will be normal the following turn. 
   
  Innate Skill: Because of their unique culture, which is heavily based on barter, Ifshnits learn about trading at an early age. An 
  Ifshnit character is allowed to choose one of the following skills at second level and at no cost when it begins the game: 
  Appraisal, Barter/Haggling, or Knowledge: Trade. 
   
  ATTRIBUTE ADJUSTMENTS 
   
  Str: -1 
  Ag: +0 
  Sta: -1 
   
  Log: +1 Int: +1 
  Per: +2 App: -1 
  Endurance points: +0  
   
  Psyche: +0  
   
  Osakar 
   
  Average size: 8‘ tall  
  Average Mass: 100 Kilograms 
  Average Life span:  225 Years 
  Body Temperature:  93° Fahrenheit 
  Reproduction: Parthenogenesis 
   
  PHYSICAL DESRIPTION AND STRUCTURE 
   
  Osakar are very tall, long-limbed creatures. Four legs grow symmetrically from the lower portion of their barrel-shaped bodies 
  and constitute 65% of their height. Each leg has two opposing knees and can fold up to lower the Osakar to a height of a little 
  under 7‗. 
   
  Osakar have two arms with shoulder joints similar to those of a Vrusk, but they aren't double jointed. The hands are 
  short and powerful with five fingers (each finger has five knuckles) and two opposing thumbs (each thumb has three knuckles). 
   
  The Osakar head is set slightly forward of the shoulders on a long, thick, muscular neck. This neck can turn the head 
  straight back, so the Osakar can easily look behind itself. The Osakar head has a very flat face with little detail. The two eyes are 
  totally black. The nose is an intricately baffled vertical opening. The mouth is a mere slit containing hard, bony ridges used for 
  chewing. Two opposing tongues, one on either side of the mouth, can be seen. 
   
  The Osakar epidermis is is made up of thousands of large white, hard plate-like cells that are shingled downward all 
  over the body. They resemble a huge, white plant more than any animal. Osakar have only one sex, which is considered female 
  and new individuals are developed from unfertilized eggs. To all other races Osakar appear completely identical, like clones. 
   
  SENSES 
   
   
  Osakar have vision, hearing, and a sense of touch comparable to that of mankind. They have the finest sense of taste 
  and smell on the Frontier (see Special Abilities). 
   
  SPEECH 
   
  
   
   
   
  Osakar speak a strange language that is quite beautiful. The two tongues produce sounds no other race can make and 
  the use of their baffled nose-hole adds exotic fluting which is entrancing. They have no problem learning to speak new languages. 
   
  SOCIETY AND ATTITUDES 
   
   
  Osakar try to get along with everyone, but some of the other races are barely able to tolerate the Osakar, probably 
  because of their appearance. Most Humans are afraid of Osakar (because of their "spidery" legs) and the two races never live 
  close to each other. The only races that get along with them are the Ifshnits (after centuries of trade and interaction) and the 
  Humma (because no one likes them either). 
   
  The incredible physical similarities between Osakars has an interesting impact on Osakar society. All Osakar are 
  absolutely equal and have the same rights. They are the only race that has achieved perfect equality. Their lack of distinguishing 
  features not only reinforces this equality, but also channels their natural inclination toward individuality in a most unusual 
  direction. No two Osakar sound alike, the inflection and tone of their voice being unmistakably different. Some even adopt other 
  languages permanently. 
   
  This desire to be different also manifests itself in their religious beliefs. Every known religion in the galaxy, including 
  ancient and "forgotten" religions, is being practiced by at least one Osakar. All Osakar are fervently religious, but the religion 
  itself is not as important as the fact that the Osakar believes in it. 
   
  But the Osakar desire for individualism is most notably expressed in their apparel. While Osakar can live comfortably 
  in most climates without clothing, apparel accounts for a major portion of their personal expenses. They absolutely love fashion. 
  Gaudy, tasteful, tacky, luxurious, the range of Osakar apparel is without limits and changes continuously. (Osakar characters 
  must spend at least 20% of their income on clothing and accessories.) Osakar do not limit their outfits to one gender or species; 
  any clothing that fits, from any culture or time period, may be worn by an Osakar. 
   
  SPECIAL ABILITIES 
   
  Highly Developed Smell: All Osakar have highly developed olfactory senses. These are so accurate that an Osakar can 
  recognize and identify even very weak odors that it has encountered in the past, including people. Any Osakar learning the 
  Tracking feat gains a +2 bonus to her success rate, unless something has masked or removed the scent. 
   
  Languages: Because of their unique mouth structure Osakar can duplicate all known languages. The Osakar are the finest 
  linguists known. An Osakar character starts the game knowing any four civilized languages it desires in addition to Standard and 
  Osakish. 
   
  ATTRIBUTE ADJUSTMENTS 
   
  Str: +0 Ag: +1 
  Sta: +0  
  Log: +0 Int: +1 
  Per: +2 App:-1 
  Endurance points: +5  
   
  Psyche: +8  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Character Points (This is an optional rule) 
   
   
  All characters begin play with 10 character points + 1d4/point of Logic modifier that the character has. Human 
  characters gain a bonus of 4 Character points. These points can be used to buy Merits or Flaws that grant the character 
  advantages and disadvantages. In addition Character points can be spent to increase other aspects of the character as shown 
  below: 
   
  Increase skill= 1 character point/skill level increased to a maximum of level 4. 
  New skill= 3 character points 
  New Feat= 5 points 
  Raise Attribute 1 point (Maximum of 14) = 5 points  
   
   
  A character can increase the number of character points he has by taking Flaws. A character can not have more than 3 
  Flaws to offset his Merits. The Flaws available are detailed after the descriptions for the various Merits available to characters in 
  the Frontier. 
   
  Merits 
   
   
   
   
  Cost 
   
  Flaws 
   
   
   
  Bonus 
  Accuracy  
   
   
   
  3 
   
  Allergies  
   
   
  +1 
  Allure 
   
   
   
   
  2 
   
  Bad tempered 
   
   
  +2 
  Alertness  
   
   
   
  3 
   
  Bruise easily 
   
   
  +4 
  Ambidexterity 
   
   
   
  3 
   
  Clumsy  
   
   
  +2 
  Animal companion  
   
   
  4 
   
  Colorblind 
   
   
  +1 
  Animal empathy 
   
   
   
  3 
   
  Compulsive honesty 
   
  +3 
  Artistic understanding 
   
   
  2 
   
  Cowardice 
   
   
  +3 
  Battle rage 
   
   
   
  4 
   
  Curiosity  
   
   
  +3 
  Climate sense 
   
   
   
  2 
   
  Deep sleeper 
   
   
  +3 
  Craftsmanship 
   
   
   
  2 
   
  Easily distracted 
   
   
  +2 
  Dense flesh 
   
   
   
  3 
   
  Fanaticism 
   
   
  +4 
  Determine stability  
   
   
  2 
   
  Forbidden love 
   
     
  +2 
  Determine structural age 
   
   
  2 
   
  Gentle heart 
   
   
  +3 
  Diving 
   
   
   
   
  3 
   
  Greed 
   
   
   
  +3 
  Double Jointed 
   
   
   
  3 
   
  Ineptness  
   
   
  +4 
  Empathy  
   
   
   
  4 
   
  Irrational fear (specify) 
   
  +5 
  Enhanced Equilibrium 
   
   
  4 
   
  Irrational hatred (specify) 
   
  +4 
  Enhanced Intuition  
   
   
  5 
   
  Irritating personality 
   
  +1 
  Enhanced Logic 
   
   
   
  5 
   
  Lazy 
   
   
   
  +1 
  Enhanced Stamina  
   
   
  5 
   
  Light sensitive 
   
   
  +3 
   
  Fast healer 
   
   
   
  4 
   
  Longing for acceptance 
   
  +2 
  Fearlessness 
   
   
   
  3 
   
  Lucid dreaming 
   
   
  +3 
  Glibness  
   
   
   
  2 
   
  Melancholia 
   
   
  +3 
  Impersonation 
   
   
   
  3 
   
  Paranoia  
   
   
  +2 
  Indomitable will 
   
   
   
  5 
   
  Phobia: (specify) 
   
   
  +3 
  Inherent immunity: Poison 
   
   
  4 
   
  Powerful enemy 
   
   
  +5 
  Inherent immunity: Disease  
   
  4 
   
  Pride 
   
   
   
  +4 
  Inherent immunity: Cold 
   
   
  4 
   
  Size 
   
   
   
  +3 
  Inherent immunity: Heat 
   
   
  4 
   
  Social outcast 
   
   
  +2 
  Internal compass 
   
   
   
  2 
   
  Stubbornness 
   
   
  +3 
  Keen eyesight 
   
   
   
  3 
   
  Tongue tied 
   
   
  +2: 
  Keen hearing 
   
   
   
  3 
   
  Unlucky  
   
   
  +4: 
  Keen sense of smell 
   
   
  3 
   
   
  Keen sense of taste  
   
   
  3 
   
   
   
   
  Keen tactile sense  
   
   
  3 
   
   
  Light sleeper 
   
   
   
  2 
   
   
  Luck 
   
   
   
   
  5 
   
   
  Mechanical aptitude 
   
   
  3 
  Obscure knowledge  
   
   
  3 
  Power 
   
   
   
   
  4 
  Precise Memory 
   
   
   
  3 
  Quickness 
   
   
   
  4 
  Speed burst 
   
   
   
  2 
  Stealth 
   
   
   
   
  3 
  Weapon affinity 
   
   
   
  3 
  
   
   
  Merit and Flaw descriptions 
   
  Merits 
   
  Accuracy: Characters adept at this talent have an innate ability to hit targets with ranged weapons or objects. A character with 
  this ability cuts his range penalties for using a range or thrown weapon or object by ½. 
   
  Allure: This trait allows the character to attract the romantic interest of NPC‘s. The character can conceal the trait at any time, 
  but when in effect it can modify the reaction rolls of NPC‘s that might be affected by as much as +3. The trait is only effective if 
  there is a reasonable chance of the PC drawing romantic attention from the NPC -at the very least the NPC must be of the 
  opposite sex and be of at least young adult age.  
   
  Alertness: A character with this trait is blessed with a combination of peripheral vision, good hearing, and mental stamina that 
  makes them very resistant to surprise. A character with this trait gains a +4 bonus to their spot checks to avoid surprise. The 
  character gains a +2 to any Reflex saves that he makes.  
   
  Ambidexterity: This character is equally skilled with the use of either hand. This trait characteristic carries over into training, so 
  that the Hero can use weapons, bear a shield, and perform acts of strength with a reduced penalty over non-ambidextrous 
  characters. A character who is ambidextrous does not suffer the -2 penalty for using a weapon in his off hand so long as the 
  weapon used in the off hand is small.   
   
  Animal companion: A character with this trait has an affinity to an animal that he chooses at the start of his career. This animal 
  must be one that is common to his homeworld and is domesticated. With the exception of a riding beast the animal must be of 
  small size. The Administrator can help characters choose a suitable animal.  
   
  Animal empathy: A character with this trait possesses an inherent ability to relate to animals. The character will generally 
  receive a positive reaction from domesticated animals and can sooth the fears of captive wild animals with remarkable 
  consistency. The character can use his Personality based reaction adjustment on animals. A character cannot use this ability on 
  exceptionally fierce or wild animals.   
   
  Artistic understanding: The character with this trait gains a +2 bonus to his skill rolls when using his performance skills due to 
  his knack for artistic endeavors. In addition whenever he encounters an NPC that has some knowledge of the character‘s skill the 
  Hero gains a +2 bonus to their reaction rolls.  
   
  Battle rage:  The character with this ability is able to go berserk in combat. The character must sustain 1 Endurance point of 
  damage which can either be inflicted on him or the character can inflict it on himself. After this the character gains a +2 bonus to 
  his attack and damage rolls, but suffers a loss his defensive bonus. This lasts 1 round +1 round/ point of Stamina modifier he has 
  (minimum 1 round).  
   
  Climate sense: The character with this ability has an uncanny knack for knowing when the weather will change. The character 
  may roll an Intuition check to determine if the weather will change in the next 12 hours (DC: 16). If he has the Knowledge: 
  Nature skill the character can determine what the weather will actually change to, otherwise he can only determine if the weather 
  will worsen or improve. 
   
  Craftsmanship: The character with this trait gains a +2 bonus to his skill rolls when using a Craft or Professional skill that he 
  chooses at the start of his career. In addition whenever he encounters an NPC that has some knowledge of the character‘s skill the 
  Hero gains a +2 bonus to his reaction rolls.  
   
  Dense flesh:  A character with this trait reduces damage taken from attacks (including subdual damage) by -1 point including 
  reducing damage taken to 0.  
   
  Determine stability: A character with this trait is able to determine the stability of any structure or area. The character may make 
  a Logic check (DC: 16) to determine how much pressure or movement will be necessary to topple the object, or cause a shift in 
  the area (as in starting a rockslide, or avalanche). 
   
  Determine structural age: The character with this ability is able to make a Logic check (DC: 16) to determine the exact age of a 
  ruin, or structure.  
   
  Diving: A character must be able to fly (or glide) by his own ability to use this ability. If he possesses the required ability he can 
  make a diving attack in combat. When diving the character gains a +4 bonus to Initiative and if he succeeds the character can 
  make an attack against his opponent and if the attack succeeds the character does an additional die of damage before any 
  additions are made for Strength or skill.  
  
   
   
   
  Double jointed: The character has the unique ability to wriggle out of ropes, manacles, brackets, chains, or other bonds. The 
  character can roll an unskilled Escape Artist roll with a +1 bonus or if he possesses the Escape artist skill he gains a +2 bonus for 
  having this trait.  
   
  Empathy: A character with this trait has the innate ability to sense the general mood of individuals. The character may make an 
  Intuition check (DC 16) upon entering a room or coming within 30‘ of a target, and if successful he can learn the general mood of 
  the creature, or being.  
   
  Enhanced Equilibrium: A character with this ability can never dismally fail at a task involving Agility. The character always 
  gains a bonus of +2 to any Skill or Feat rolls involving Agility but this does not increase his attack bonuses in ranged combat.  
   
  Enhanced Intuition: A character with this trait can never dismally fail at a task involving Intuition. The character always gains a 
  bonus of +2 to any Skill or Feat rolls involving Intuition.  
   
  Enhanced Logic: A character with this trait can never dismally fail at a task involving Logic. The character always gains a bonus 
  of +2 to any Skill or Feat rolls involving Logic.  
   
  Enhanced Stamina: A character with this trait can never dismally fail at a task involving Stamina. The character always gains a 
  bonus of +2 to any Skill or Feat rolls involving Stamina. In addition the character begins with a bonus to his starting Endurance 
  points equal to his Stamina modifier x2 (2 points minimum)  
   
  Fast healing: A character with this trait recovers from damage or from temporary ability losses at his normal healing rate (2 
  Endurance points/level + his Stamina modifier per day of rest, or regains 1 lost attribute point/day) but instead of needing a full 
  day (24 hours) to recover, he does so in 12 hour periods if he is completely resting, otherwise he recovers as a normal character.  
   
  Fearlessness: A character with this ability gains a +2 to his Resistance rolls vs. fear effects. He gains a Resistance roll if the fear 
  effect normally does not call for one, but in this case the Resistance roll‘s difficulty is determined as follows: Difficulty: 20+ the 
  Endurance level of the being producing the effect.  
   
  Glibness: A character with this ability who can speak the same language as his listeners can shift the targets reactions by one 
  place towards being friendly on a successful Personality check (DC: 16).  
   
  Impersonation: A character with this trait has a knack for acting. This gives him a +1 bonus to his skill rolls for any of the 
  following skills: Bluff, Diplomacy, Disguise, Innuendo, and Performance 
   
  Indomitable Will: A character possessing this ability gains a bonus of +2 to his Will Saves.  
   
  Immunity: Poison: This trait enhances the character‘s natural resistance to poison, whether ingested, inhaled, or otherwise 
  entering his system.  The character gains a +2 bonus to his Fortitude saves against poisons. In addition the character can never die 
  from poisoning. If the poison would kill the character, it will instead incapacitate him totally for 10 days minus his/Stamina 
  modifier and at the end of that time he loses one permanent point of Stamina, as opposed to dying from the toxin. 
   
  Immunity: Disease: This trait enhances the character‘s natural resistance to disease. The character gains a +2 bonus to his 
  Fortitude saves against disease. In addition the character can never die due to a disease. If the disease would kill the character, it 
  will instead incapacitate him totally for 10 days minus his Stamina modifier and at the end of that time he loses one permanent 
  point of Stamina, as opposed to dying from the disease. 
   
  Immunity to cold:  A character who possesses this trait will feel comfortable in temperatures that other characters find cold. The 
  character reduces damage from cold by -1 point/die even reducing damage to 0/die. 
   
  Immunity to heat:  A character who possesses this trait will feel comfortable in temperatures that other characters find hot. The 
  character reduces damage from heat by -1 point/die even reducing damage to 0/die. 
   
  Internal compass:  A character with this trait has a general idea of where they are, and in what direction they are facing when 
  outdoors. A character with this trait gains a +2 bonus to his intuit direction skill. 
   
  Keen eyesight: A character with this ability has ―eagle eyes‖ and are thus able to perceive details at a range of twice what a 
  character with normal vision would have. This does not grant the character night vision if he does not already have it, but grants a 
  +2 bonus to a character‘s spot checks. A character with this skill cuts the range penalties when using a missile weapon in half.  
   
  Keen hearing: A character with this ability has excellent aural acuity. The character gains a +2 bonus to his Will saves to avoid 
  
   
   
  surprise and gains a +2 bonus to his Listen checks.  
   
  Keen olfactory sense:  This valuable trait elevates the character‘s sense of smell to an uncanny level. The character gains a +2 
  bonus to any Spot checks where they are able to detect faint smells.  
   
  Keen sense of taste:  This valuable trait elevates the character‘s sense of taste to an uncanny level. The character gains a +2 
  bonus to any Fortitude saves he may be forced to make from attempts to poison him by tainting food, or drinks.  
   
  Keen tactile Sense: This trait gives a character a +2 bonus to Search skill checks where tactile information must be gained. 
   
  Light sleeper: A character who possesses this trait will awaken at the slightest disturbance. The character is allowed to roll listen 
  checks when asleep and if successful he will awaken with no penalties to his actions due to disorientation. 
   
  Luck:  A character who has this advantage may once/adventure reroll one die roll and take whichever roll is more favorable. 
   
  Mechanical aptitude: The character with this trait gains a +2 bonus to his skill rolls when using any type of machine due to the 
  characters innate ability to understand the complex workings of machines. In addition whenever he encounters an NPC that has 
  some knowledge of the character‘s skill the hero gains a +2 bonus to his reaction rolls.  
   
  Obscure knowledge: A character with this ability has listened too long to Spacer‘s legends, and local gossip. The character can 
  once/adventure roll an Intuition check (DC 20) to know some obscure fact about a person, place or object.  
   
  Power: A character with this ability can never dismally fail at a task involving Strength. The character always gains a bonus of 
  +2 to any Skill or Feat rolls involving Strength but this does not increase his attack or damage bonuses.  
   
  Precise memory: A character with this ability is able to remember things after a glance. They are allowed to roll a Logic check 
  (DC: 16) to remember any facts that might be pertinent to a situation (if they ask). 
   
  Quickness: A character with this ability is naturally faster than other characters. The character gains a +2 bonus to his Initiative 
  modifier and gains one additional Attack of opportunity in a round. 
   
  Speed burst: A character with this ability can increase his running speed by +4‘ for one round/point of Strength modifier that the 
  character possesses by making a Stamina check (DC: 18). 
   
  Stealth: A character with this ability reduces a target‘s chance to detect him, when he is alone and not wearing reflective or metal 
  armor. The ability reduces the chance that the character is detected by -2 and is cumulative with the Move silently skill.  
   
  Weapon affinity: The character with this ability has a natural aptitude for a weapon. When using that type of weapon, which is 
  chosen when this trait is taken, the character gains a +1 to his Attack and Damage rolls.  
   
   
  Flaws 
   
  Allergies: A character with this disadvantage is subject to sneezing outdoors during warm and hot weather due to severe hay 
  fever. The character will suffer a -2 to his Ability and Combat rolls due to his allergies. At the beginning of any week the 
  character must roll a Fortitude save (DC: 17) and if he fails at one point during that week lasting 1-3 days the character will suffer 
  from this allergy. 
   
  Bad tempered: This character has extreme difficulty with social interaction. He is quick to become enraged when he feels 
  slighted whether the insult was real or imagined. The character must roll a Will Resistance roll (DC: 18) whenever he is in a 
  social situation where he is given some reason to believe he has been insulted. If the save fails the character will start swinging, 
  insulting or otherwise ruining any opportunity to keep things friendly. A character can not have a Personality over 12 if he 
  possesses this trait and can never have more than three cohorts. 
   
  Bruise easily: A character with this trait suffers 1 extra point of damage/die up to the maximum damage allowed from any 
  attack. The character also suffers an additional d4 of real damage resulting from non-lethal combat. 
   
  Clumsy: The character with this disadvantage has the misfortune of always tripping or dropping an item at the most inopportune 
  time. Whenever the character fails a roll by 6 or more points the character must roll a Reflex Save (DC: 16)  to avoid dropping 
  whatever is in his hands. 
   
  Colorblind: At first this disadvantage seems not to be very great, but the character will suffer a -4 to any Logic checks or a -2 to 
  
   
   
  his chance to Spot or Disarm a trap where color variations are a factor. 
   
  Compulsive honesty: The character with this disadvantage can never tell a lie, or behave in a deceitful manner. He tends to be 
  blunt rather than tactful, and in a case where the character must tell a lie or partake in a deception he must make a Will save (DC: 
  18) or he will subconsciously sabotage the plan. 
   
  Cowardice: This is a hefty disadvantage for a character. The character may want to be brave or fight heroically, but when faced 
  with danger he must roll a Will Save (DC: 18) to avoid freezing up. If he does freeze up the character loses his Initiative bonus 
  for 1-4 rounds due to fear. 
   
  Curiosity: This character will always forgo his safety to satisfy his curiosity. The character must make a Will save (DC: 18) to 
  avoid endangering himself and his companions for the chance of satisfying his curiosity.   
   
  Deep sleeper: A character with this disadvantage will always need prodding to be woken, and suffers 1-4 rounds where he will 
  be at -2 to all Ability and Combat rolls due to sluggishness. 
   
  Easily distracted: A character with this disadvantage suffers a -2 to all his Skill checks where success takes time because of the 
  character‘s inability to keep his mind on the task at hand. The character takes twice as long to perform any task that requires 
  concentration or takes an extended period of time because he will procrastinate as long as they can. Characters that have this 
  disadvantage may take ten to perform a task, but they can never take 20. 
   
  Fanaticism: A character with this failing has such a strong dedication to some person, or ideal that he must make a Will save 
  (DC: 18) to do anything that does not in some way relate to his goal, or ideal. Also during the time that the character is 
  performing a task that does not involve his goal or ideal he will be nearly unbearable, suffering a -4 to NPC reactions. 
   
  Forbidden love: The character with this disadvantage has fallen in love with a person who should he profess his love for will 
  ruin their lives.  
   
  Gentle heart: The character with this failing is so soft hearted that he must make a Will save (DC: 18) whenever he is forced to 
  fight or the character suffers a -4 to all his rolls for the next day as he falls into a deep depression. The character must likewise 
  roll a Will save (DC: 18) to avoid helping a person regardless of the person‘s previous actions. 
   
  Greed: A character with this trait suffers from greed that can not be defined. The character will put himself and everyone around 
  him in danger for the chance at that extra few credits. The character must make a Will save (DC: 18) to avoid endangering 
  himself and his companions for the chance of acquiring wealth, and is not above lying or stealing, even from those that are his 
  friends to make a profit.  
   
  Ineptness: A character with this disadvantage permanently suffers a -2 to all Skill, Ability, and Combat rolls because the 
  character is just not good at anything. 
   
  Irrational fear: This disadvantage is a greater fear than that produced by the ―Phobia‖ disadvantage. Whenever the character is 
  faced with the subject of his fear the character must roll a Will save (DC: 20) or freeze up. The character will do nothing but 
  cower in fear as long as the subject of his fear is in view and for 1-3 rounds afterwards the character will be so distracted that they 
  suffer a -2 to all Skill, Ability and Combat rolls. 
   
  Irrational hatred:  A character with this disadvantage will refuse to parley, give quarter, or retreat from a fight with his hated 
  foe. The character must make a Will save (DC: 18) in order to retreat from such an encounter regardless of the odds. The 
  character will gain a +2 to his Attack rolls when facing his hated foes but will fight heedless of the character‘s own safety (losing 
  his defensive bonus).  
   
  Irritating personality: A character with this failing must make a Will save (Dif: 18) whenever involved in crucial negotiations 
  or suffer  a -5 to all NPC reactions as the more annoying aspects of the character‘s personality become incredibly pronounced. 
   
  Lazy: Characters with this disadvantage never do more than is absolutely necessary, relying on others to do the lion‘s share of 
  the work, but expecting equal shares of the rewards. The character must make a Will Save (DC: 18) whenever the prospect of 
  labor comes into mind or the task will take 2-3 times longer than it should as the character finds inventive ways to procrastinate. 
   
  Light sensitivity: The character with this failing suffers a -4 to all his Skill, Ability and Combat rolls when not in darkness. Even 
  dim light causes a distraction but not as much as bright light (-2 to rolls) 
   
  Longing for acceptance: A character with this disadvantage is so immersed in his desire for acceptance that the character does 
  not allow himself any joy. These characters often sabotage their own chance for acceptance. The character suffers a -2 to all NPC 
  
   
   
  reactions who become frustrated by the character‘s attitude. 
   
  Lucid dreaming: A character who suffers this disadvantage will have such realistic dreams that the character suffers a -2 to all 
  his skill, ability and combat rolls for 1-6 rounds when they wake-up due to disorientation.  
   
  Melancholia: A character with this disadvantage no longer knows any joy in his life and is so filled with longing for things long 
  gone and the happiness that has long ago faded that they suffer a -2 to all NPC reactions who become frustrated by the 
  character‘s attitude. 
     
  Paranoia: A character who suffers this affliction is always seeing schemes and motives in everything that goes on around him as 
  some intricate plot against him. The character is so suspicious that he must make a Will Resistance roll (DC: 18) to accept any 
  aid or anything given to him by another person. 
   
  Phobia (All): These disadvantages all share the following explanation. Whenever the character is faced with the subject of his 
  fear the character must roll a Will Save (DC: 18) or freeze up. The character will be unable to do anything for the first round that 
  he is in the presence of the thing that the character is afraid of, but he will defend himself if the need arises. On subsequent 
  rounds the character will lose his Initiative bonus due to fear. 
   
  If the object of the character‘s fear is not combat related the character suffers a -4 to any Skill or Ability rolls that he 
  must make while in the presence of the character‘s fear. In both cases the character gains only ½ experience for any encounter 
  with his phobia. 
   
  Powerful enemy: A character with this disadvantage has made an enemy of some very powerful being or organization. This 
  enemy will do anything in its power to make the character‘s life miserable. The enemy need not be powerful in level or ability, he 
  could be a powerful crime boss, a bounty hunter, the local media, or even a Star Law officer who though not being high in 
  character level has such an influence in the area the character calls home, that he or it makes the character‗s life unbearably 
  difficult.  
   
  Pride: A character with this disadvantage will find himself in bad situations because his pride won‘t let the character back away 
  from anything or take back anything he has said. The character must roll a Will Resistance roll (DC: 18) whenever he is in a 
  social situation where the character is given some reason to believe that he have been slighted. If the character fails his save they 
  will ruin any opportunity to keep things friendly. A character can not have a Personality over 12 if he possesses this trait. 
   
  Size: Because of the character‘s large size he must pay +50% of the cost when purchasing clothing, armor and equipment for his 
  size. Characters who possess this flaw suffer a -1 penalty to Defense, a -1 penalty on attack rolls, and a -4 penalty on Hide checks 
  because of their size. They however gain a +4 bonus on grapple checks. Their lifting and carrying limits are twice those of a 
  normal character. Large characters must use two hands to wield a huge weapon, and light weapons for them are medium-size. 
   
  Social outcast: A character with this disadvantage has fallen so out of favor within his social circle that he is the source of much 
  rumor and the focus of many unflattering statements. The character suffers a -4 to all NPC reactions.  
   
  Stubbornness:  A character with this disadvantage will find himself in bad situations because the character won‘t back away 
  from anything. The character suffers a -2 to all NPC reactions after 1-4 rounds of conversation as the character‘s stubbornness 
  becomes painfully evident. A character can not have a Personality over 12 if he possesses this trait. 
   
  Tongue Tied: This disadvantage crops up when the character tries to discuss important topics with companions and NPC‘s. The 
  character‘s inability to keep his facts straight causes him a -2 to NPC reactions. 
   
  Unlucky: A character with this horrid disadvantage begins to suffer bad luck from the moment he first fails miserably at a task 
  (rolls a one). From this point on until the character rolls an unmodified 20, he will suffer a -5 to all his Ability, Skill , Resistance 
  and Combat rolls. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  The Hero Template 
   
   
  The Hero Template is designed to detail all the basic traits possessed by all Heroic characters that increase as the 
  character gains experience. All characters increase in Endurance points, gain bonuses to their Resistance rolls, and acquire new 
  Skills and Feats as they increase in level which grant the character the ability to overcome greater challenges. Unless the 
  Administrator is starting characters at higher levels, all starting characters begin play at level one, and gain all the benefits of that 
  level. These benefits are as follows: 
   
   
  Level Information 
   
   
  Bonus  
   
  Combat  
        Resistance Rolls 
   
   
   
   
  Level 
  Endurance 
  Modifier  
  Fort. 
  Ref. 
  Will. 
  Skills 
  Feat 
   
  1 
  +5 
   
  +2 
   
  +2 
  +0 
  +0 
  15 
  1 
  2 
  +5 
   
  +2 
   
  +0 
  +1 
  +0 
  +1 
  3 
  +5 
   
  +2 
   
  +1 
  +1 
  +1 
  +1 
  +1 
  4 
  +5 
   
  +2 
   
  +0 
  +0 
  +1 
  +1 
   
  5 
  +5 
   
  +2 
   
  +0 
  +1 
  +0 
  +1 
  6 
  +5 
   
  +2 
   
  +1 
  +0 
  +1 
  +1 
  +1 
  7 
  +5 
   
  +2 
   
  +0 
  +0 
  +0 
  +1 
  8 
  +5 
   
  +2 
   
  +0 
  +1 
  +0 
  +1 
  9 
  +5 
   
  +2 
   
  +0 
  +0 
  +1 
  +1 
  +1 
  10 
  +5 
   
  +2 
   
  +1 
  +0 
  +0 
  +1 
  11 
  +5 
   
  +2 
   
  +0 
  +0 
  +0 
  +1 
  12 
  +5 
   
  +2 
   
  +0 
  +1 
  +0 
  +1 
  +1 
  13 
  +5 
   
  +2 
   
  +0 
  +0 
  +1 
  +1 
  14 
  +5 
   
  +2 
   
  +0 
  +0 
  +0 
  +1 
  15 
  +5 
   
  +2 
   
  +0 
  +0 
  +0 
  +1 
  +1 
  16 
  +5 
   
  +1 
   
  +1 
  +0 
  +0 
  +1 
  17 
  +5 
   
  +1 
   
  +0 
  +1 
  +0 
  +1 
  18 
  +5 
   
  +1 
   
  +0 
  +0 
  +1 
  +1 
  +1 
  19 
  +5 
   
  +1 
   
  +0 
  +0 
  +0 
  +1 
  20 
  +5 
   
  +1 
   
  +0 
  +0 
  +0 
  +1 
   
  Definitions 
   
  Endurance bonus: The Endurance bonus grants a number of points that are added to the Endurance points determined when the 
  player created the character‘s secondary attributes. These points are further modified by the character‘s Stamina modifier which 
  is added (or subtracted) for each level that the character gains after 1st level.   
   
  Combat modifier: The Combat modifier lists a number of points that a character gains as he raises in level. These points are 
  distributed among certain aspects of his combat attributes as detailed in the combat section of this book.   
   
  Resistance rolls: Resistance rolls grant a character a chance to avoid many harmful effects. To determine the character‘s actual 
  bonus add the Attribute modifier from Stamina to Fortitude, Agility to Reflex, and Intuition to Will to the bonuses listed above 
  up to his level. 
   
  Fortitude: These Resistance rolls measure the character‘s ability to stand up to physical punishment or attacks against the 
  character‘s vitality and health.  
   
  Reflex: These Resistance rolls test the character‘s ability to dodge area attacks. 
   
  Will: These Resistance rolls reflect the character‘s resistance to mental influence, and effects that alter the character‘s 
  perceptions.  
   
  Skills: To determine the actual number of Skill points a character possesses add the skill points gained due to his Logic Modifier 
  (4x the character‘s Logic modifier) to the Skill points listed on the Hero template. Each level above one the character gains 1 
  additional skill point + the character‘s Logic modifier if positive. 
   
  Feats: Feats are special abilities that enable the character to perform maneuvers that enable them to do things that are beyond 
  what normal people can do. Some feats give advantages in combat, while other feats grant the character abilities in other areas 
  that affect their capabilities and can sometimes affect their chance to survive an adventure. 
  
   
   
  Level Advancement 
   
   
  Each character advances in level as he accumulates experience points, and with each level that he gains the character 
  increases in ability, becoming more formidable. The table below contains the information relevant to level advancement . 
   
   
  Table one: Experience/Ability Increases 
   
  Experience 
   
   
   
  Attribute 
  Points 
   
   
  Level 
   
  Increase 
  0-999 
   
   
  1 
   
   
  1,000-2,999 
   
  2 
  3,000-5,999 
   
  3 
   
  6,000-9,999 
   
  4 
   
  +1 
  10,000-14,999 
   
  5 
   
   
  15,000-20,999 
   
  6 
  21,000-27,999 
   
  7 
  28,000-35,999 
   
  8 
   
  +1 
  36,000-44,999 
   
  9 
  45,000-54,999 
   
  10 
  55,000-65,999 
   
  11 
  66,000-77,999 
   
  12 
   
  +1 
  78,000-90,999 
   
  13 
  91,000-104,999 
   
  14 
  105,000-119,999 
   
  15 
  120,000-135,999 
   
  16 
   
  +1 
  136,000-152,999 
   
  17 
  153,000-170,999 
   
  18 
  171,000-189,999 
   
  19 
  190,000+  
   
  20 
   
  +1 
   
  At every four levels the Character may increase one of his/her primary Attributes  by +1 point. 
   
   
   
   
   
   
  
   
   
  Professions 
   
   
  What follows are a list of the various Professions available to characters in the Frontier. There are seven Archtypical 
  Professions (Bio-social, Enforcer, Explorer, Rogue, Sci-spec, Spacer, and Tech-ex) that are available to the characters and 
  represent the Core Professions which can be found throughout the Frontier. These core Professions often attract characters with 
  high scores in one of the basic Attributes as listed in parenthesis after the arch-types name. The Profession listings here are 
  presented only to give players an idea of the kind of characters they can play in the game, but other than this they do not grant 
  abilities or bonuses as Professions do in other Role playing games.  The core professions and some ideas of the types of 
  professions that they represent are as follows: 
   
  Bio-Social (Per) 
   
  Enforcer (Str) 
   
  Explorer (Sta) 
   
  Rogue (Ag) 
   
   
  Administrator 
   
  Bodyguard 
   
  Commando 
   
  Assassin  
   
  Ambassador 
   
  Bounty hunter  
   
  Corporate assessor  
  Corporate assassin 
  Celebrity  
   
  Colonial marine 
   
  Environmentalist   
  Corporate security expert 
  Diplomat  
   
  Colonial police 
   
  Eco-terrorist 
   
  Corporate spy 
  Escort 
   
   
  Corporate security  
  Landfleet commando 
  Deep cover agent  
  Field reporter 
   
  Landfleet trooper  
  Missionary 
   
  Investigative reporter 
  Politician  
   
  Planetary militiaman 
  Planetary guide 
   
  Landfleet sniper 
   
  Political activist 
   
  Royal marine 
   
  Prospector 
   
  Private investigator 
  Psycho-Therapist  
  Security guard 
   
  Royal Marine Corps ranger Saboteur 
  Religious leader 
   
  Spacefleet soldier  
  Scout 
   
   
  Star Law intelligence agent 
  Trader 
   
   
  Star law officer 
   
  Star Law ranger 
   
  Thief 
  Translator 
   
  Underworld muscle  
  Surveyor  
   
   
   
   
   
  Sci-Spec (Log) 
   
  Spacer (Int) 
   
  Tech-Ex (Log) 
  Corporate researcher 
  Colonial naval officer 
  Aerospace fighter pilot 
  Crime scene investigator 
  Crewman  
   
  Communications expert 
  Exo-biologist 
   
  Fighter pilot 
   
  Computer expert 
  Field medic 
   
  Freight hauler 
   
  Corporate hacker 
  Genetisist 
   
  Gunnery officer 
   
  Corporate techno-saboteur 
  Medic 
   
   
  Knighthawk pilot  
  Cybernetisist 
  Space scientist 
   
  Royal marines officer 
  Demolitions expert 
  Star Law science officer 
  Shuttle pilot 
   
  Engineer 
   
   
   
  Smuggler  
   
  Landfleet military engineer 
   
   
   
  Spacefleet officer  
  Medical technician 
   
   
   
  Space pirate 
   
  Pilot 
   
   
   
  Space trader 
   
  Racing pit crewmember 
   
   
   
  Star Law ranger 
   
  Racing vehicle driver/pilot 
   
   
   
  Survey ship pilot 
   
  Robotics expert 
   
   
   
  Tramp freighter pilot 
  Security expert 
   
   
   
   
  Tramp liner pilot 
   
  Sensory officer 
   
   
   
  Transport pilot 
   
  Star Law cyber crimes officer 
   
   
   
   
   
   
  Technician 
   
   
   
   
   
   
  Techno-Junkie 
   
   
   
   
   
   
  Techno-terrorist 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Skills 
   
  What follows is a list of skills available to characters in Star Frontiers. A player chooses his character‘s skills and raises them one 
  level per skill point spent though these initial skills cannot be raised by spending skill points above level 4 (but Attribute 
  modifiers may push the initial ranks above 4), and with each additional level they can raise a skill an additional 2 ranks 
  maximum.  
   
  Characters Skill Points 
   
  Each first level character starts with 15 Skill slots as listed on the Hero Template (P27)  to which they add a number of Skill 
  points equal to 4 x the character‘s Logic modifier (if positive). If the Character points option is used Players can buy additional 
  skills or raise skill levels by expending character points at a cost of 3 points/new skill or 1 character point per skill level raised to 
  a maximum starting level of 4. 
   
   
  Skill list 
   
   
  The skill lists below detail the following information beside what skills are available. The Major attribute notation lists 
  the Attribute whose modifier is added to the skill rank to determine the modifier added to a D20 roll to determine if a skill 
  succeeds.  
   
   
   
   
  Major 
   
   
   
   
   
  Major 
  Skill 
   
   
  Attribute 
   
  Skill 
   
   
  Attribiute 
  Administration 
   
  Log 
   
   
  Jump 
   
   
  Str 
   
   
  Analyze** 
   
  Log 
   
   
  Jury rig  
   
  Int 
   
   
   
  Animal Empathy 
   
  Int 
   
   
  Kit bash  
   
  Log 
   
   
   
  Appraise  
   
  Log 
   
   
  Knowledge* 
   
  Log 
  Astrogation 
   
  Log 
   
   
  Listen 
   
   
  Int 
  Balance  
   
  Ag 
   
   
  Modify  
   
  Log 
  Barter/Haggling 
   
  Per 
   
   
  Move silently 
   
  Ag 
  Bluff 
   
   
  Per 
   
   
  Open locks 
   
  Ag 
  Climb 
   
   
  Str 
   
   
  Perform*** 
   
  Varies 
   
  Computers 
   
  Log 
   
   
  Pick pocket 
   
  Ag 
  Craft**  
   
  Log 
   
   
  Pilot** 
   
   
  Ag 
  Crowd Working 
   
  Per 
   
   
  Profession** 
   
  Int 
  Cybernetics 
   
  Log 
   
   
  Read lips  
   
  Int 
   
   
   
  Decipher Script 
   
  Log 
   
   
  Repair 
   
   
  Log 
  Demolitions 
   
  Ag 
   
   
  Ride 
   
   
  Ag 
  Diplomacy 
   
  Per 
   
   
  Robotics  
   
  Log 
  Disable Device 
   
  Ag 
   
   
  Search 
   
   
  Log 
  Disguise  
   
  Per 
   
   
  Seduction 
   
  Per 
  Drive**  
   
  Ag 
   
   
  Sense motive 
   
  Int 
  Escape Artist 
   
  Ag 
   
   
  Signaling  
   
  Log 
  First Aid  
   
  Log 
   
   
  Sound 
   
   
  Int 
  Forgery  
   
  Ag 
   
   
  Speak languages 
   
  special 
  Gather Information  
  Per 
   
   
  Spot 
   
   
  Int 
  Gaming  
   
  Per 
   
   
  Swim 
   
   
  Str 
  Handle Animal 
   
  Per 
   
   
  Tumble  
   
  Ag 
  Heal 
   
   
  Int 
   
   
  Use rope  
   
  Ag 
  Hide 
   
   
  Ag 
   
   
  Use technology 
   
  Log 
  Hypnosis  
   
  Log 
   
   
  Weapons** 
   
  Ag 
  Innuendo  
   
  Per 
   
   
  Wilderness lore 
   
  Int 
  Intimidate 
   
  Per 
   
   
  Zero gravity movement 
  Ag 
  Intuit Direction 
   
  Int 
   
   
  ** Sub-skills for each of these skills is listed below. 
   
   
   
   
   
  
   
   
  Sub-skill Lists 
   
  The following lists give examples of the types of specific skills that are available to a character who chooses Any of the 
  following skills: Analyze, Craft, Drive, Knowledge, Pilot, Profession, or Weapons 
   
  Analyze  
   
  Craft 
   
   
   
  Drive 
   
   
  Pilot 
   
   
  Animal Behavior 
   
  Craft: Acoustics 
   
   
  Aquatic Vehicles 
   
  Aero-craft 
  Artifacts  
   
  Craft: Body comps  
   
  Ground Cars 
   
  Aero-fighters 
  Cultures  
   
  Craft: Calligraphy  
   
  Ground Cycles 
   
  Glider 
  Damage  
   
  Craft: Cartography  
   
  Ground Transports  
  Shuttle 
  Data 
   
   
  Craft: Chemical substances 
   
  Ground Trucks 
   
  Suborbital craft 
   
  Eco-Systems 
   
  Craft: Clothing manufacture  
  Hover Cars 
   
  Space fighter 
  Medical (Diagnosis) 
  Craft: Computer 
   
   
  Hover Cycles 
   
  System ship 
  Samples: Mineral  
  Craft: Entertainment equipment 
  Hover Transports  
  Star fighter 
  Samples-Organic 
   
  Craft: furniture making 
   
  Hover Trucks 
   
  Starship 
  Security  
   
  Craft: Jeweler 
   
   
  Military-Assault vehicles 
  Work pod 
  Technology 
   
  Craft: Optics 
   
   
  Military-Ground tanks 
   
   
   
   
   
   
   
   
  Military: Hover tanks 
   
   
  Profession 
   
   
   
   
   
  Knowledges 
  Agriculturalist 
   
   
  Engineer: Construction 
  Aeronautics 
   
  History 
  Architect  
   
   
  Engineer: Hydrolic   
  Ancient cultures 
   
  Local history 
  Armorer  
   
   
  Engineer: Mechanical 
  Ancient history 
   
  Local gossip 
  Bartender  
   
   
  Engineer: Military  
  Ancient languages  
  Local lore 
  Chef 
   
   
   
  Engineer: Nuclear  
  Architecture 
   
  Medical treatments 
  Defensive screen manufacturer 
  Engineer: System ship 
  Art 
   
   
  Medical science 
  Draftsman 
   
   
  Engineer: Starship  
  Biology  
   
  Military history 
  Engineer: Alternate Energy  
  Engineer: Vehicle  
  Bionics  
   
  Military science 
  Engineer: Civil 
   
   
  Weapon Maker 
   
  Chemistry 
   
  Military tactics 
   
   
   
   
   
   
   
   
  Computer science  
  Music history 
   
   
   
   
   
   
   
  Engineer: Alternate Energy Oceanography 
  Repair 
   
   
  Weapons  
   
   
  Engineer: Architecture  
  Nano-technology 
   
  Architecture 
   
  Archaic Melee 
   
   
  Engineer: Civil  
   
  Philosophy 
   
  Armor 
   
   
  Archaic Projectile  
   
  Engineer: Hydraulic 
  Psychology 
   
  Communications devices 
  Beam 
   
   
   
  Engineer: Mechanical 
  Physics  
  Computers 
   
  Grenade  
   
   
  Engineer: Military  
  Political science 
  Damage Control 
   
  Gunnery: Beam 
   
   
  Engineer: Nuclear  
  Politics 
  Electronics 
   
  Gunnery: Missiles  
   
  Exobiology 
   
  Psychoanalysis 
  Machinery 
   
  Gunnery: PGS 
   
   
  Folklore  
   
  Psychopathology 
  Medical equipment  
  Man-portable missiles 
   
  Forensics  
   
  Robo-psychology 
  Robots 
   
   
  Melee 
   
   
   
  Gemology  
   
  Security procedures 
  Scanners  
   
  PGS 
   
   
   
  Genetics  
   
  Theology 
  Vehicles  
   
   
   
   
   
  Geneology 
   
  Theoretical science 
  System ships 
   
   
   
   
   
  Geology   
   
  Trade 
  Starships  
   
   
   
   
   
  Geophysics 
   
  Underworld lore 
   
  Languages 
  Ackeran  
  Elar‘r 
   
  Keltarian  
  Rian, The 
  Adrainian 
  Elarian 
   
  Koren 
   
  Rissian 
  Aldorian  
  Ghann 
   
  Kroyan  
  Sarren 
  Andorian  
  Ghed‘yan  
  Nomidian 
  Vrusk 
   
  Belphan  
  Human 
   
  Odean 
   
  Yazirian 
  Bissian 
   
  Humma  
  Odissian  
   
  Callisian  
  Ifsnit 
   
  Orillian  
   
  Chadyre  
  Illarian 
   
  Orissian  
   
  Crittian  
  Jahar‘r 
   
  Osakar 
   
   
  Dralasite  
  Jhan‘n 
   
  Quarian  
   
   
   
  
   
   
   
   
  Skill Descriptions 
   
  Administration (Log) Trained only 
   
   
  A character with this skill has the ability to supervise the daily activities of an organization such as a business, 
  corporation, or noble‗s household. This skill includes the ability to utilize resources and to manage people.  
   
  Check:  Under normal circumstances a check is not required to use this skill, but one could be made if an important event, or 
  unusual occurrence happens which would threaten the operation. 
   
  Retry: Only one Retry is allowed per day to correct any wrongness in an organization, but the effect will take place 1-4 hours 
  from when the roll is made. 
   
  Untrained: This skill cannot be tried untrained unless the character has a very high Personality at the Administrator's option. 
   
  Special: Character's with the Leadership skill gain a +2 bonus when using this skill. 
   
  Analyze (Log) Trained only 
   
   
  A character possessing this skill can deduce facts about his chosen area of expertise using tools and techniques 
  appropriate to the task. To use this skill the character must be able to physically examine the object in question, or must be able to 
  review data, reports and other details if his skill deals with such things as businesses or trends. 
   
  Check: A check is always made whenever this skill is used and represents at least one hour of uninterrupted time spent by the 
  character studying the item. 
   
  Retry: A character can only retry this skill after spending an additional hour/point below the required roll that he made. 
   
  Untrained: This skill cannot be tried by a character who doesn‘t possess this skill. 
   
  Special: Characters with a Knowledge skill that Complements his Analysis skill gains a +2 bonus if the Knowledge skill  
  possessed is at least 2 points higher than the character‘s rank in this skill. 
   
  Animal Empathy (Per) Trained only 
   
  The character can improve the attitude of an animal with a successful check.  
   
  Check: To use the skill, the character and the animal must be able to study each other, noting each other's body language, 
  
   
   
  vocalizations, and general demeanor. This means that the character must be within 30 feet under normal conditions. Generally, 
  influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. This skill works 
  on animals, though the character can use it with a –4 penalty on beasts vermin and aberrations with at least 1 point of Logic. 
   
  Retry: Retries on the same animal generally don't work (or don't work any better), whether the character has succeeded or not. 
   
  Appraise (Log)  
   
  The character can use this skill to determine the relative value of common or well-known objects. 
   
  Check: To appraise an object within 10% of its value (DC 12). Failure means the character estimates the value at 10%/ point of 
  success under or over the required difficulty as determined by the Administrator. Rare or exotic items require a successful check 
  against DC 15, 20, or higher. Failure when attempting to give the value of a rare or exotic item means the character cannot 
  estimate the item's value. Appraising an item takes 1 minute. 
   
  Retry: Not on the same object, regardless of success. 
   
  Special: If the character is making the check untrained, for common items, failure means no estimate, and for rare items, success 
  means an estimate of 50% to 150% (2d6+3 times 10%) of the item‗s actual value. 
   
  Astrogation (Log) Trained only 
   
   
  A character who possesses this skill is able to plot courses for interplanetary and interstellar travel so that a craft can 
  reach its destination without suffering a mishap. Failing this skill can be disastrous, and many starships have disappeared because 
  of mistakes made by an Astrogator. Charting a course takes a minimum of 10 +2d6 turns if making an interstellar jump. 
    
  Check: A check is required at the beginning of any planetary or interstellar voyage. If the roll succeeds the journey will be 
  uneventful. A failure by up to -5 will cause the vessel to miss its target. If the craft was interplanetary, the ship will miss its 
  destination by 100,000 miles/point of difference between what was rolled and the success roll needed. If the trip was interstellar, 
  the ship will miss its mark by 1 sector/point of difference.  
   
  Retry: A retry is only allowed once the vessel arrives at its targeted location even if it is not the intended location, and requires 
  that the Astrogator spend at least one hour realigning his sensors, and recalculating his trip. If this roll fails the Astrogator won‘t 
  know until he arrives at the new location only to discover that he is still lost. If this roll fails three times consecutively, the 
  character is hopelessly lost.  
   
  Untrained: This skill cannot be tried by a character who doesn‘t possess this skill. 
   
  Special: Characters with a Knowledge Astronomy gains a +2 bonus if the Knowledge skill possessed is at least 2 points higher 
  than this skill. An Astrogator can try to make a blind jump by making quick calculations. In this case the character may shave off 
  several turns but doing so gives him a +1 to his difficulty making it more likely that he will miscalculate his jump. 
    
  Balance (Ag) Armor check penalty  
   
  The character can walk on a precarious surfaces by spending an action.  
   
  Check: A successful check lets the character move at half his speed along the surface for 1 round. A failure means that the 
  character can't move for 1 round. A failure by 5 or more means that the character falls. The difficulty varies with the surface: 
   
  Surface   
   
   
   
  DC 
  7–12 inches wide   
   
   
  10 
  2–6 inches wide  
   
   
   
  15 
  Less than 2 inches wide  
   
   
  20 
  Uneven Floor  
   
   
   
  10 
  Surface Angled  
   
   
   
  +5* 
  Surface Slippery 
   
   
   
  +5* 
   
  *Cumulative; if both apply, use both. 
   
  Being attacked while balancing: Attacks against the character are made as if the character were off balance: They gain a +2 attack 
  bonus, and the character loses any Agility bonus to his Defensive rating. If the character has 5 or more ranks in Balance, he 
  retains the Agility bonus to his Defensive rating (if any) in the face of attacks. If the character takes damage, he must make a new 
  
   
   
  check to remain balanced. 
   
  Accelerated Movement: The character can try to walk a precarious surface more quickly than normal. If the character accepts a 
  –5 penalty, the character can move at his normal speed. Moving twice his speed in a round requires that he succeed in two 
  consecutive Skill rolls.  
   
  Special: If the character has 5 or more ranks in the Tumble skill, he gains a +2 bonus on his Balance checks. 
   
  Barter/Haggling (Per) 
   
  A Character with this skill will be able to trade any type of goods and receive fair compensation on a successful skill roll. 
   
  Check: A Barter roll is made by the buyer which establishes a difficulty for the Merchant who either must make a Will save or 
  use his own Barter skill to oppose the Buyer‗s roll. If the merchant fails this roll, the character may purchase the Item at half the 
  listed cost. 
   
  Retry: This Skill cannot be tried more than once on an object as it assumes that negotiations and renegotiations have occurred 
  over the course of the first roll. 
   
  Untrained: If used untrained the Bargain gained will only be 20% of the item's cost. 
   
  Special: Character's with any of the following skills (when appropriate) Appraisal, Craft, Bluff or a related Profession skill at 4th 
  level or more gain a +2 bonus when using this skill. 
   
  Bluff (Per) 
   
  This skill allows the character to use his guile to cause one or more targets to react favorably to whatever he says, such as 
  believing the character‘s lies.  
   
  Check: A Bluff check is opposed by the target's Sense motive check. Favorable and unfavorable circumstances weigh heavily on 
  the outcome of a bluff. Two circumstances can weigh against the character: Either the bluff is hard to believe, or the action that 
  the target is to take goes against the target's self-interest, nature, personality, orders, etc.  
   
  If it's important, the Administrator can distinguish between a Bluff that fails because the target doesn't believe it and 
  one that fails because it just asks too much of the target. A successful Bluff check indicates that the target reacts as the character 
  wishes, at least for a short time (usually 1 round or less) or believes something that the character wants him to believe. 
   
  A Bluff requires interaction between the character and the target. Creatures unaware of the character cannot be bluffed. 
  A Bluff always takes at least 1 round (and is at least a full-round action) but can take much longer if the character tries something 
  elaborate. 
   
  Creating a Diversion to Hide: The character can use Bluff to help the character hide. A successful Bluff check can give the 
  character the momentary diversion the character needs to attempt a Hide check while people are aware of the character. 
   
  Retry: Generally, a failed Bluff check makes the target too suspicious for the Character to try another one in the same 
  circumstances. For feinting in combat, the character may retry freely.  
   
  Special: Having 5 or more ranks in Bluff gives the character a +2 bonus on Intimidate and Pick pocket checks and a +2  bonus on 
  an Innuendo check to transmit a message. Also, if the character has 5 or more ranks of Bluff, the character gets a +2 bonus on 
  Disguise checks when the character knows that the character is being observed and the character tries to remain in character. 
   
  Climb (STR) Armor check penalty 
   
  The character can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds) 
   
  Check: With each successful Climb check, the character moves  up, down, or across a slope or a wall  at one-half his speed as a 
  full-round action. A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. A 
  failed Climb check means that the character makes no progress, and a check that fails by 5 or more means that the character falls 
  from whatever height the character has already attained.  
   
  A climber's kit gives a +2 bonus to Climb checks The DC of the check depends on the conditions of the climb, as 
  shown below: 
   
  DC  
  Example of the wall or surface 
  0  
  A slope too steep to walk up. A knotted rope with a wall to brace against. 
  
   
   
  5  
  A rope with a wall to brace against, or a knotted rope. 
  10  
  A surface with ledges to hold on to and stand on, such as a very rough wall or a old fashion ship's rigging. 
  15 
  Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a 
  tree. An unknotted rope. 
  20  
  An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins. 
  25  
  A rough surface, such as a natural rock wall or a brick wall. 
  25  
  Overhang or ceiling with handholds but no footholds.  
  —  
  A perfectly smooth, flat, vertical surface cannot be climbed. 
   
  –10*  
  Climbing a chimney (artificial or natural) or other location where one can brace against two opposite walls (reduces DC 
  by 10). 
  –5*  
  Climbing a corner where the character can brace against perpendicular walls (reduces DC by 5). 
  +5*  
  Surface is slippery (increases DC by 5). 
   
  *These modifiers are cumulative; use all that apply. 
   
   
  Since the character can't move to avoid a blow while climbing, enemies can attack him with a +2 bonus, and the 
  character loses any Agility bonus he normally applies to his Defensive rating. The character cannot use a shield while climbing. 
  Any time the character takes damage while climbing, he must make a Climb check against the DC of the slope or wall. Failure 
  means the character falls from the character's current height and takes falling damage. 
   
  Accelerated climbing: The character tries to climb more quickly than normal. As a full-round action, the character can attempt 
  to cover the character's full speed in climbing distance, but the character suffers a –5 penalty on his Climb checks and the 
  character must make two checks each round. Each successful check allows the character to climb a distance equal to one-half his 
  speed.   
   
  Making the character's own hand and footholds: The character can make his own hand and footholds by pounding pitons into 
  a wall. Doing so takes 1 minute/piton, and one piton is needed per 3 feet. As with any surface with handholds and footholds, a 
  wall with pitons in it has a DC of 15. In the same way, a climber with a hand axe or similar implement can cut holds in an ice 
  wall. 
   
  Catching one's self when falling: It's practically impossible to catch one's self on a wall while falling. Make a Climb check (DC 
  = wall's DC + 20) to do so. A slope is a lot easier to catch one's self on (DC = slope's DC + 10). 
   
  Special: A character with 5 or more ranks in Use Rope gets a +2  bonus on checks to climb a rope, a knotted rope, or a rope and 
  wall combination. 
   
  Computers (Log) Trained only 
   
   
  Whether mainframe, specialized, or bodycomp, this skill  allows the character to access and operate the particular type 
  of computer he is working with. Once a character has accessed a computer successfully, he can operate that computer anytime, 
  unless it is modified. 
   
  Check: A Skill roll is always required the first time a character is trying to access an unfamiliar computer, though if he succeeds 
  the character may always access that computer as stated above. A check is also required if the character attempts to perform any 
  of the following actions: 
   
  Bypass security: If a computer has a Security (computer) maxiprog, characters must bypass or break this security override 
  before they can perform any other computer skill. A security override will sound an alarm if anyone tries to run, alter, or purge 
  the maxiprog without first defeating or bypassing the security override.  
   
  A security override is the same level as the Security maxiprog. The Administrator should make the skill check to detect 
  a security override secretly, since many maxiprogs have no overrides on them. A security override can be manually bypassed by 
  rewiring the computer. This takes only 1d10 minutes, but has several disadvantages; there is a chance equal to the success rate 
  every day that the wiring shorts out. Manually running a bypass requires a techkit, and failing the roll sets off every alarm the 
  computer has. 
   
  Defeat security: Defeating a Security (computer) maxiprog in a computer involves a decoding procedure on the computer itself 
  that can take a long time (1d10 hours). At the end of this time the skill check is made. If unsuccessful, all the computer's alarms 
  sound. If successful, the Security (computer) maxiprog is erased. 
   
  Display information: A character can use his skill to display any information accessed in a computer's memory in whatever 
  form he wishes: alphabetical, chronological, order of security value, etc. It is especially useful for getting lists of files, personal 
  
   
   
  records, and raw, unprocessed data that is recorded on an A/I (storage) maxiprog.  
   
  A character receives a bonus of +2 if he is trying to display information about a maxiprog he knows. He can 
  automatically display information about maxiprogs he wrote in the computer. Once a character displays information successfully, 
  he never needs to roll to display it again with that computer, unless it is altered. 
   
  Interface: A character tries to link two computers together, either by connecting their wiring or through some intermediary 
  device like a Computer Access Computer (CAC). Once the two computers are linked, the character can perform all of his 
  computers skills (except Bypass security) from either computer. The computer level used in the skill check is the highest level of 
  the two computers. The speed of the computer communications would be that of the lower and slower level. 
   
  Program manipulation: A character has a chance to successfully run a maxiprog's program, alter it, or purge it from a computer. 
  If the maxiprog is one that the character is familiar with, he gets an additional +2 bonus  If the program is one he programmed 
  into the maxiprog itself, or if it is one he has successfully run before, the character can run it automatically. 
   
  A character may want to alter a maxiprog before running it. For example, a Maintenance (Life Support) maxiprog does 
  not normally let someone shut down the life support system or release a poison gas into the air. The maxiprog could be altered, 
  however, to allow the operator to do either of these things.  
   
  The Administrator should note that a character usually must run the maxiprog successfully after altering it before the 
  changes have any effect. Purging a maxiprog means wiping the program out of the Johnson Field's memory, either to destroy it or 
  make room for a new one. A character can purge any maxiprog he wrote. 
   
  Program writing: A character with the Computer skill learns to write his own programs into a maxiprog for a computer. For 
  every skill level gained, he learns how to write one computer program, and increases the level of the programs he can write by 
  one level. The player can pick programs he knows from the listing of maxiprogs in the Computer section of this book. 
   
  A character who knows how to write a particular program can buy that maxiprog at half-price for his own computer, if 
  he spends 12 hours upgrading it when he first purchases it. A character who has created a new program may sell it on the open 
  market or to a mega-corp (or black market if he desires). The price should be set by the Administrator in comparison to other 
  costs in his game. The character then gains an additional +4 when trying to manipulate that program or detect security on it in any 
  computer. 
   
  Program bodycomp:  The character can use the progit reprogrammer device to alter or purge a progit. Since progit programs are 
  relatively simple, the character gains a +2 to his skill checks. Once a progit has been purged, a new program can be written into it 
  by the progit reprogrammer using another already established progit. It is left to the Administrator's discretion as to the content 
  and time it would take to write a new progit program. It should not be more complex than any progit already listed. A progit can 
  be erased in one hour. 
   
  Retry: Generally retries are only possible if the Character advances in his Computer skill level, if he is trying to bypass, defeat, 
  interface two computers, otherwise it is left up to the Administrator. 
   
  Untrained: This skill cannot be used untrained. 
   
  Special: A character who possesses this Skill and the repair skill gains a +2 bonus to his attempts to physically Bypass, or Defeat 
  Security, or Interface two computers. 
   
  Craft (Log) 
   
   
  Craft is actually a number of separate skills. For instance, the character could have the skill Craft: Electronics. The 
  character's ranks in that skill don't affect any checks the character happens to make for Visual Arts or Writing, for example. The 
  character could have several Craft skills, each with its own ranks, each purchased as a separate skill. 
   
  Check: The character can practice a trade and make a decent living, earning about 10 times the check result in credits per day of 
  dedicated work. The character knows how to use the tools of the trade, how to perform the craft's daily tasks, how to supervise 
  untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of  10 credits per 
  day.) 
   
  However, the basic function of the Craft skill is to allow the character to make an item of the appropriate type. The DC 
  depends on the difficulty of the item created. Below is general information for determining the difficulties and time required to 
  make common items: 
   
  General  
   
   
   
   
   
  Average  Base cost 
  description 
   
   
   
  DC 
   
  Time 
   
  for materials 
  Simple object, no movable parts 
   
  15 
   
  1 week 
   
  10% item cost 
  Moderately complex object  
   
  20 
   
  2 weeks  
  20% item cost 
  Complex object, many moving parts  
   
  25 
   
  3 weeks  
  30% of item cost 
  
   
   
  Hyper technological Object  
   
  35 
   
  4 weeks  
  40% of Item cost 
   
   
  All crafts require tools to give the best chance of success; if improvised tools are used instead, the check is made with a 
  –2 penalty. On the other hand, masterwork tools provide a +2 bonus.  
   
  If the character‘s roll is 4 places over what he needed to roll the character has completed the task in one-half the time. If 
  the character fails the check, the character makes no progress this week. If the character fails by 5 or more, the character ruins 
  half the raw materials and have to pay half the original raw material cost again. 
   
  Creating Masterwork Items: The character can make a masterwork item (an item that conveys a bonus to its use through its 
  exceptional craftsmanship, not through external enhancement) To create a masterwork version of an item The character adds a 
  +10 to the Difficulty of the item.   
   
  Retry: Yes, but each time the character misses by 5 or more, the character ruins half the raw materials and have to pay half the 
  original raw material cost again. 
   
  Special: A character can choose to take ten, or 20 in creating an item. If the character takes 10 they must spend an additional 
  week to create the item in question, while taking 20 requires that 2 weeks above the required time are being spent. 
   
  Crowd working (Per)  
   
  A character with this skill is able to influence a crowd to his advantage. 
   
  Check: If the character succeeds on a skill check he can alter the crowd's mood 2 places towards the feelings he was trying to 
  convey, or can gain 1cr/point over his difficulty times the number of people affected.  
   
  Retry: This skill can only be used once an hour and only once/crowd. 
   
  Untrained: This skill can be tried untrained, but the reaction modifier is only one place, and only one credit/2 people in the 
  group can be coaxed. 
   
  Special: Characters with at least four levels in Bluff or any Performance skill gain a +2 bonus when using this skill. 
   
  Cybernetics (Log) Trained only 
   
  This skill is quite advanced and is used when a character wants to build, or repair Androids or Cyborgs (cybernetic organisms). 
   
  Check:  A check is always required to build, or repair cybernetic organisms. A fully stocked cybernetic tech station is required to 
  use this skill, and each check requires a minimum 2 hours of uninterrupted time for the character to work at the object/being. 
  Only a character with this skill can heal an Android or cybernetic life form of damage/it has taken. 
   
  Retry: Generally a retry to create a cybernetic object can only be tried after the character advances in his skill. The cost of 
  creating an Android or Cyborg is detailed in other sections of these guidebooks. Retries though are allowed to heal damage taken 
  by cybernetic beings. 
   
  Untrained: This Skill cannot be attempted by the untrained. 
   
  Special: Characters possessing Robotics skill of at least rank 4 gain a +2 bonus when using this skill. 
   
  Decipher script (Log) Trained Only 
   
   The character can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. 
   
  Check: The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old 
  writing  If the check succeeds, the character understands the general content of a piece of writing, reading about one single page 
  of text (or its equivalent) in 1 minute. If the check fails, the Administrator makes an Intuition check (DC 5) for the character to 
  see if he avoids drawing a false conclusion about the text. (Success means that the character does not draw a false conclusion; 
  failure means that the character does.) 
   
  The Administrator secretly makes both the skill check and (if necessary) the Intuition check so the character can't tell 
  whether the conclusion the character draws is true or false. 
   
  Retry: No. 
   
  
   
   
  Diplomacy (Per) 
   
  The character can change others' attitudes with a successful check. 
   
  Check: In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also 
  resolve cases when two advocates or diplomats plead opposite cases in a hearing before a third party. 
   
  Retry: Generally, retries do not work. Even if the initial check succeeds, the other character can only be persuaded so far, and a 
  retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to 
  his position, and a retry is futile. 
   
  Special: Personality checks to influence NPCs are generally untrained Diplomacy checks. If the character has 5 or more ranks in 
  Bluff or Sense Motive, the character gets a +2 bonus on Diplomacy checks. These bonuses stack. 
   
  Demolition (Ag) Trained only 
   
   
  This skill instructs the character on the uses of explosives such as TD-19, TD-20, and Plastid. The character also learns 
  how to use the numerous detonators used for explosives, and how to use type I missile warheads as mines. He may use and throw 
  an explosive damage pack. Only a character with demolitions skill can legally buy or use explosives or detonators.  
   
  Check: He can recognize and combine all of these items automatically. However, setting and defusing charges or mines requires 
  a skill check. Only characters with this skill can set charges. The number of turns needed to set a charge is the character's skill 
  level subtracted from 10 (Minimum 1 turn). Charges can be detonated by the various detonators described elsewhere. TD-19 or 
  TD-20 charges can also be set off with a laser. If the expert hits the charge, it explodes. 
   
  A demolitions expert can try to defuse a charge that was set by another expert. Defusing a charge takes one turn, no 
  matter what level the expert is. The expert's chance to succeed is his success rate plus or minus a modifier determined by 
  comparing the defusing character's skill level to that of the character who set the charges. A character can defuse one of his own 
  charges automatically. 
   
  Retry: A character who fails his demolition skill but does not blow himself up may attempt to reset his demolition charge. 
   
  Untrained: This skill cannot be used by the unskilled. 
   
  Special: A character with this skill and the Chemistry skill can easily manufacture small explosives one-tenth the strength of TD-
  19 for around 12cr. 
   
  Disable device (Log) Trained only 
   
  The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, saw, file, etc.). 
   
  Check: Attempting a Disable device check without a set of proper tools carries a –2 penalty, even if a simple tool is employed. 
  The use of masterwork tools enables the character to make the check with a +2 bonus. The Administrator makes the Disable 
  device check so that the character doesn't necessarily know whether the character has succeeded. The amount of time needed to 
  make a check and the DC for the check depend on how tricky the device is. 
   
  Disabling a simple device takes 1 round (and is at least a full-round action). Intricate or complex devices require 2d4 
  rounds. The character also can rig simple devices to work normally for a while and then fail or fall off some time later (usually 
  after 1d4 rounds or minutes of use). Disabling (or rigging or jamming) a fairly simple device has a DC of 10. More intricate and 
  complex devices have a higher DC. The Administrator rolls the check. If the check succeeds, the character disables the device. If 
  the check fails by up to 4, the character has failed but can try again. If the character fails by 5 or more, something goes wrong. If 
  it's a trap, the character springs it. If it's some sort of sabotage, the character thinks the device is disabled, but it still works 
  normally. 
   
  Device 
   
   
   Time  
   
   
  DC*   
  Example 
  Simple 
   
   
  1 round   
   
  10  
  Jam a lock 
  Tricky  
   
   
  1d4 rounds 
   
  15 
  Sabotage a ground car‘s wheel 
  Difficult   
   
  2d4 rounds  
   
  20 
  Disarm a trap, reset a trap 
  Wicked   
   
  2d4 rounds  
   
  25  
  Disarm a complex trap, cleverly sabotage a Robot 
   
  *If the character attempts to leave behind no trace of the tampering, add 5 to the DC. 
   
  Retry: Yes, though the character must be aware that he has failed in order to try again. A character who beats a trap's DC by 10 
  or more can generally study a trap, figure out how it works, and bypass it (along with his companions) without disarming it. 
  
   
   
  Disguise (Per) 
   
  The effort requires at least a few props, some makeup, and 1d3 X 10 minutes of work. 
   
  Check: The use of a disguise kit provides a +2 bonus to a Disguise check. A disguise can include an apparent change of height or 
  weight of no more than one tenth the original. The character can also impersonate people, either individuals or types, so that, for 
  example, the character might, with little or no actual disguise, make himself seem like a traveler even if he is a local.  
   
  The character's Disguise check result determines how good the disguise is, and it is opposed by others' Spot check 
  results. Make one Disguise check even if several people make Spot checks. The Administrator makes the character's Disguise 
  check secretly so that the character is not sure how good it is. 
   
  If the character doesn't draw any attention to himself, however, others do not get to make Spot checks. If the character 
  comes to the attention of people who are suspicious (such as a Star Law officer who is watching travelers walking through a 
  space port), the Administrator can assume that such observers are taking 10 on their Spot checks. The effectiveness of the 
  character's disguise depends in part on how much the character is attempting to change his appearance: 
   
  Disguise  
   
   
   Modifier 
  Minor details only   
   
  +5 
  Disguised as different sex 
   
  -2 
  Disguised as different race  
   
  -2 
  Disguised as different age category  
  -2* 
  Disguised as specific class  
   
  -2 
   
  *Per step of difference between character's actual age category and disguised age category (young [younger than adulthood], 
  adulthood, middle age, old, venerable). 
   
   
  If the character is impersonating a particular individual, those who know what that person looks like get a bonus on 
  their Spot checks (and are automatically considered to be suspicious of the character, so opposed checks are always invoked). 
   
  Familiarity  
   
   
   
  Bonus 
  Recognizes on sight  
   
   
  +4 
  Friends or associates  
   
   
  +6 
  Close friends  
   
   
   
  +8 
  Intimate   
   
   
   
  +10 
   
   
  Usually, an individual makes a check for detection immediately upon meeting the character and each hour thereafter. If 
  the character casually meet many different creatures, each for a short time, check once/day or hour, using an average Spot bonus 
  for the group. For example, if a character is trying to pass for a merchant at a bazaar, the Administrator can make one Spot 
  check/hour for the people he encounters using a +1 bonus on the check to represent the average of the crowd (most people with 
  no Spot ranks and a few with good Spot skills). 
   
  Retry: A character may try to redo a failed disguise, but once others know that a disguise was attempted they'll be more 
  suspicious. 
   
  Special: If the character has 5 or more ranks of Bluff, he gets a +2 bonus on Disguise checks when the character knows that the 
  character is being observed and the character tries to act in character. 
   
  Drive (Ag) Trained only 
   
   
  A character who possesses this skill is able to Drive a specific type of vehicle that he specifies when taking this skill. 
  The character also learns how to perform simple maintenance on the vehicle. 
   
  Check: Under normal circumstances no check is needed to operate a vehicle the character is familiar with. A check though is 
  required if the character must deal with some unusual circumstance (Inclement weather, or icy surface for example), or during 
  some dramatic action (such as during a car chase). A check is also required by the driver when he attempts to perform a vehicle 
  stunt, or maneuver. 
   
  Retry: Most Driving checks have consequences that make trying again impossible. 
   
  Untrained: An untrained character can attempt to drive a vehicle, but automatically fails any driving checks that may be 
  required. 
   
  Special: A character can take 10 when driving, but cannot take 20.  
  
   
   
   
  Escape artist (Ag) Armor check penalties 
   
  With this skill the character can attempt to escape from ropes, manacles, or other restraints (except a grappler). 
   
  Check: Making a check requires 1 minute of work. Escaping a net is a full-round action. Squeezing through a tight space takes at 
  least 1 minute, maybe longer, depending on how long the space is. 
   
  Restraint  
   
   
   
   
  DC 
  Ropes Binder's Use Rope check   
   
   
  +10 
  Net  
   
   
   
   
   
  20 
  Manacles  
   
   
   
   
  30 
  Tight space 
   
   
   
   
  30 
  Masterwork manacles  
   
   
   
  35 
   
  Ropes: The character's Escape artist check is opposed by the binder's Use rope check. Since it's easier to tie someone up than to 
  escape from being tied up, the binder gets a special +10 bonus on his check. 
   
  Manacles and masterwork manacles: Manacles have a DC set by their construction. 
   
  Net: Escaping from a net is a full-round action. 
   
  Tight space: This is the DC for getting through a space where one's head fits but one's shoulders don't. If the space is long, such 
  as in a chimney, the Administrator may call for multiple checks. The character can't fit through a space that the character's head 
  does not fit through. 
   
  Retry: The character can make another check after a failed check if the character is squeezing through a tight space, making 
  multiple checks. If the situation permits, the character can make additional checks or even take 20 as long as the character is not 
  being actively opposed. 
   
  Special: A character with 5 or more ranks of Use rope gets a +2 bonus on Escape artist checks when escaping from rope bonds. 
   
  First Aid (Int)  
   
   
  A character with this skill is able to staunch a wound, apply bandages, compresses or make a wounded person more 
  comfortable. Though no actual healing can be performed with this skill, a person treated will not lose Stamina, or additional 
  endurance points from continual bleeding and will not suffer infection or get worse while he is being cared for. 
   
  Check: A check is required each time this skill is used and failing the check will not aggravate the condition unless the failure 
  results in a botch in which case the victim is allowed a Fortitude Save (Dif 15) or they lose a temporary Stamina point.  
   
  Retry: The character may only retry one time if he fails the initial First aid check. If the character fails the retry attempt he may 
  not try again for 24 hours.  
   
  Untrained: This skill can be tried by someone with little knowledge of first aid but any failure will require the victim roll a 
  Fortitude save (Dif 15) or suffer temporary Stamina loss.  
   
  Special: A character who possesses the Heal skill gains a +4 bonus regardless of the level that they possess in the Heal skill.  
   
  Forgery (Ag) 
   
  Forgery requires materials appropriate to the document being forged.  
   
  Check: Forging a very short and simple document takes about 1 minute. Longer or more complex documents take 1d4 minutes 
  per page. To forge a document on which the handwriting is not specific to a person (military orders, a government decree, a 
  business ledger, or the like), the character needs only to have seen a similar document before and gains a +8 bonus on the roll. To 
  forge a signature, an autograph of that person to copy is needed, and the character gains a +4 bonus on the roll. To forge a longer 
  document written in the hand of some particular person, a large sample of that person's handwriting is needed. 
   
  The Administrator makes the check secretly so the character is not sure how good the forgery is. As with Disguise, the 
  character doesn't need to make a check until someone examines the work. This Forgery check is opposed by the person who 
  examines the document to check its authenticity. That person makes a Forgery check opposed to the forger's. The reader gains 
  bonuses or penalties to his check as described in the table below. 
  
   
   
   
  Reader's Condition  
   
   
  Check Modifier 
  Type of document unknown to reader   
  –2 
  Type of document somewhat known to reader  
  +0 
  Type of document well known to reader  
  +2 
  Handwriting not known to reader  
   
  –2 
  Handwriting somewhat known to reader  
  +0 
  Handwriting intimately known to reader  
  +2 
  Reader only casually reviews the document  
  –2 
   
   
  As with Bluff, a document that contradicts procedure, orders, or previous knowledge or one that requires sacrifice on 
  the part of the person checking the document can increase that character's suspicion (and thus create favorable circumstances for 
  the checker's opposing Forgery check). 
   
  Retry: Usually, no. A retry is never possible after a particular reader detects a particular forgery. But the document created by the 
  forger might still fool someone else. The result of a Forgery check for a particular document must be used for every instance of a 
  different reader examining the document. No reader can attempt to detect a particular forgery more than once; if that one opposed 
  check goes in favor of the forger, then the reader can't try using his own skill again, even if he's suspicious about the document. 
   
  Special: To forge documents and detect forgeries, one must be able to read and write the language in question. (The skill is 
  language-dependent.). 
   
  Gaming (Per) 
   
   
  The character knows most common games of chance and skill including dice, cards, droughts, and chess. A character 
  can make a moderate living as a gambler.  
   
  Check: Characters roll opposed skill rolls with the highest success roll winning. The character who spends an evening gambling 
  states how much he is betting over the course of an evening and then rolls his skill roll against a difficulty of 18. If the character 
  fails the roll by 5 points or less the character loses ½ his bet. If the roll fails by 6 or more points the character loses all his bet.  
   
  If the character succeeds on his roll by up to 5 points the character earns double his bet. If the character succeeds over 5 
  points he earns 3 times his bet. Note that if the character botches on his skill roll the character will be accused of cheating 
  whether he was or not. 
   
  Retry: This skill represents one hour's worth of playing and thus can only be rolled once/hour. 
   
  Untrained: This skill can be attempted by an untrained character. 
   
  Special: Characters with Bluff can add 1/2 his Bluff skill ranks to gaming if attempting to cheat. Characters with Sense motive 
  can add 1/2 his level to their roll if attempting to ferret out a cheat. 
   
  Gather information (Per) 
   
   
  By use of this skill a character can get a general idea of what the major news items are in a city, assuming no obvious 
  reasons exist why the information would be withheld. 
   
  Check: By succeeding at a Skill check (DC 10), given an evening with a few credits to use for making friends by buying drinks 
  and such, the character can get a general idea of what the major news items are in a city, assuming no obvious reasons exist why 
  the information would be withheld. The higher the check result, the better the information. 
  If the character wants to find out about a specific rumor, specific item, obtain a map, or do something else along those lines, the 
  DC is 15 to 25 or higher. 
   
  Retry: Yes, but it takes an evening or so for each check, and characters may draw attention to themselves if they repeatedly 
  pursue a certain type of information. 
   
  Handle animal (Per) Trained only  
   
   
  This skill enables a character to handle domesticated animals bred to serve as pack animals, or to draw a conveiance, 
  but does not cover riding mounts (that being a separate skill).  
   
  Check: The time required to get an effect and the DC depend on what the character is trying to do. 
   
  
   
   
  Task  
   
   
   
   
  Time  
   
   
  DC 
  Handle a domestic animal  
   
   
  Varies  
   
   
  10 
  "Push" a domestic animal  
   
   
  Varies  
   
   
  15 
  Teach an animal tasks  
   
   
  2 months   
   
  15 
  Teach an animal unusual tasks 
   
  2 months   
   
  20 
  Rear a wild animal   
   
   
  1 year  
   
   
  15 + EL of animal 
  Rear a beast  
   
   
   
  1 year  
   
   
  20 + EL of beast 
  Train a wild animal  
   
   
  2 months   
   
  20 + EL of animal 
  Train a beast  
   
   
   
  2 months   
   
  25 + EL of beast 
   
  Time: For a task with a specific time frame, the character must spend half this time (at the rate of 3 hours/day per animal being 
  handled) working toward completion of the task before the character makes the skill check. If the check fails, the character can't 
  teach, rear, or train that animal. If the check succeeds, the character must invest the remainder of the time before the teaching, 
  rearing, or training is complete. If the time is interrupted or the task is not followed through to completion, any further attempts to 
  teach, rear, or train the same animal automatically fail. 
   
  Handle a domestic animal: This means to command a trained dog, to drive beasts of labor, to tend to tired horses, and so forth.  
   
  "Push" a domestic animal: To push a domestic animal means to get more out of it than it usually gives, such as commanding a 
  poorly trained dog or driving draft animals for extra effort. 
   
  Teach an animal tasks: This means to teach a domestic animal some tricks. The character can train one type of animal per rank 
  (chosen when the ranks are purchased) to obey commands and perform simple tricks. The character can work with up to three 
  animals at one time, and the character can teach them general tasks. An animal can be trained for one general purpose only. 
   
  Teach an animal unusual tasks: This is similar to teaching an animal tasks, except that the tasks can be something unusual for 
  that breed of animal, such as training a dog to be a riding animal. Alternatively, the character can use this aspect of Handle 
  Animal to train an animal to perform specialized tricks, such as teaching a horse to rear on command or come when whistled for 
  or teaching a falcon to pluck objects from someone's grasp. 
   
  Rear a wild animal or a beast: To rear an animal or beast means to raise a wild creature from infancy so that it is 
  domesticated. A handler can rear up to three creatures of the same type at once. A successfully domesticated animal or beast can 
  be taught tricks at the same time that it's being raised, or can be taught as a domesticated animal later. 
   
  Train a wild animal and train a beast: This ability mean to train a wild creature to do certain tricks, but only at the character's 
  command. The creature is still wild, though usually controllable. 
   
  Retry: For handling and pushing domestic animals, yes. For training and rearing, no. 
   
  Special: A character with 5 or more ranks of Animal empathy gets a +2 bonus on Handle animal checks with animals. A 
  character must have 9 or more ranks of Animal empathy to get the same +2 bonus on Handle animal checks with beasts. A 
  character with 5 or more ranks of Handle animal gets a +2 bonus on Ride checks. An untrained character can use a Personality 
  check to handle and push animals. 
   
  Heal (Log) 
   
   
  A character with this skill is able to treat injuries, and perform long term care including diagnosing ailments and 
  creating medicines (healing balms, poultices, and remedies) to help cure the sick.  
   
  Check: The DC and effect depend on the task the character attempts. 
   
  Task  
   
   
   
   
  DC 
  First aid   
   
   
   
  15 
  Long-term care  
   
   
   
  15 
  Treat caltrop wound  
   
   
  15 
  Treat poison  
   
   
   
  Poison's  DC 
  Treat disease  
   
   
   
  Disease's DC 
   
  First Aid: First aid usually means saving a dying character. If a character has negative Endurance and is losing Endurance points 
  (at 1 per round, 1 per hour, or 1 per day), the healing character can make him stable. The injured character regains no EP‗s, but he 
  does stop losing them. The check is a standard action. 
   
  
   
   
  Long-term Care: Providing long-term care means treating a wounded person for a day or more. If successful, the character lets 
  the patient recover EP‘s or ability score points (lost to temporary damage) at twice the normal rate: 2 EP‘s per level + his Stamina 
  modifier for each day of light activity, 3 EP‘s per level + his Stamina modifier for each day of complete rest, and 1 Ability score 
  point per day. The character can tend up to six patients at a time. The character needs a few items and supplies (bandages, salves, 
  and so on) that are easy to come by in settled lands. 
   
  Giving long-term care counts as light activity for the medic. The character cannot give long-term care to himself. A 
  Med-kit gives a +2 bonus to Heal checks. 
   
  Treat wound that reduces base speed: A creature that has its speed reduced can be treated by the Heal skill. A successful Heal 
  check removes this movement penalty. Treating such a wound is a standard action. 
   
  Treat poison: To treat poison means to tend a single character who has been poisoned and who is going to take more damage 
  from the poison (or suffer some other effect). Every time the poisoned character makes a Resistance roll against the poison, the 
  Medic makes a Heal check. The poisoned character uses the Medic's result in place of his Resistance roll if the character's Heal 
  result is higher.  
   
  Treat disease: To treat a disease means to tend a diseased character. Every time the diseased character makes a Resistance roll 
  against disease effects, the Medic makes a Heal check. The diseased character uses the character's result in place of his 
  Resistance roll if the character's Heal result is higher.  
   
   
  Special: If the character has 5 or more ranks in Knowledge: Medical treatment, the character gets a +2 bonus on Heal checks. 
   
  Hide (Ag) Armor check penalties 
   
  A character with this skill is able to use shadows, and available cover to hide.  
   
  Check: The character's Hide check is opposed by the Spot check of anyone who might see the character. The character can move 
  up to one-half normal speed and hide at no penalty. At more than one-half and up to the full speed, the character suffers a –5 
  penalty. It's practically impossible (–20 penalty) to hide while running or charging. Larger and smaller creatures get size bonuses 
  and size penalties on Hide checks:  
   
  Creature’s 
  Size 
   
   
  Modifier 
  Fine  
   
   
  +16 
  Diminutive 
   
  +12 
  Tiny  
   
   
  +8 
  Small  
   
   
  +4 
  Large  
   
   
  –4 
  Huge  
   
   
  –8 
  Gargantuan  
   
  –12 
  Colossal   
   
  –16 
   
   
  If people are observing the character, even casually, the character can't hide. The character can run around a corner or 
  something so that the character is out of sight and then hide, but the others then know at least where the character went. If the 
  character's observers are momentarily distracted (as by a Bluff check; see below), though, the character can attempt to hide. 
   
  While the others turn their attention from the character, the character can attempt a Hide check if the character can get 
  to a hiding place of some kind. (As a general guideline, the hiding place has to be within 1 foot/rank the character has in Hide.) 
  This check, however, is at –10 because the character has to move fast. 
   
  Creating a diversion to hide: The character can use Bluff to help the character hide. A successful Bluff check can give the 
  character the momentary diversion the character needs to attempt a Hide check while people are aware of the character. 
   
  Hypnosis (Per) Trained only 
   
   
  With this skill a character can hypnotize another person. This places the character in a very relaxed state which makes 
  them very susceptible to suggestion.  
   
  Check: The hypnotist must succeed on an opposed roll with the target rolling a Will save against the Hypnotist's success score to 
  resist the effect. The hypnotized character can not be made to do anything that goes against his morals, but is more easily 
  deceived into doing things while hypnotized. A hypnotized target can be made to remember forgotten events even with clarity, 
  made calm, or can be cured of a minor bad habit.  
   
  
   
   
  Retry: Each attempt takes 2-12 minutes. If the Hypnosis attempt fails the character must wait at least an hour to try again.  
   
  Untrained: This skill cannot be tried by an untrained character. 
   
  Special: Note that it is not possible to hypnotize an unwilling subject.  
   
  Innuendo (Int) Trained only 
   
  A character who possesses this skill can use body language to get a message across to another character .  
   
  Check: For getting simple messages through the DC for a basic message is 10. The DC is 15 or 20 for complex messages, 
  especially those that rely on getting across new information. Also, the character can try to discern the hidden message in a 
  conversation between two other characters who are using this skill. The DC is the skill check of the character using Innuendo, 
  and for each piece of information that the eavesdropper is missing, that character suffers a –2 penalty on the check. For example, 
  if a character eavesdrops on people planning to assassinate a visiting diplomat, the eavesdropper suffers a –2 penalty if he doesn't 
  know about the diplomat. 
   
  Whether trying to send or intercept a message, a failure by 5 or more points means that some false information has been 
  implied or inferred. The Administrator makes the character's Innuendo check secretly so that the character doesn't necessarily 
  know whether the character was successful. 
   
  Retry: Generally, retries are allowed when trying to send a message, but not when receiving or intercepting one. Each retry 
  carries the chance of miscommunication. 
   
  Special: If the character has 5 or more ranks in Bluff, the character gets a +2 bonus on the check to transmit (but not receive) a 
  message. If the character has 5 or more ranks in Sense motive, the character gets a +2 bonus on the check to receive or intercept 
  (but not transmit) a message. 
   
  Intimidate (Per) 
   
   
  A character with this skill is able to use threats both implied or spoken aloud to cause a victim to change his actions to 
  benefit the character. 
   
  Check: The character can change others' behavior with a successful check. The DC is typically 10 + the target's Endurance level. 
  Any bonuses that a target may have on Resistance roll against fear increase the DC. 
   
  Retry: Generally, retries do not work. Even if the initial check succeeds, the other character can only be intimidated so far, and a 
  retry doesn't help. If the initial check fails, the other character has probably become more firmly resolved to resist the intimidator, 
  and a retry is futile. 
   
  Special: If the character has 5 or more ranks in Bluff the character gets a +2 bonus on Intimidate checks. 
   
  Intuit direction (Int) Trained only 
   
  The character can determine where true north lies in relation to the character 
   
  Check: By concentrating for 1 minute, the character can determine where true north lies in relation to him (DC 15). If the check 
  fails, the character cannot determine direction. On a natural roll of 1, the character errs and mistakenly identify a random 
  direction as true north. The Administrator makes the character's check secretly so that the character doesn't know whether the 
  character rolled a successful result or a 1. 
   
  Retry: The character can use Intuit Direction more than once per day. The roll represents how sensitive to direction the character 
  is at that point in the day. Use the most recently rolled number for all other checks in the same day. 
   
  Special: Untrained characters can't use an innate sense of direction, but they could determine direction by finding clues. 
   
  Jump (Str) Armor check penalty 
   
   
  A character possessing the jumping skill roll a jumping skill check and if successful add one foot/point scored over the 
  required difficulty to the distance they can jump. The difficulties for jumping are: 
   
  Running broad jump 
   
   
  Dif: 15 
  Standing broad jump 
   
   
  Dif: 17 
  
   
   
  Running high jump  
   
   
  Dif: 16 
  Standing high jump  
   
   
  Dif: 18 
   
   
  If armored increase the difficulty by the armor penalty (treat as if the minus is a positive number added to the difficulty 
  above). Characters who are jumping down may jump an additional foot/skill level.  
   
  Jury rig (Int) Trained only 
   
   
  A character with this Skill has the ability to hot wire a piece of equipment, bypass a locked ignition switch to start a 
  vehicle, or otherwise turn on a piece of equipment. Utilizing the equipment however may require a separate skill. 
   
  Check: A character must make a skill check every time that they are using this skill. Each attempt takes 2-5 rounds.. Though 
  tools are not necessary if the character has a tech kit he gains a +2 to his roll when using this skill. If the character botches on his 
  roll to jury rig an object he actually breaks it. 
   
  Retry: A character can make one attempt to retry jury rigging a piece of equipment, and if that fails he can not try again until the 
  character raises raising his skill level. 
   
  Untrained: This skill cannot be tried untrained. 
   
  Special: A character with at least 4 levels in use technology, or repair gains a +2 bonus when using this skill. 
   
  Kitbash (Log) Trained only 
   
   
  A character who possesses this talent is able to use existing materials to create a piece of equipment. kitbashing 
  requires that the character has a tech kit, and ample time to perform the require task. Kitbashing only allows for the creation of 
  existing technology, and cannot be used to invent things.  
   
  Check: Kitbashing takes at least one hour, so long as the character has the proper tools and enough material on hand to create his 
  desired object. A Skill check is required every time this skill is attempted.  
   
  Retry: A character can retry this skill so long as he has parts and time to do so, but each subsequent attempt doubles the amount 
  of time required. If the Kitbash roll fails by more than 10 points the character can not try to create the object again until he gains 
  another rank in this skill. 
   
  Untrained: Untrained characters cannot use this skill. 
   
  Special: A character with a knowledge skill that would give him an advantage in creating a desired object, like Knowledge 
  Electronics when Kitbashing a calculator, gains a +2 bonus when this skill is used. 
   
  Knowledge (Log) Trained only 
   
  A character with this skill has extensive knowledge regarding a specific subject. 
   
  Check: Answering a question within the character's field of study has a DC of 10 (for really easy questions), 15 (for basic 
  questions), or 20 to 30 (for really tough questions) 
  . 
  Retry: No. The check represents what the character knows, and thinking about a topic a second time doesn't let the character 
  know something the character never learned in the first place. 
   
  Special: An untrained Knowledge check is simply a Logic check. Without actual training, a character only knows common 
  knowledge. 
   
  Listen (Int) 
   
  A character utilizes this skill to audile information. 
   
  Check: Make a Listen check against a DC that reflects how quiet the noise is that the character might hear or against an 
  opposed Move Silently check. The Administrator may make the Listen check so that the character doesn't know whether not 
  hearing anything means that nothing is there, or that the character rolled low. 
   
   
  
   
   
  DC  
  Sound 
  0  
  People talking 
  5  
  A person in medium armor walking at a slow pace (10 ft./round) trying not to make noise. 
  10  
  An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise 
  15  
  A 1st-level character using Move Silently within 10 ft. of the listener 
  19  
  A cat stalking 
  30  
  An owl gliding in for a kill 
   
  +1  
  Per 10 ft. from the listener 
  +5  
  Through a door 
  +15  
  Through a stone wall 
   
   
  In the case of people trying to be quiet, the listed DCs could be replaced by Move Silently checks, in which case the 
  listed DC would be the average result (or close to it). 
   
  Retry: The character can make a Listen check every time the character has a chance to hear something in a reactive manner. As a 
  full-round action, the character may try to hear something the character failed to hear previously. 
   
  Special: When several characters are listening to the same thing, the Administrator can make a single 1d20 roll and use it for all 
  the listeners' skill checks. 
   
  Modify (Log) Trained only 
   
   
  A character possessing this skill is able to improve existing technology so long as he has the appropriate Craft, 
  Profession, or Knowledge skills. Thus a character who has the Craft: Battle armor skill can purchase this skill, which then allows 
  him to modify battle armor. This skill only needs to be purchased once however and applies to all the skills that he has which 
  allow him the ability to create objects. Note that the character must have access to a fully stocked laboratory, medical lab or 
  technical facility to utilize this skill and must spend several weeks of time to work on the object.  
   
  Check: To use this skill the character must have access to a fully stocked facility appropriate to the task and the materials he will 
  need to perform the modification. The character must then spend the required amount of time, before he makes his skill check. 
  These details are summarized below: 
    
  General  
   
   
   
   
   
  Average   
  Base cost 
  description 
   
   
   
  DC 
   
  Time 
   
  for materials 
  Simple object, no movable parts 
   
  15 
   
  1 week 
   
  10% item cost 
  Moderately complex object  
   
  20 
   
  4 weeks  
  20% item cost 
  Complex object, many moving parts  
   
  25 
   
  8 weeks  
  50% of item cost 
  Hyper technological object 
   
   
  35 
   
  12 weeks  
  100% of Item cost 
   
   
  If the character‘s roll is 4 places over what he needed to roll the character has completed the task in one-half the time. If 
  the character fails the check, the character makes no progress this week. If the character fails by 5 or more, the character ruins 
  half the raw materials and have to pay half the original raw material cost again. Once successful the object will be improved by 
  10% per level he has in this skill.  
   
  Retry: Yes, but each time the character misses by 5 or more, the character ruins half the raw materials and have to pay half the 
  original raw material cost again. 
   
  Special: A character can choose to take ten, or 20 in creating an item. If the character takes 10 they must spend an additional 
  week to create the item in question, while taking 20 requires 4 weeks above the required time are being spent. 
   
  Move Silently (Ag) Armor check penalty 
   
  A character with this skill is able to move without making discernable noise. 
   
   
  Check: The character's Move Silently check is opposed by the Listen check of anyone who might hear the character. The 
  character can move up to one-half the character's normal speed at no penalty. At more than one-half and up to the character's full 
  speed, the character suffers a –5 penalty. It's practically impossible (–20 penalty) to move silently while running or charging. 
   
  Open lock (Ag) Trained only 
   
  A character who wishes to attempt this skill must have at least a simple tool of the appropriate sort (a pick, pry bar, blank key, 
  
   
   
  wire, etc.) to pick a lock. 
   
  Check: Attempting an Open lock check without a set of lock picks carries a –2 penalty, even if a simple tool is employed. The 
  use of masterwork lock picks enables the character to make the check with a +2 bonus. Opening a lock entails 1 round of work 
  and a successful check. (It is a full-round action.) 
   
  Lock  
   
   
   
  DC 
  Very simple lock   
   
  20 
  Average lock  
   
   
  25 
  Good lock  
   
   
  30 
  Amazing Lock  
   
   
  40 
   
  Perform (varies) 
   
   
  A character with this skill must designate a type of entertainment skill he has mastered, and unlike other skills the type 
  of skill mastered determined the ability score this skill is tied to. 
   
  Check: The character can impress audiences with his talent and skill. 
   
  DC  
  Performance 
  10  
  Routine performance. Trying to earn money by playing in public is essentially begging. The character earns 1d10 
   
  credits/day. 
  15  
  Enjoyable performance In a prosperous city, the character can earn 11-20 credits/day. 
  20  
  Great performance. In a prosperous city, the character can earn 1-2 hundred credits/day. With time, the character may 
   
  be invited to join a professional troupe and may develop a regional reputation. 
  25  
  Memorable performance. In a prosperous city, the character can earn 2-5 hundred credits/day. With time, the character 
   
  may come to the attention of noble patrons and develop a national reputation. 
  30  
  Extraordinary performance. In a prosperous city, the character can earn 5+1d4 hundred credits/day. With time, the 
   
  character may draw attention from distant potential patrons from off world locations. 
   
   
  A masterwork musical instrument gives a +2 bonus to Perform checks that involve the use of the instrument. 
   
  Retry: Retries are allowed, but they don't negate previous failures, and an audience that has been unimpressed in the past is 
  going to be prejudiced against future performances (Increase the DC by 2 for each previous failure). In addition to using the 
  Perform skill, a character could entertain people with tumbling, tightrope walking, etc. 
   
  Pick pocket (Ag) Trained only; Armor check penalties 
   
  A character with this skill has the ability to lift small objects unnoticed.  
   
  Check: A check against DC 10 lets the character palm a coin-sized, unattended object. Minor feats of legerdemain, such as 
  making a coin disappear, are also DC 10 unless an observer is determined to note where the item went. When performing this 
  skill under close observation, the character's skill check is opposed by the observer's Spot check. The observer's check doesn't 
  prevent the character from performing the action, just from doing it unnoticed. 
   
  If the character tries to take something from another creature, the character must make a skill check against DC 20. The 
  opponent makes a Spot check to detect the attempt. The opponent detects the attempt if his check result beats the character's 
  check result, regardless of whether the character got the item. 
   
  DC  
   
  Task 
  10  
   
  Palm a coin-sized object, make a coin disappear 
  20  
   
  Lift a small object from a person 
   
  Retry: A second Pick pocket attempt against the same target, or when being watched by the same observer, has a DC +10 higher 
  than the first skill check if the first check failed or if the attempt was noticed. 
   
  Special: If the character has 5 or more ranks in Bluff, the character gets a +2 bonus on Pick pocket checks. 
   
  Pilot (Ag) Trained only 
   
   
  A character who possesses this skill is able to pilot a specific type of vehicle that he specifies when taking this skill. 
  The character also learns how to perform simple maintenance on the vehicle. 
   
  
   
   
  Check: Under normal circumstances no check is needed to operate a vehicle the character is familiar with. A check though is 
  required if the character must deal with some unusual circumstance (flying through a storm, or traveling across an asteroid field), 
  or during some dramatic action (Such as during a dog fight). A check is also required by the pilot when he attempts to perform a 
  stunt, or special maneuver. 
   
  Retry: Most Piloting checks have consequences that make trying again impossible. 
   
  Untrained: An untrained character can attempt to pilot a vehicle, but automatically fails any Piloting checks that may be 
  required. 
   
  Special: A character can take 10 when piloting a craft, but cannot take 20.  
   
  Profession (Int) Trained only 
   
  The character is trained in a livelihood or a professional role which involves many related skills as opposed to a craft which is 
  more specialized.  
   
  Check: Like Craft, Profession is actually a number of separate skills. The character could have several Profession skills, each 
  with its own ranks, each purchased as a separate skill.  The character can practice a trade and make a decent living, earning about 
  half the check result in hundreds of credits per month of dedicated work. The character knows how to use the tools of the trade, 
  how to perform the profession's daily tasks, how to supervise untrained helpers, and how to handle common problems.  
   
  Creating Masterwork Items: The character can make a masterwork item (an item that conveys a bonus to its use through its 
  exceptional craftsmanship, not through external enhancements). To create a masterwork version of an item the character adds a 
  +10 to the Difficulty of the item.   
   
  Retry: Yes, but each time the character misses by 5 or more, the character ruins half the raw materials and have to pay half the 
  original raw material cost again. 
   
  Special: A character can choose to take ten, or 20 in creating an item. If the character takes 10 he must spend an additional week 
  to create the item in question, while taking 20 requires that 2 weeks above the required time are being spent.  
   
  Read lips (Log) Trained only 
   
  A character with this skill is able to understand what someone is saying by studying their mouth movements and must have an 
  unobstructed view of the target.  
   
  Check: The character must be within 30 feet of the speaker and be able to see him speak. The character must be able to 
  understand the speaker's language. (Use of this skill is language-dependent.) The base DC is 15, and it is higher for complex 
  speech or an inarticulate speaker. The character has to concentrate on reading lips for a full minute before making the skill check, 
  and the character can't perform some other action during this minute. The character can move at half speed but not any faster, and 
  he must maintain a line of sight to the lips being read.  
   
  If the check succeeds, he can understand the general content of a minute's worth of speaking, but the character usually 
  still misses certain details. If the check fails however, the character can't read the speaker's lips. The Administrator rolls the 
  character's check so the character don't know whether the character succeeded or missed and if the roll failed by 5 or more points 
  the character draws the wrong conclusions from what he understood. 
   
  Retry: The skill can be used once per minute. 
   
  Repair (Log) Trained only 
   
   
  A character with this skill can repair damaged machinery or electronic devices so long as he has the appropriate Craft, 
  Profession, or Knowledge skills. Thus a character who has the Craft: Battle armor skill can purchase this skill, which then allows 
  him to repair damaged battle armor. This skill only needs to be purchased once however and applies to all the skills that he has 
  which allow him the ability to create objects. 
   
  Check: Most repair checks are made to fix complex electronic or mechanical devices such as subspace radios, vehicles, 
  computers or even robots. The DC is set by the Administrator. In general simple repairs have a DC of 10 to 15 and require no 
  more than a few minutes to accomplish. More complex repairs have a DC of 20 or higher and can require an hour or more to 
  complete. Repairs also involve a monetary cost when spare parts, or new components are needed.  
   
   
  
   
   
  General  
   
   
   
   
   
  Average   
  Base cost 
  description 
   
   
   
  DC 
   
  Time 
   
  for materials 
  Simple object, no movable parts 
   
  10-15 
   
  1 hour 
   
  10% item cost 
  Moderately complex object  
   
  20 
   
  1 hour 
   
  20% item cost 
  Complex object, many moving parts  
   
  25 
   
  2-5 hours  
  50% of item cost 
  Hyper technological object 
   
   
  35 
   
  5-20 hours 
  100% of Item cost 
   
  Retry: Yes, but each retry raises the difficulty of the repair by 2 and costs 10% of the item‘s value in additional parts. 
   
  Untrained: No 
   
  Special: a character with 4 ranks or more in a related skill gains a +2 bonus when using this skill. 
   
  Ride (Ag) 
   
   
  When the character selects this skill, choose the type of mount the character is familiar with. For this purpose, "horses" 
  includes mules, donkeys, and ponies. If the character uses the skill with a different mount (such as riding a giant lizard when the 
  character is used to riding horses), the character's rank is reduced by 2 (but not below 0). If the character uses this skill with a 
  very different mount (such as riding a flying creature when the character is used to riding horses), the character's rank is reduced 
  by 5 (but not below 0). 
   
  Check: Typical riding actions don't require checks. The character can saddle, mount, ride, and dismount from a steed without a 
  problem. Mounting or dismounting uses up one action. Some tasks require checks: 
   
  Riding Task  
   
   
  DC 
  Guide with knees   
   
  5 
  Stay in saddle  
   
   
  5 
  Fight with a battle trained steed  
  10 
  Leap  
   
   
   
  15 
  Control mount in battle  
   
  20 
  Fast mount or dismount  
   
  20* 
  Cover  
   
   
   
  15 
  Soft fall   
   
   
  15 
   
  *Armor check penalty applies. 
   
  Guide with knees: The character can react instantly to guide the character's steed with his knees so that the character can use 
  both hands in combat. Make the check at the start of round before initiative is rolled, and if the roll fails, the character can only 
  use one hand this round because he needs to use the other to control the mount. 
   
  Stay in saddle: The character can react instantly to try to avoid falling when the character's mount rears or bolts unexpectedly or 
  when the character takes damage. 
   
  Fight with battle mount: If the character directs a war-trained steed to attack in battle, the character can still make the 
  character's own attack or attacks normally. 
   
  Cover: The character can react instantly to drop down and hang alongside the mount, using it as one-half cover. The character 
  can't attack while using the character's mount as cover. If the character fails, the character doesn't get the cover benefit. 
   
  Soft fall: The character reacts instantly to try to take no damage when the character falls off a mount, such as when it is killed or 
  when it falls. If the character fails, the character takes 1d6 points of falling damage. 
   
  Leap: The character can get a mount to leap obstacles as part of its movement. Use the character's Ride skill modifier or the 
  mount's Jump skill modifier (whichever is lower) to see how far the mount can jump. The DC (15) is what the character needs to 
  roll to stay on the mount when it leaps. 
   
  Control mount in battle: By expending an action, the character can attempt to control a mount while in combat. If the character 
  fails, the character can do nothing else that round. The character does not need to roll for beasts trained specifically for battle .  
   
  Fast mount or dismount: The character can mount or dismount as a free action. If the character fails the check, mounting or 
  dismounting expends an action. (The character can't attempt a fast mount or dismount unless the character can perform the mount 
  or dismount by expending an action.) 
  
   
   
   
  Special: If the character is riding bareback, the character suffers a –5 penalty on Ride checks. If the character has 5 or more ranks 
  in Handle animal, the character gets a +2 bonus to Ride checks. If the character's mount has a military saddle, it gives a +2 bonus 
  to Ride checks related to staying in the saddle. 
   
  Robotics (Log) Trained only 
   
  A character who possesses this skill is able to perform various skills related to Robots.  
   
  Check: In order to perform most of these skills a character must have a specialized tech kit. A skill check is required by the 
  Robotisist when performing any of the following skills: 
   
  Activate/deactivate: A character can activate (turn on) or deactivate (turn off) a robot regardless of its level if he can gain access 
  to its activation progit. Before a character can deactivate the robot, read its function progits, remove its security lock, or alter its 
  mission or function progits, he must gain access to the robot's internal progit circuitry. At a minimum, this requires removing a 
  protective plate, which takes one turn.  
   
  The plate can be removed in one turn even if the robot is fighting, but not if the robot is moving and the character 
  cannot gain a firm handhold. Once the plate is off, the robot can be deactivated in one turn. Some robots have specially designed 
  secure compartments for their progit circuitry and multiple plates must be removed before access is gained. The heavier, military 
  versions of robots have anti-tamper devices (explosives, electrical shocks, etc.) built into their protective plates. 
   
  Alter functions: Altering a function progit requires 1d10 minutes. If the new function progit violates the robot's mission or 
  requires function progits the robot does not have, the robot overrides and ignores the new function progit. Only one robot 
  function progit can be altered at a time. A character with this skill must roll separately for each function progit altered. Changing 
  an altered function progit back to its original form also requires a new roll. A failed skill check can result in a malfunction.  
   
  Alter mission: A character can try to alter the robot's mission progit. This takes 1d10 minutes plus the robot's level in minutes. 
  Altering the mission progit does not alter the function progits, those must be altered separately. Once a mission has been 
  changed, changing it back to the original mission requires another roll. If the new mission requires function progits that the robot 
  does not have, the robot still tries to follow its new mission as best it can. A failed skill check can result in a malfunction.  
   
  Identification: The character can determine a robot's type and level simply by looking at it. If the skill check is successful, then 
  the character is allowed another one (at the same rate) for each fact about the robot that the character wants to know. Possibilities 
  include: what external weapons it is equipped with, what internal weapons it might be equipped with (for its size and type), the 
  manufacturing company or race, what kind of sensors are obvious, etc.  
   
  Once a skill check is missed, no more facts can be gleaned from that particular robot, otherwise the character can keep 
  asking for details and rolling dice until he has exhausted all the facts. Once a robot has been successfully identified, the character 
  can always identify that robot type again (unless its appearance is changed). 
   
  List functions: The character can tap into the robot's function progits after he has gained access to the progit circuitry boards. 
  Once accessed, the robot's functions can be listed. A character who successfully lists the robot's functions can always list them 
  again without having to roll. A robot's mission progit cannot be listed with this skill. Only a successful Robotics: Alter mission 
  skill check reveals the mission. Thus, a character may know all of the robot's functions and have to guess at its mission. 
  Remove security locks: After the final protection plate has been removed from a robot's progit circuitry board, there may be a 
  security lock. The lock must be removed before the List functions, Alter functions, or Alter mission skills can be tried. A robot 
  can be deactivated after the protection plates are taken off but before the security lock is removed. Once a security lock has been 
  removed, if cannot be used again. A failed skill check for Robotics: remove security lock can result in a malfunction.  
   
  Retry: Generally retries are only possible if the Character advances in his/her Robotics skill level.  
   
  Untrained: This skill cannot be used untrained. 
   
  Special: A character who possesses this skill and the repair skill gains a +2 bonus to his Robotics skill rolls and vice versa. 
   
  Search (Log) 
   
  A character with this skill is trained in observation so that they are better able to locate things that would otherwise go unfound. 
   
  Check: The character generally must be within 10 feet of the object or surface to be searched. It takes 1 round to search a 5‘x 5‘ 
  area or a volume of goods 5‘ on a side; doing so is a full-round action. 
   
  Task  
   
   
   
   
   
   
  DC 
  
   
   
  Ransack a crate full of junk to find a certain item   
   
  10 
  Notice a typical secret door or a simple trap  
   
   
  20 
  Find a difficult trap not of stone  
    
   
   
  21+ 
  Find a high tech trap  
    
   
   
   
  25+ Skill level used to create 
  Notice a well-hidden secret door  
   
   
   
  30 
   
  Special: A character who does not have the Track feat can use the Search skill to find tracks, but can only follow tracks if the DC 
  is 10 or less 
   
  Seduction (Per)  
   
  This skill allows a character the ability to use his charm, appearance, gestures and body language to entice, tease and possibly 
  grant sexual pleasure.  
   
  Check: A check is always required when using this skill to determine the difficulty score that is required for a victim to resist this 
  skill. The victim may roll Sense motive against the success score to resist the seduction. 
   
  Retry: Under ordinary circumstances this skill cannot be retried. 
   
  Untrained: This skill can be tried by the untrained. 
   
  Special: Characters with at least four levels in Bluff gain a +2 bonus when using this skill, and if the character has 4 or more 
  levels in this skill may gain a +2 bonus to his Bluff, or Gather information rolls. 
   
  Sense motive (Int) 
   
  A character with this skill is able to intuitively determine the reasons behind someone‘s actions or words. 
   
  Check: A successful check allows the character to avoid being bluffed. The character can also use the skill to tell when 
  something is up (something odd is going on that the character were unaware of) or to assess someone's trustworthiness. Trying to 
  gain information with this skill takes at least 1 minute, and the character could spend a whole evening trying to get a sense of the 
  people around the character. 
   
  Sense motive task   
   
  DC 
  Hunch  
   
   
   
  20 
  Sense external influence 
   
  25 
   
  Hunch: This use of the skill essentially means making a gut assessment of the social situation. The character can get the feeling 
  from another's behavior that something is wrong, such as when the character is talking to an impostor. Alternatively, the character 
  can get the feeling that someone is trustworthy. 
   
  Sense External influence: The character can tell that someone's behavior is being influenced by an outside force (by definition, a 
  mind-affecting effect), even if that person isn't aware of it himself. 
   
  Retry: No, though the character may make a Sense motive check for each bluff made on the character. 
   
  Signaling (Log) 
   
   
  The character is capable of sending long distance signals using some method. Characters begin with one choice of 
  signaling and every three ranks can choose a new form. The most common are drumming, smoke, mirrors, and bird calls. 
   
  Check: Characters must roll a skill check against a difficulty determined by the Administrator, depending on how complex the 
  message is, weather conditions or other factors. These messages can only be understood by others with this skill, and may end up 
  attracting the attention of unwanted creatures, curious to find out who or what is behind them. 
   
  Retry: Messages can be resent. 
   
  Untrained: Untrained characters can only send simple messages like, help, danger or here I am. 
   
   
   
  Sound (Int) 
  
   
   
   
   
  The character with this skill is able to identify sounds and can pick out specific sounds even if the sounds are hidden 
  among other noises. The character also gains the ability to imitate sounds such as bird calls or the noises that creatures make, but 
  cannot imitate languages. 
   
  Check: The character is required to make a skill check against a difficulty determined by the Administrator when using either 
  aspect of this ability.  
   
  Retry: The Administrator is the final arbitrator in determining if this skill can be retried due to the circumstances involved when 
  the skill is being used. 
   
  Untrained: Untrained characters may use this ability but the difficulty is always 18+. 
   
  Special: Characters with Knowledge: nature gain a +2 bonus when using this skill to imitate real world animal noises. 
   
  Speak language (None) Trained only 
   
   
  The Speak language skill doesn't work like a standard skill. The character starts at 1st level knowing one language + his 
  Logic bonus in languages and each time a new level is purchased the character may speak an additional language + his Logic 
  modifier. In both cases at least one language is gained when taking this skill.   
   
  Retry: Not applicable. (There are no Speak language checks to fail.) 
   
  Spot (Int) 
   
  The Spot skill is used primarily to detect characters or creatures who are hiding. 
   
  Check: To detect characters or creatures who are hiding, the spot check is opposed by the Hide check of the creature trying not to 
  be seen. Sometimes a creature isn't intentionally hiding but is still difficult to see, so a successful Spot check is necessary to 
  notice it. A Spot check result of greater than 20 can generally let the character become aware of an invisible creature near the 
  character (though the character can't actually see it). Spot is also used to detect someone in disguise, and to avoid surprise. 
   
  Condition  
   
   
  Penalty 
  Per 10 feet of distance  
   
  -1 
  Spotter distracted   
   
  -5 
   
  Retry: the character can make a Spot check every time the character has the opportunity to notice something in a reactive 
  manner. As a full-round action, the character may attempt to spot something that the character failed to spot previously. 
   
  Swim (Str)  
   
  A character with this skill is able to swim though they may be hampered by the equipment or armor they are wearing or carrying.  
   
  Check: A successful Swim check allows the character to swim one-quarter of the character's speed or one-half the character's 
  speed as a full-round action. Roll once per round. If the character fails, the character makes no progress through the water. If the 
  character fails by 5 or more, the character goes underwater and starts to drown. 
   
  If the character is underwater (whether drowning or swimming underwater intentionally), the character suffers a 
  cumulative –1 penalty to the character's Swim check for each consecutive round the character has been underwater. The DC for 
  the Swim check depends on the water: 
   
  Water Conditions   
  DC 
  Calm water  
   
  10 
  Rough water  
   
  15 
  Stormy water  
   
  20 
   
  Each hour that the character swims, make a Swim check against DC 20 or take 1d6 points of subdual damage from fatigue. 
   
  Special: Instead of an armor check penalty, the character suffers a penalty of –1 for each 5 pounds of gear the character is 
  carrying or wearing. 
   
  Tumble (Ag) Trained only; Armor check penalty 
   
  
   
   
  A character with this skill has learned to perform such acrobatic feats as cartwheels, back-flips or front-flips.  
   
  Check: The character can't use this skill if the character's speed has been reduced by armor, excess equipment, or loot. The 
  character can land softly when the character falls or tumbles past opponents. The character can also tumble to 
  entertain an audience (as with the Perform skill). 
   
  DC  
   
  Task 
  15  
   
  Treat a fall as if it were 10 feet shorter when determining damage. 
  15  
   
  Tumble up to 30‘ (as part of normal movement), suffering no attacks of opportunity while  
   
   
   
  doing so. Failure means the character tumbles 30‘ but suffers attacks of opportunity normally. 
  25  
   
  Tumble up to 30‘ (as part of normal movement), suffering no attacks of opportunity while  
   
   
   
  doing so and moving through areas occupied by enemies (over, under, or around them). Failure  
   
   
   
  means the character tumbles 30‘ and can move through enemy-occupied areas but suffers  
   
   
   
  attacks of opportunity normally. 
   
  Retry: An audience, once it has judged a tumbler as uninteresting, is not receptive to repeat performances. The character can try 
  to reduce damage from a fall as an instant reaction once per fall. The character can attempt to tumble as part of movement once 
  per round. 
   
  Special: A character with 5 or more ranks in Tumble gains a +3 dodge Defense bonus when executing the fight defensively 
  standard or full-round action instead of a +2 dodge bonus. A character with 5 or more ranks in Tumble gains a +6 dodge bonus 
  when executing the total defense standard action instead of a +4 dodge bonus. If the character has 5 or more ranks in Jump, the 
  character gets a +2 bonus on Tumble checks. If the character has 5 or more ranks in Tumble, the character gets a +2 bonus on 
  Balance checks. 
   
  Use rope (Ag) 
   
  A character with this skill has learned all manner of knots, and can use a rope in any way that a rope is intended to be used for. 
   
  Check: Most tasks with a rope are relatively simple. 
   
  DC  
  Task 
  10  
  Tie a firm knot 
  15  
  Tie a special knot, such as one that slips, slides slowly, or loosens with a tug 
  15  
  Tie a rope around oneself one-handed 
  15  
  Splice two ropes together (takes 5 minutes) 
   
   
  When the character binds another character with a rope, any Escape artist check that the bound character makes is 
  opposed by the character's Use rope check. The character gets a special +10 bonus on the check because it is easier to bind 
  someone than to escape from being tied up. The character doesn't make the character's Use rope check until someone tries to 
  escape. 
   
  Special: A silk rope gives a +2 bonus on Use rope checks. If the character has 5 or more ranks in Escape artist, the character gets 
  a +2 bonus on checks to bind someone. 
   
  Use technology (Log) Trained only 
   
  This is a catch all skill allowing a character to use any technological item not covered by any other Skill.  
   
  Check: A check is required the first time an unfamiliar piece of equipment is used, but thereafter no check is required unless the 
  item has been modified.  
   
  Retry: Generally a retry is not allowed until the character advances his skill rank  
   
  Untrained: An unskilled character may use Technology on a Logic check. 
   
  Special: A character with a related knowledge skill of at least rank 4 gains a +2 bonus when using this skill. 
   
  Weapons (Ag) Trained only 
   
  A character choosing this skill must choose a sub-skill to determine what types of weapons he can use. These Sub-skills are as 
  follows: 
  
   
   
   
   
   
   
   
   
   
   
   
   
  Archaic melee: The character can use all manner of hand held archaic weapons like, swords, maces, Pole arms, or axes. 
   
  Archaic projectile: This skill includes all manner of bows or crossbows, and even throwing weapons such as throwing knives, or 
  throwing axes 
   
  Beam: This skill covers the use of all manner of laser, rafflur, electrostunner, sonic, maser, or bolt or energy weapon. 
   
  Grenades: This is self-explanatory 
   
  Gunnery: Beam:  This skill covers all manner of vehicle mounted plaser, laser, rafflur, electrostunner, sonic, maser, or bolt or 
  energy weapon, including space craft mounted beam weapons. 
   
  Gunnery: P.G.S (Projectile/Gyrojet/Sprayer): This skill covers all manner of vehicle mounted machine gun, grenade or mortar 
  launcher, acid sprayer, flamethrower, micro-missile launcher, needler, or gyrojet weapon including space craft mounted weapons. 
   
  Man portable missiles: Characters with this skill can use all types I through III missiles and missile launchers 
   
   
  Melee: This skill allows the character to use all manner of vibro blades, energy swords, and high tech melee weapon available. 
   
   
  P.G.S: This skill covers the use of all manner of auto-pistol or rifle, grenade rifle or mortar, acid sprayer, flamethrower, 
  micromissile, needler, or gyrojet weapon 
   
  Check: Like the Speak languages skill this skill does not require that the character make a skill roll when using weapons that are 
  covered under the sub-skill that the character chooses when he purchases this skill. This skill allows the character to use weapons 
  covered by the sub-skill without suffering a penalty to his combat rolls for using an unfamiliar weapon. 
   
  Characters combat rolls when using weapons are determined as follows: 
   
  Melee or hand to hand attacks: d20 + Combat modifier to hit + his Strength modifier + Misc bonuses (Expertise, masterwork 
  weapon bonuses etc.) 
   
  Ranged weapons: D20 + combat modifier to hit + his Agility modifier + Misc bonuses (Expertise, masterwork weapon bonuses 
  etc.) 
    
  Retry: As each use of a weapon is a separate action there is no retry with this skill. 
   
  Untrained: Characters can attempt to use a weapon they are unfamiliar with, but do so at a -4 to hit. 
   
  Special: Certain characters can specialize in the use of a particular weapon, as detailed under the Expertise feat.  
   
  Wilderness lore (Int) 
   
   
  A character with this skill is versed in the lore of the wilds. He can survive and provide food and water for himself and 
  potentially his companions, as well as start fires and identify edible plants, and fresh water. 
   
  Check: The character can keep himself and others safe and fed in the wild. 
   
  DC 
   Task 
  10  
  Get along in the wild. Move up to one-half the character's overland speed while hunting and foraging (no food or water 
   
  supplies needed). The character can provide food and water for one other person for every 2 points by which the  
   
  character's check result exceeds 10. 
  15   
  Gain +2 on all Fortitude saves against severe weather while moving up to one-half the character's overland speed, or 
   
  gain +4 if stationary. The character may grant the same bonus to one other character for every 1 point by which the 
   
  check result exceeds 15. 
  15  
  Avoid getting lost or avoid natural hazards, such as quicksand. 
   
  Retry: For getting along in the wild or for gaining the Fortitude save bonus, the character makes a check once every 24 hours. 
  The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, the character makes a 
  check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard 
  are not allowed. 
   
  
   
   
  Special: If the character has 5 or more ranks of Intuit direction, the character gets a +2 bonus on Wilderness Lore checks to avoid 
  getting lost. 
   
  Zero gravity movement (Ag) Trained only; Armor check penalties 
   
  A Character with this skill is able to move unhindered in zero gravity environments.  
   
  Check: Under ordinary circumstances no roll is required by a skilled character in a zero gravity environment. If the Character 
  however is engaged in combat or there is some dramatic moment where failing to use this skill has repercussions, a check might 
  be called. Failing the check results in the character losing his Agility adjustment to his Defense rating as the character spins out 
  of control. It takes one action to right oneself and requires a successful Skill check. A character out of control is vulnerable to 
  attacks of opportunity. 
   
  Retry: See above 
   
  Untrained: Untrained characters automatically lose control if doing anything but moving at ½ speed in zero gravity. 
   
  Special: Characters with at least 4 ranks in Swim gain a +2 Synergy bonus when using this Skill. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Feats 
   
   
  Feats grant a character special abilities allowing them to perform heroic acts. What follows are a list of all the available 
  feats in the Frontier and a notation as to whether they require the expenditure of an action to use them or not, followed by 
  descriptions of the feats. Certain feats have been eliminated as the new combat system makes them obsolete and some are now 
  Merits or Flaws.   
   
   
  Combat  
   
   
  Cost  
  Blind fight 
   
   
  None 
  Blinding strike 
   
   
  One action 
  Cleave 
   
   
   
  One action 
  Combat mind 
   
   
  None 
  Combat reflexes 
   
   
  None 
  Dodge 
   
   
   
  One action 
  Expertise  
   
   
  None 
  Far shot  
   
   
  One action 
  Great cleave 
   
   
  One action 
  Improved bullrush  
   
  One action 
  Improved critical 
   
   
  None 
  Improved disarm 
   
   
  One action 
  Improved initiative  
   
  None 
  Improved trip  
   
   
  One action 
  Improved two weapon fighting 
  None 
  Improved unarmed strike 
   
  One action 
  Mounted Combat  
   
  none 
  Mounted Ranged Combat 
   
  One Action 
  Power attack 
   
   
  One action 
  Precise shot 
   
   
  One action 
  Quick draw 
   
   
  special 
  Rapid shot 
   
   
  special 
  Ride by attack 
   
   
  One action 
  Shot on the run 
   
   
  One action 
  Spirited charge 
   
   
  One action 
  Spring attack 
   
   
  One action 
  Sunder 
   
   
   
  One action 
  Trample  
   
   
  One action 
  Two weapon fighting 
   
  None 
  Weapon finesse 
   
   
  None 
  Weapon Focus 
   
   
  One action 
  Weapon specialization 
   
  None 
  Weapon mastery 
   
   
  None 
  Zero gravity combat 
   
  None 
   
  General 
  All around sight 
   
   
  None  
  Endurance 
   
   
  None 
  Great fortitude 
   
   
  None 
  Increased carrying capacity  
  None 
  Iron will  
   
   
  None 
  Lightning reflexes  
   
  None 
  Mobility  
   
   
  None 
  Run 
   
   
   
  None 
  Silent step 
   
   
  None 
  Skill focus 
   
   
  None 
  Skill mastery 
   
   
  None 
  Toughness 
   
   
  None 
   
  Martial Arts 
  Backward Kick 
   
   
  One action 
  Chi Strike 
   
   
  One action 
  
   
   
  Circle Kick 
   
   
  One action 
  Combat Adaptability 
   
  None 
  Concentrated Push  
   
  One action 
  Delay Damage 
   
   
  One action 
  Dim Mak  
   
   
  One action 
  Eagle's Claw 
   
   
  One action 
  Flying Kick 
   
   
  One action 
  Great Throw 
   
   
  One action 
  Hurl 
   
   
   
  One action 
  Immovability 
   
   
  One action 
  Incapacitating Strike 
   
  One action 
  Iron Fist  
   
   
  One action 
  Iron Skin  
   
   
  none 
  Missile Deflection  
   
  One action 
  Pain Touch 
   
   
  One action 
  Prone Fighting 
   
   
  One action 
  Sticking Touch 
   
   
  One action 
  Weapon Break 
   
   
  One action 
  Weapon Catch 
   
   
  One action 
   
  Special 
  Tracking  
   
   
  Special 
   
    
  Feat Descriptions 
   
  What follows are descriptions for all the Feats available to Characters in the Frontier.  
   
  Combat Feats 
   
  Blind fighting 
   
  Prerequisites: Alertness (5th Level) 
   
  Effects: The Character with this ability is no longer penalized when attacking invisible creatures or when fighting in the dark or 
  blindfolded.  
   
  Blinding strike 
   
  Prerequisites: none 
   
  Effects: The character must state that he is using this feat before making an attack roll, and he must succeed on a called shot with 
  a penalty of -6. If this succeeds the victim must make a Reflex save against a difficulty equal to the attacker‘s success roll to 
  avoid this effect, otherwise he will be temporarily blinded.  
   
  A character temporarily blinded makes all his attacks as if he were fighting invisible targets (+10 to the opponent‘s 
  Defensive rating) and attacks against him are made at +4 to hit and the blind character loses his Agility based defensive bonus. 
  This blindness lasts 1 round/level of the attacker. 
   
  Cleave 
   
  Prerequisites: None 
   
  Effect: This maneuver is only available to characters using a cleaving or slashing weapon, and costs one combat action. The 
  player must state that they are using this maneuver and rolls to hit as normal, but if the attack roll succeeds the character double's 
  the weapon's damage die and then adds any additional modifiers he has to damage due to Strength, Specialization, etc. 
   
  Combat mind 
   
  Prerequisites: Logic or Intuition 14+ 
   
  Effect: A character with this ability is not only unshaken by combat but has developed a sort of combat sense allowing him to 
  add 1/2 his Logic or Intuition modifier to either his Initiative, Attack rolls or Damage rolls, determined when this feat is taken.  
  
   
   
   
  Combat reflexes 
   
  Prerequisites: Agility 12+ 
   
  Effect: A character who possesses this feat is able to make one additional attack of opportunity in a round equal to his Agility 
  modifier. 
   
  Dodge 
   
  Prerequisites: None 
   
  Effect: By expending an action stated at the beginning of the combat round before Initiative is rolled the character gains a +2 
  bonus to his Defensive rating for the round including his Defensive rating against traps, and increases his Reflex saves by +2. 
   
  Expertise 
   
  Prerequisites: None 
   
  Effect: This is a form of specialization which grants a character a +2 bonus to Initiative, and to Hit in combat with a chosen 
  weapon or a natural attack. 
   
  Far shot 
   
  Prerequisites: Expertise (Ranged weapon) 
   
  Effect: A character who has this ability must state its use before rolling to hit and costs one action which is spent taking aim. The 
  character with far shot doubles his extreme weapon range for that shot and gains a +2 bonus to hit.  
   
  Great cleave 
   
  Prerequisites: Cleave 
   
  Effect: This maneuver is only available to characters using a cleaving/slashing weapon, and costs one combat action. The player 
  must state that they are using this maneuver and rolls to hit as normal, but if the attack roll succeeds the character triples the 
  weapon's damage die and then adds any additional modifiers he has to damage due to Strength, Specialization, etc. In addition the 
  victim must roll a Fortitude Resistance roll against the damage taken or they lose a limb.  
   
  A character who loses a limb permanently loses 2 Endurance points/level. If the lost limb was an arm the character 
  suffers a -2 to any Strength checks. If the lost limb was a leg, the character can move at a maximum speed of 15'/round and all 
  Agility checks are made with a-2 penalty. 
   
  Improved bullrush 
   
   
   
  Prerequisites: None 
   
  Effect: A character who uses this special maneuver charges forward and slams his opponent with his shoulder driving them back 
  5'/point of Strength modifier that the character has. The attacker does not suffer an attack of opportunity when using this 
  maneuver as he does with a regular bullrush. The attacker rolls a standard to hit roll against the victim and if he succeeds the 
  victim must roll a Reflex save with a difficulty equal to the attacker‘s Strength score +2 or they are knocked prone. A prone 
  character loses his defensive bonus and allowing for attacks of opportunity against him. It takes one action to get back up, and 
  allows for attacks of opportunity while the character gets up.  
   
  Improved critical  
   
   
  Prerequisites: Expertise 
   
  Effect: A character who chooses this feat gains the following special ability. On a natural 20 (unmodified roll of 20) the character 
  doubles the damage die for the weapon and adds his damage modifiers (Strength, Specialization etc.), and in addition he gains an 
  immediate Attack of opportunity against his opponent who is not allowed his Agility based defensive bonus. This Attack of 
  opportunity does not count against the number of Attacks of opportunity that the attacker can make in a round. 
   
   
  
   
   
  Improved disarm  
   
   
  Prerequisites: None 
   
  Effect:  A character with this special ability can attempt to disarm an opponent. Use of this special ability costs one action and 
  requires that the character make a called shot (-4 to hit) against a Defensive rating of 10 + the opponent's level + the opponent's 
  Defensive bonus. If this attack succeeds the opponent must roll a Reflex save with a difficulty equal to the success score of the 
  attacker. If the Reflex save is failed whatever the opponent held in his hand is sent 5' +2' per point of Strength modifier in a 
  random direction.  
   
  Improved initiative 
   
   
   
  Prerequisites: None 
   
  Effect: A character with this special ability gains a +2 bonus to their initiative rolls. 
   
  Improved trip  
   
   
   
  Prerequisites: None 
   
  Effect: A character who uses this special maneuver must use one action to perform this attack. He rolls a standard to hit roll 
  against the victim and if he succeeds the victim must roll a Reflex save with a difficulty equal to the success scored by the 
  attacker or they are knocked prone. A prone character loses their defensive bonus and allowing for attacks of opportunity against 
  them. It takes one action to get back up, and allows for attacks of opportunity while the character gets up.  
   
  Improved two weapon fighting 
   
  Prerequisites: Two weapon fighting 
   
  Effect: A character with this Feat may use two weapons of equal length without incurring any penalty for using two weapons. 
  When using dual weapons the attacker may make an attack with his off hand weapon at any point in the round by dividing the 
  attack bonus for that strike between the two strikes (any remainders are applied to the primary strike).   
   
  Improved unarmed strike 
   
  Prerequisites: Expertise (Unarmed combat) 
   
  Effect: A character who uses this special maneuver must use one action to perform this attack. He rolls a called shot against the 
  opponent and if he succeeds, in addition to taking damage from the attack the victim must roll a Fortitude save with a difficulty 
  equal to the success scored by the attacker or they are stunned. A stunned character loses his Agility based Defensive bonus for 
  the remainder of the round and loses his Initiative modifier for the following round.  
   
  Mounted combat 
   
  Prerequisites: Ride skill 4+ levels 
   
  Effect: A character possessing this feat can fight while on horseback without the chance of falling off his steed‘s back under 
  normal circumstances. The character suffers no penalty to his attack or damage rolls while on the back of a steed, and can make a 
  charge attack while mounted, but in this case the character must roll a Ride check with a difficulty equal to 10+ the damage the 
  character dealt in the charge and if this roll fails the character falls off his steed taking 1-3 points of damage from the fall and is 
  subject to Attacks of opportunity from the fall. The character must spend an action to get back on his feet and is subject to 
  Attacks of opportunity while getting up. 
   
  Mounted ranged combat 
   
   
   
   
  Prerequisites: Ride 
   
  Effect: A character with this feat has trained to use a ranged weapon while mounted and moving. A character does not suffer a 
  penalty when moving at 1/2 the mount‘s standard movement rate If the mount is moving at its standard movement speed the 
  character may attack but he suffers a -2 to hit. If the steed is moving at double its speed the penalty is -4.   
   
   
  
   
   
  Power attack 
   
   
   
   
  Prerequisites: None 
   
  Effect: A character must state that he is using a power attack and must inform the Administrator how many points that he is 
  reducing his chance to hit to increase the damage the character inflicts if the attack succeeds on a point for point basis. 
   
  Precise shot 
   
   
   
   
  Prerequisite: Expertise (ranged weapon) 
   
  Effect: A character who has mastered this feat can make a called shot against a target's body with a -2 to hit and against an 
  opponent's face at -4 to hit as opposed to the standard called shot penalties (-4 to the body, or -6 to a target's face). so long as the 
  target is within short range. 
   
  Quick draw 
   
  Prerequisites: Expertise  
   
  Effect: A character with this special ability can draw and use his weapon with amazing speed by succeeding in a Reflex save 
  with a difficulty equal to the opponent's initiative roll. If he succeeds the character may make a single attack before anyone 
  moves in combat due to initiative but the character does so at a -4 to hit.  
   
  Rapid shot 
   
  Prerequisites: Expertise 
   
  Effect: A character who possesses this special ability can draw and use his ranged weapon with amazing speed by succeeding in 
  a Reflex Save with a difficulty equal to the opponent's initiative roll. If he succeeds the character may make a single attack before 
  anyone moves in combat due to initiative but suffers a -4 to hit.  
   
  Ride by attack 
   
  Prerequisites: Ride +4 or better 
   
  Effect: A character who possesses this ability can make an attack against an opponent while his mount is moving without falling 
  off his steed. The character makes an attack against his opponent with a penalty equal to how fast the steed is moving as follows:  
   
  Moving at 1/2 the mount's standard movement rate 
  No penalty 
  Moving at the mount's standard movement rate 
   
  -2 to hit 
  Moving at double the Mount's movement rate 
   
  -4 to hit   
   
   
  If the attack succeeds the opponent must roll a Reflex save with a difficulty equal to the success score of the attacker or 
  he is knocked prone. Regardless of whether the opponent was mounted or not, if he fails his Reflex save the victim suffers 1-3 
  points of damage (or if falling off a horse or similar creature the damage is 1d3 + 1d4/10' of movement over 30'/round  that the 
  steed was moving). In addition to the damage taken from the fall the character suffers one additional die of damage from the 
  weapon before any bonuses are added to Strength or skill are applied, and he loses his Agility based Defensive bonus and 
  allowing for attacks of opportunity against him for being in a prone position. It takes one action to get back up, and allows for 
  attacks of opportunity while the character gets up.   
   
  Shot on the run 
   
  Prerequisites: Expertise (Ranged weapon) 
   
  Effect: A character who possesses this special ability use his thrown weapon or bow without suffering any penalty while moving 
  at double his movement rate (Jog or charge speed). If he is moving at a run (3x his movement rate) he suffers a -4 to hit.  
   
  Spirited charge 
   
  Prerequisites: Ride +4 or better 
   
  Effect: A character with this ability is able to spur his mount an additional 10'/round faster then charging speed (double 
  
   
   
  movement speed) allowing him to attack in a charge first regardless of the opponent's weapon length, and gaining an additional 
  die of weapon damage above the additional die gained for a charge, due to his steed's speed.  
   
  Spring attack 
   
   
  Prerequisites: Jump 
   
  Effects:  A character with this ability is able to leap through the air and deliver an attack at the end of the jump. The character 
  adds his Jump skill's level to the distance he can normally broad jump (standing or running), and then rolls a Called shot to hit his 
  target. If this succeeds the character causes an additional die of damage + his Strength modifier. 
   
  Sunder  
   
   
  Prerequisites: Str 16+ 
   
  Effect: A character who has developed this ability may make a devastating attack. The character makes an attack roll with only 
  his Strength modifier but if he succeeds the character gains 2 additional damage dice before adding his standard damage 
  modifiers. As a secondary effect the character may use his weapons on structures without reducing the damage die (standard 
  weapons do 1/2 damage to structures).  
   
  Trample 
   
  Prerequisites: Mounted combat 
   
  Effect: A character with this ability can by using up one action during a charge cause his mount to run over an opponent. The 
  opponent is only able to attack either the character or the mount in the charge, but will suffer both an attack from the rider and 
  must make a Reflex save (Dif 10+ either the mount's Strength or the rider's Ride skill rank whichever is higher) or suffer 2d8 
  points of damage from being run over by the mount. In addition the victim of this attack is knocked prone. A prone character 
  loses their Agility based Defensive bonus allowing for attacks of opportunity against him. It takes one action to get back up, and 
  allows for Attacks of opportunity while the character gets up.  
   
  Two weapon fighting 
   
   
   
  Prerequisites: None 
   
  Effect: A character with this Feat may use two weapons without incurring any penalty for using two weapons so long as the 
  second weapon is no larger or bulkier than a short sword. When using dual weapons the attacker may make an attack with his off 
  hand weapon at any point in the round by dividing the attack bonus for that strike between the two strikes (any remainders are 
  applied to the primary strike).   
   
  Weapon finesse 
   
   
   
  Prerequisites: Agility 14+ 
   
  Effect: A character who possesses this ability adds 1/2 his Agility modifier to his Strength modifier to determine his attack 
  modifier, before adding any other combat modifiers due to skill, etc. 
   
  Weapon focus 
   
  Prerequisites: Expertise 
   
  Effect: A character who has this special ability must declare its use at the beginning of a combat round before initiative is rolled. 
  The character may take points away from his initiative modifier and add them to either his bonus to hit or weapon damage for the 
  combat round. 
   
  Weapon Specialization 
   
  Prerequisites: Expertise 
   
  Effect: A character who possesses this feat gains a +1 bonus to his initiative, and chance to hit, and increases his Damage 
  modifier by +2 when using his chosen weapon. 
   
  
   
   
  Weapon Mastery 
   
  Prerequisites: Expertise, Weapon specialization 
   
  Effect: A character who possesses Weapon Mastery gains a +1 bonus to his Initiative modifier, and a +2 bonus to his chance to 
  hit, and damage when using his chosen weapon.   
   
  Zero gravity combat  
   
  Prerequisite: Zero gravity movement +4 
   
  Effect: The character with this ability has special training, enabling him to fight in zero gravity. The character doesn‘t suffer any 
  penalties when fighting in zero gravity.   
   
   
  General 
   
  All around sight 
   
  Prerequisites: Intuition 12+ 
   
  Effect: A character possessing this ability has been trained to be more aware of his immediate surroundings. The character is able 
  to detect opponents on all sides of him unless they are invisible. The character with this ability can not be back stabbed, flanked 
  or blindsided. This feat is always in effect. 
   
  Endurance 
   
   
   
   
  Prerequisites: Stamina 12+ 
   
  Effect: A character who possesses this ability can go for an additional day/Stamina modifier without sleep so long as he has food 
  and water. A normal character can go for 1 day/5 points of Stamina that he possesses. The character may also perform Strenuous 
  activity for 1 hour/3 points of Stamina without resting for 1/2 an hour where a normal character can go for 1 hour + 1 hour/ point 
  of Stamina modifier. 
   
  Great fortitude 
   
   
   
   
  Prerequisites: None 
   
  Effect: A character who possesses this feat Doubles his Stamina modifier and adds this to his bonus Endurance Points/level.   
   
  Increased carrying capacity  
   
   
  Prerequisites: None 
   
  Effect: A character who possesses this feat treats his Strength as if it were 3 points higher to determine how much the character 
  can carry before he is encumbered. Under normal circumstances the character can carry 5 pounds/point of Strength before being 
  encumbered.    
   
  Iron will 
   
  Prerequisites: Strength 15+ 
   
  Effect: A character who possesses this feat adds 1/2 his Strength modifier to his Will Resistance rolls due to his indomitable will 
  to avoid mind influencing effects (except illusions).  
   
  Lightning reflexes  
   
   
   
  Prerequisites: Intuition, and Agility of 15+ 
   
  Effect: A character who possesses this ability doesn't suffer a loss of defensive bonus when surprised or when he is attacked be 
  an invisible opponent (unless he is immobilized). The character gains a +1 Reflex Resistance roll bonus against traps as well.  
   
  
   
   
  Long distance movement 
   
   
   
   
   
  Prerequisites: Endurance 
   
  Effect: A character who possesses this skill is able to move great distances at a fast pace alternating from jogging to running. 
  This character can add a number of miles to his daily move equal to double their Stamina modifier/day.     
   
  Mobility  
   
   
   
   
  Prerequisites: Agility 12+ 
   
  Effect: A character who possesses this ability gains an additional +2'/ round to his movement rate, and when wearing armor the 
  character is able to move as if the armor was of one weight class lighter than it actually is. 
   
  Run 
   
  Prerequisites: Strength 12+ 
   
  Effect: A character with this ability adds his Strength modifier to his running movement rate (3x normal move). The character 
  also doubles the amount of time he can run before needing to rest for 10 minutes -his Stamina modifier (minimum 1 minute). 
  Running is treated as strenuous activity to determine how long a character can run before needing to rest. 
   
  Silent step 
   
  Prerequisites: Agility 15+ 
   
  Effect: A character who possesses this ability moves so silently that opponents trying to listen to him suffer a +2 to the difficulty 
  required. 
   
  Skill focus 
   
   
   
   
  Prerequisites: Logic 12+ 
   
  Effect: A character who possesses this feat gains a +2 to his skill checks when using a number of skills equal to his Logic 
  modifier. 
   
  Skill mastery 
   
  Prerequisites: Skill level 6+ 
   
  Effect: A character who possesses this ability may "Take 10" with a number of skills equal to the character‘s Logic modifier 
  regardless of whether they are in distress or in a situation where they are distracted by external circumstances (like in the middle 
  of combat).  
   
  Toughness 
   
   
  Prerequisites: Stamina 15+ 
   
  Effect:  A Character who is reduced to zero Endurance points must roll a Will Resistance roll with a difficulty of 20 to avoid 
  unconsciousness. If the roll succeeds the character can remain awake but suffers a -8 to all skill, ability, and combat rolls and 
  loses his defensive bonus due to sluggishness. While in this state the character can not move faster than at 1/2 speed. If the 
  character is struck again he succumbs to unconsciousness. Note that at -10 Endurance points the character succumbs to death. 
   
   
  Martial Arts Feats  
   
   
  Backward kick 
   
  Prerequisites: Blind fighting 
   
  Effects: The character with this Feat can attack any creature directly behind him either kicking his foot over and behind his own 
  
   
   
  head or lashing out straight behind him. The character does not have to turn around to use this ability and does not suffer any 
  penalties for making the attack.  
   
  Chi strike 
   
  Prerequisites: Stamina 15+ 
   
  Effects: A character possessing this ability is able to strike opponents at a distance by focusing his Chi (or Ki). This is a full 
  round effect, and allows the character to strike an opponent up to 10' away +2'/level over one causing 1d4 points of damage + 1d4 
  points of damage every odd level (2d4 at 3rd level, 3d4 at 5th level etc.). to use this ability the character must roll a standard to 
  hit roll using his Agility adjustment instead of his Strength adjustment, and if he succeeds the opponent is entitled to a Reflex 
  save (DC 10+ the attacker‘s level) to take half damage from the attack. 
   
  Circle kick 
   
  Prerequisites: None 
   
  Effects: The attacker uses the momentum of pivoting his body while lashing out with his back leg to deliver a devastating kick. 
  On a successful hit the victim suffers double damage from the attack and must make a Reflex save with a difficulty equal to the 
  attacker's Strength +2 or they are knocked back 5' and fall prone, losing their agility based defensive bonus and allowing for 
  attacks of opportunity against them. It takes one action to get back up, and allows for attacks of opportunity while the character 
  gets up.  
   
  Combat adaptability 
   
  Prerequisite: Knowledge: Nature, Zero gravity movement, and Swimming 
   
  Effect: The character with this ability has special training, enabling him to fight in unusual environments. A character with this 
  ability reduces the penalties he suffers in adverse conditions by 1/2 what is listed.  
   
  Concentrated push 
   
  Prerequisites: Chi strike 
   
  Effects: By means of this feat the character is able to channel his Chi through his body and into his hands which enables the 
  character to by lightly pushing an opponent send him back as if the attacker had thrown him. On a successful hit made against the 
  attacker as if he were not wearing armor (Only his natural armor and Agility based defensive bonus apply to his Defensive rating) 
  the victim suffers normal damage from the attack and must make a Reflex save with a difficulty equal to the attacker's Strength 
  +2 or they are knocked back 5' +1'/point of Psyche that the character has and falls prone. 
   
  A prone character loses his Agility based defensive bonus and allowing for Attacks of opportunity against him. It takes 
  one action to get back up, and allows for Attacks of opportunity while the character gets up.  
   
  Delay Damage 
   
  Prerequisites: Chi Strike 
   
  Effects: A character with this Feat is able to strike an opponent and cause the damage to take effect after a specific delay. The 
  attacker can delay the damage for one round/point of Intuition modifier that he has and then at the beginning of that round, before 
  initiative is rolled the damage is done. Damage must be from an unarmed strike however. 
   
  Effects: A character with this Feat is able to strike an opponent and cause the damage to take effect after a specific delay. The 
  attacker can delay the damage for one round/point of Psyche that he has and then at the beginning of that round, before initiative 
  is rolled the damage is done. Damage must be from an unarmed strike however. 
   
  Dim Mak 
   
  Prerequisites: Chi strike, Delay damage 
   
  Effects: An attacker who has mastered this art has mastered Chi Kong to the point where he can strike an opponent in such a 
  manner as to disrupt the victim's Chi, and after a specific time the attacker may cause their death with a single spoken word. To 
  utilize this power the character must roll a 1d20 +his Psyche against a DC of 20 which is a full round action, and on the following 
  round if he succeeds on a called shot against the defender he sets this ability into motion.  
  
   
   
   
  Once successful, at any time within one day/point of Psyche that the attacker possesses he may whisper a secret word if 
  he is within 10' of the victim which forces the victim to roll a Fortitude save against a difficulty of 10 + the attacker‘s Psyche. If 
  the victim fails the save he takes 1d4 points of damage/level of the attacker +1pt/point of Psyche that the attacker has. If the save 
  is made the damage is cut in 1/2. 
   
  Eagle's claw 
   
  Prerequisites: None 
   
  Effects: This devastating attack has the potential of breaking bones. On a successful strike the character causes 1d4 points of 
  damage/point of Strength modifier that he possesses and the victim must roll a successful Fortitude save against a difficulty equal 
  to the damage inflicted or suffer a broken bone. The effects of a break are covered in the Combat section. 
   
  Flying kick 
   
  Prerequisites: Jump 
   
  Effects:  A character with this ability is able to leap through the air and deliver a devastating kick at the end of the jump. The 
  character adds his Jump skill's level to the distance he can normally broad jump (standing or running), and he then rolls a Called 
  shot to hit his target. If this succeeds he causes 1d4 points of damage + 1d4 points of damage/point of Strength modifier that he 
  possesses. 
   
  Great throw 
   
  Prerequisites: Hurl 
   
  Effects: By means of this feat the Martial Artist is able to throw his opponent a great distance. On a successful hit the victim 
  must make a Reflex save with a difficulty equal to the attacker's Strength +2 or they are knocked back 5‘ + 5‘/point of Strength 
  modifier that the Martial artist has and falls prone, losing his defensive bonus and allowing for attacks of opportunity against him. 
  It takes one action to get back up, and allows for attacks of opportunity while the character gets up. The throw causes 1d4 points 
  of damage per 5‘ thrown. 
   
  Hurl 
   
  Prerequisites: None 
   
  Effects: By means of this feat the character is able to knock his opponent prone. On a successful hit the victim must make a 
  Reflex save with a difficulty equal to 10 + the attacker‘s level or they are knocked prone. If knocked down the victim loses his 
  defensive bonus and suffers attacks of opportunity against him. It takes one action to get back up, and allows for attacks of 
  opportunity while the character gets up. The attack causes 1d4 points of damage + the attacker's damage modifier. 
   
  Immovability 
   
  Prerequisites: Strength 15+ 
   
  Effects: A character with this feat may make a Strength check (DC 15) at the beginning of a round to employ this power. If 
  successful the character can not be thrown or pushed back. Any attempt to push or throw the character automatically fails, but use 
  of this ability costs the Martial artist one action, and negates his initiative bonus for the round as he must concentrate to utilize 
  this power.  
   
  Incapacitating strike 
   
  Prerequisites: None 
   
  Effect: A character with this ability can incapacitate an opponent with a well placed blow. The Martial Artist rolls a called shot 
  against his opponent and if he succeeds instead of rolling damage the victim must make a Fortitude save with a difficulty equal to 
  the success scored by the attacker. If he fails the save the victim lose any actions that they have in the present round, and lose 
  their defensive bonus, and initiative bonus from excruciating pain. This effect lasts for 1 round+ 1round/point of Strength bonus 
  possessed by the Martial Artist. 
   
  Iron fist 
   
  
   
   
  Prerequisites: None 
   
  Effects: A Martial Artist who has developed this ability has hardened his fists (or feet) by hitting large iron pots filled with hot 
  sand for hours over the course of his training. The character‘s bare hand or foot attacks as he chooses do an additional 2 points of 
  damage, and he can even do damage to structures without reducing his damage to 1/2 as is normal for bare fist attacks on 
  structures.  
   
  Iron Skin  
   
  Prerequisites: Iron Fist 
   
  Effects: Through training and the ingestion of secret herbal potions the character who has gained this ability reduces damage 
  from blunt attacks including unarmed combat damage by -2 points/die even reducing damage to 0/die. Furthermore the character 
  gains a +2 bonus to any Resistance rolls to avoid touch effects. 
   
  Missile deflection 
   
  Prerequisites: Agility, and Intuition of 15+ 
   
  Effects: A Character with this feat gains the ability to deflect missile weapon attacks with his hands, arms and legs. This is a full 
  round action and the character must declare it before initiative is rolled. The character using this feat forgoes rolling initiative and 
  may make a Reflex save against a number of missiles in the round as he has actions in the round. The difficulty of his save is 
  equal to the success scored by the attacker against him, and if he succeeds in the roll he negates the attack roll against him. 
   
  Pain touch 
   
  Prerequisites: Incapacitating strike 
   
  Effect: A Martial Artist with this ability can cause a victim excruciating pain with a touch. The Attacker rolls a called shot 
  against his opponent and if he succeeds the victim must make a Fortitude save with a difficulty equal to 10 + the attacker‘s level . 
  If he fails the save they lose any actions that they have in the present round, and lose their defensive bonus, and initiative bonus 
  from excruciating pain. This effect lasts for 1 round+ 1 round/point of Strength bonus possessed by the Martial Artist. 
   
  Prone fighting 
   
  Prerequisites: None 
   
  Effects: A Martial Artist who has mastered this skill does not lose his Agility based defensive bonus if he is knocked to the 
  ground and does not suffer any penalties from fighting when lying on the ground.  
   
  Sticking touch 
   
  Prerequisites: Intuition of 15+ 
   
  Effects: A Martial Artist with this feat has the ability to follow his opponent‘s movements with such skill that it seems as if his 
  fingers were glued to his opponent. A Martial Artist with this ability must declare that they are using the feat and lose one 
  action/round that they wish to use this art. While using Sticking touch the Attacker negates his opponent's agility based defensive 
  bonus and gains a +2 bonus to any touch attacks he uses on his opponent.  
   
  Weapon break 
   
  Prerequisites: Eagle's claw, Weapon catch 
   
  Effects: A Character who has mastered this art must declare the use of this Feat and give up an action. When a weapon attack is 
  made against him the Character rolls a Reflex save against the success scored by his opponent and if this succeeds he causes 1-4 
  points of damage/point of Strength modifier he has to the weapon often breaking it. 
   
  Weapon catch 
   
  Prerequisites: Agility, and Intuition of 15+ 
   
  Effects: A Character with this feat gains the ability to catch weapons with his hands, arms and legs and not be damaged by the 
  
   
   
  attack. The Martial Artist must declare the use of this Feat and give up an action and when a weapon attack is made against him 
  the character rolls a Reflex save against the success scored by his opponent. If he succeeds in the roll the character negates the 
  attack roll against him and forces the opponent to succeed in a Strength roll against a difficulty equal to the Strength of the 
  Martial Artist +2 to free his weapon. Each attempt to free his weapon takes up an action. 
   
  Special 
   
  Tracking  
   
   
  Prerequisites: Wilderness lore 
   
  Effect: A character who possesses this feat is able to find, interpret and follow tracks. In order to use this ability the tracks must 
  be made by a corporal creature and the surface must be one which can retain an impression. If both these conditions are met the 
  character rolls 1d20 + his wilderness lore skill level + his Intuition bonus against a difficulty determined below: 
   
  Very soft terrain (snow, mud, sand))  
   
   
   
  Dif: 5 
  Soft Terrain (wilderness terrain after rain) 
   
   
  Dif: 10 
  Firm Terrain (standard wilderness terrain) 
   
   
  Dif: 15 
  Interpret tracks  
   
   
   
   
   
  Dif 16+ 
  Hard terrain (Rocky, gravel covered areas, typical dungeon setting) 
  Dif: 20+ 
   
  In addition certain circumstances may increase or decrease the chance of the character successfully tracking as shown below: 
   
  Circumstance 
   
   
   
   
   
  Modifier 
  Every 3 creatures in a group being tracked 
   
   
  -1 to difficulty 
   
  Largest creature being tracked:  
   
   
   
  Tiny 
   
   
   
  +8 to difficulty 
   
   
   
  Small 
   
   
   
  +4 to difficulty 
   
   
   
   
  Medium  
   
   
  no adjustment 
   
   
   
  Large 
   
   
   
  -2 to difficulty 
   
   
   
  Huge 
   
   
   
  -4 to difficulty 
   
   
   
  Gargantuan 
   
   
  -8 to difficulty 
   
   
   
  Colossal  
   
   
  -10 to difficulty 
   
  Tracking character moving: 
   
   
  Half speed 
   
   
   
  no adjustment 
   
   
  Normal speed 
   
   
   
  +2 to difficulty 
   
   
  Jog 
   
   
   
   
  +4 to difficulty 
   
   
  Run 
   
   
   
   
  +8 to difficulty 
   
  Tracked creatures trying to hide tracks  
   
   
  -highest Intelligence modifier 
  Every 24 hours since trail was made 
   
   
   
  +4 to difficulty 
  Every hour of rain or snowfall since the tracks were made  
  +4 to difficulty 
  Poor visibility (overcast, evening, or dawn, foggy conditions) 
  +4 to difficulty 
  Very poor visibility (night, or darkness)  
   
   
  +10 to difficulty 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Wealth in the Frontier 
   
   
   Generally characters have a duroplas card which contains a fiber optic strip that serves as both an identification card, 
  passport, and bank card, so that all a character has to do is swipe a card to make his purchases. This is common throughout the 
  Core, but as the character travels Rimward, the character usually has to begin carrying actual credits, small golden, hexagonal 
  coins that come in 1, 5, 10, 20, 50, and 100 denominations, or they can use credit vouchers, which are duraplas cards which can 
  be placed in a reader, and can be charged with a set amount of money.  
   
  Starting Funds 
   
  Characters begin play with the following funds which represent the character‘s savings and weekly salary: Characters are paid in 
  credits which is the standard unit of trade throughout the known Frontier. 
   
  Starting Funds 
   
   
   
   
  Starting  
   
  Weekly  
  Level 
   
   
   
  Profession 
   
  Funds 
   
   
  Salary 
   
  Increase 
  Biosocial:  
   
  12,000cr  
   
  300cr 
   
  +150cr 
  Enforcer:  
   
  14,000cr  
   
  350cr 
   
  +175cr 
  Explorer:  
   
  14,000cr  
   
  350cr 
   
  +175cr 
  Rogue: 
   
   
  10,000cr  
   
  250cr 
   
  +125cr 
  Sci-spec:  
   
  20,000cr  
   
  500cr 
   
  +250cr 
  Spacer:  
   
  14,000cr  
   
  350cr 
   
  +175cr 
  Tech-ex:  
   
  16,000cr  
   
  400cr 
   
  +200cr 
   
   
  Starting Money Modifiers 
   
   
  It perhaps seems unusual that characters always start with the same amount of money regardless of their skill level or 
  how they‘ve managed their money before the campaign begins. These rules have been presented to cover these facts. 
   
  The character may add 10% per point of Logic modifier to his starting resources to show his better reason in financial 
  matters, and then there is luck. The table below determines if the character has during his pre-campaign career fallen on bad 
  times, won the lottery or perhaps inherited money. This would affect the character‘s starting resources as follows:  
   
  Resources at the beginning of the character’s career. 
   
  Die Roll  
  Results 
    01 
   
  Begin with no starting money and 45% chance of being in debt. 
   
  02-03 
   
  Begin with 10% of starting money 
  04-07 
   
  Begin with 50% of starting money 
   
  08-09 
   
  Begin with 75% of starting money 
  10-14 
   
  No modifier to starting funds  
  15-16 
   
  Begin with +10% of starting money.    
  17-18 
   
  Begin with +50% of starting money 
   
     19 
   
  Begin with double starting money 
     20 
   
  Begin with 4x starting money  
   
   
      
  Characters can start out in debt by choice or as a result of the table above. The Player and Administrator should work 
  together to create a plausible reason for the debt to exist, and to whom is the character indebted to. The Character is expected to 
  repay the debt before he can begin saving money and may be constantly hounded for it or worse. Roll on the table below to 
  determine how much money was loaned to the character. This money is added to his starting funds, and may be used as the 
  player sees fit within reason. 
   
  Die Roll  
  Results 
  01 
   
  Debt Equals +10% of Starting funds (Add 10% of starting funds to character‘s money) 
   
  02 
   
  Debt Equals +50% of Starting funds (Add 50% of starting funds to character‘s money) 
   
  03 
   
  Debt Equals 100% of Stating funds (Double Character‘s Starting Funds) 
  04 
   
  Debt Equals 150% of Starting Funds (Add 1.5 times the characters Starting funds to his money)  
  05 
   
  Debt Equals 200% of Starting Funds (Double Character‘s Starting Funds) 
  
   
   
  06 
   
  Debt Equals 300% of Character‘s Starting funds (Add 3x character‘s Starting Funds) 
  07 
   
  Debt Equals 400% of Characters Starting Funds (Add 4x Character‘s Starting Funds) 
  08 
   
  Debt Equals 5x Starting funds (Add 5x Character‘s Starting Funds)  
  09 
   
  Debt Equals 10x Starting Funds  
  10 
   
  Debt Equals 20x Starting Funds 
   
   
   
   
  
   
   
  Equipment Listings 
   
   
  On the pages that follow can be found a wide variety of equipment that is available to characters in the Frontier. This is 
  by no means an exhaustive list of the kinds of equipment available, nor does it take into account whether the item in question was 
  manufactured by humans, or non humans. Other supplements will offer additional equipment for characters in the frontier.  
   
  Equipment Endurance points 
   
  As a simple way to determine the Endurance points of any piece of equipment or any object whose Endurance points are not 
  known the Administrator can use the table below. Simply cross reference the size of the object in question with how fragile or 
  sturdy it is and the resulting number is the endurance points for the object in question.  
   
  Object’s size 
  Fragile Standard     Durable    Dense (lt)     Dense (med)     Dense (hvy)     Dense (ex) 
  Fine 
   
  1 
  1 
       1 
           2 
              4  
        8 
   
    16 
  Diminutive 
  1 
  1 
       1 
           2 
              4  
        8 
   
    16 
  Tiny 
   
  1 
  1 
       1 
           2 
              4  
        8 
   
    16 
  Small 
   
  1 
  1 
       2 
           4 
              8  
        16 
   
    32 
  Medium  
  1 
  2  
       4 
           8 
              16 
        32 
   
    64 
  Large 
   
  2 
  3  
       6 
           12             24 
        48 
   
    96 
  Huge 
   
  3 
  4 
       8 
           16             32 
        64 
   
    128 
  Gargantuan 
  4 
  5 
       10 
           20             40 
        80  
   
    160 
  Colossal  
  5 
  6 
       12 
           24             48 
        96  
   
    192 
   
  Fragile objects include glass and ceramics 
  Standard objects include most plastics, or wood 
  Durable objects include most high impact plastics, and light metals 
  Dense (light) objects include most composite metals, or light construction materials 
  Dense (medium) objects include most light armored structures, and or hard stone 
  Dense (heavy) objects include most medium armored structures, diamonds and objects able to handle the stresses of interstellar travel. 
  Dense (extreme) objects are made of super dense materials like federanium. 
   
  Clothing 
   
   
  Characters begin play with a standard wardrobe which generally includes common attire for the character and any 
  uniform that he may be required to wear as part of his profession. Generally characters belonging to a corporation, the military or 
  working for an agency have a distinct uniform. Below however is a listing for common types of wardrobe that the character may 
  wish to purchase, this list is by no means complete and does not detail the hundreds of thousands of variations or styles of 
  clothing found in the Future.  
   
  Type 
   
   
   
   
  Cost 
  Casual clothing 
   
   
   
  200 
  Corporate attire 
   
   
   
  300 
  Military/paramilitary attire 
   
   
  300 
  Service wardrobe  
   
   
  300 
  Spacer/Technicians gear 
   
   
  400 
  High fashion wardrobe 
   
   
  500 
  Environmental wear 
   
   
  300 
   
  Casual clothing consists of clothing that would be appropriate for normal daily wear. 
  Corporate attire consists of clothing that is typically worn in a business setting, and often includes some type of corporate 
  identifier (such as patches, or badges). 
  Military/Paramilitary attire includes both clothing worn daily by military personnel, combat fatigues, and dress uniforms, and 
  usually have patches and other identifiers that identify the wearer as a member of a particular group. This also includes uniforms 
  for members of police.   
  Service wardrobes cover clothing used by characters not covered elsewhere and includes such things as medical scrubs, 
  laboratory uniforms. 
  Spacer/Technician gear consist of clothing that is made to either be durable and resistant to wear and tear, or is made to help 
  characters spend extended periods of time in zero gravity environments. 
  High fashion wardrobe includes all types of gowns or suits that can be worn in high society events. 
  Environmental wear is usually clothing that is designed to provide characters with some measure of protection from the extremes 
  of temperature. 
   
  
   
   
  Protective Wear/Defensive Screens 
   
   
  The Frontier is a dangerous place, and protective gear is a lucrative business. Protective wear which includes armor, 
  and personal defensive screens have been developed to counter the advances in weapon technology, and to provide Frontier 
  beings with protection against the hazards of often inhospitable planets. Below are listed the various forms of protective gear 
  available in the Frontier. 
   
  Defensive Rating:  
   
   
  A Character has a Defense Rating equal to 10 + his protective apparel/armor or defensive screen modifier + his Agility 
  modifier unless the character loses his Agility based Defensive adjustment due to surprise, being stunned or being affected by 
  several other effects. A Character can increase his Defensive Rating by expending points from his Combat modifier as detailed in 
  the combat section, or by wearing better protective gear.  
   
   
  There are two costs listed for many types of protective apparel or armor, the first being the average price for standard 
  quality protective apparel/armor, while the higher price is for masterwork protective apparel armor. When purchasing 
  masterwork protective apparel/armor roll on the table below for the exact benefit conferred by the item. 
   
  High Quality (masterwork) Protective wear 
   
  Die Roll  
  Result 
  01-02 
   
  Movement rate one class better (or +2‘ to move), weight 25% less than listed 
  03-04 
   
  Movement rate one class better, (or +2‘ to move)  Armor value +1 
  05-06 
   
  Armor value +1, weight 35% less than listed 
  07-08 
   
  Armor value +1 
  09 
   
  Weight 25% less than listed 
  10 
   
  Movement rate one class better (or +2‘ to move) 
   
  Protective Apparel 
   
   
   
   
   
  Max. 
  Skill 
  Type 
   
   
  DR 
  Agility 
  Penalty  
   
  Weight  
  Cost 
   
  Cost 
  Deadsuit* 
   
  +2 
  +10 
  +0 
   
   
  3lbs 
   
  400cr 
   
  800cr 
  Environmental bodysuit 
  +2 
  +10 
  +0 
   
   
  3lbs 
   
  200cr 
   
  400cr 
  Technician‘s coveralls 
  +2 
  +10 
  +0 
   
   
  3lbs 
   
  200cr 
   
  400cr 
  Skien/reflective bodysuit 
  +2 
  +10 
  +0 
   
   
  3lbs 
   
  400cr 
   
  800cr 
   
  Slip-suit** 
   
  +2 
  +10 
  +0 
   
   
  3lbs 
   
  500cr 
   
  1,000cr 
  Synthvelope bodysuit 
  +3 
  +8 
  -1 
   
   
  4lbs 
   
  750cr 
   
  1,500cr 
  Teflon weave shirt  
  +3 
  +8 
  -1 
   
   
  4lbs 
   
  1,000cr  
  2,000cr 
  Vacuum suit (light weight) 
  +3 
  +6 
  -1 
   
   
  15lbs 
   
  2,000cr  
  4,000cr 
  Grid suit (partial)  
  +4 
  -1 
  -2 
   
   
  30lbs 
   
  2,000cr  
  4,000cr  
  Semi rigid combat armor 
  +4 
  -2 
  -2 
   
   
  35lbs 
   
  3,500cr  
  7,000cr 
  Teflon weave suit  
  +4 
  +6 
  -1 
   
   
  8lbs 
   
  1,500cr  
  3,000cr 
  Maser mesh (partial) 
  +4 
  -1 
  -2 
   
   
  30lbs 
   
  12,000cr  
  24,000cr 
  Micromesh shirt 
   
  +4 
  +6 
  -1 
   
   
  4lbs 
   
  2,000cr  
  4,000cr 
  Maser mesh (full)  
  +5 
  -2 
  -4 
   
   
  40lbs 
   
  15,000cr  
  30,000cr 
  Micromesh bodysuit 
  +5 
  +4 
  -2 
   
   
  8lbs 
   
  3,000cr  
  6,000cr 
  Vacuum suit (combat) 
  +5 
  +0 
  -2 
   
   
  40lbs 
   
  10,000cr  
  20,000cr 
  Grid suit (full) 
   
  +6 
  -3 
  -4 
   
   
  40lbs 
   
  4,000cr  
  8,000cr 
  Rigid combat armor 
  +6 
  -4 
  -4 
   
   
  60lbs 
   
  4,500cr  
  9,000cr 
  Vacuum suit (armored) 
  +7 
  -4 
  -4 
   
   
  80lbs 
   
  20,000cr  
  40,000cr 
   
  * a dead suit reduces a character‘s chance to be detected by thermal scanners by -10 to the chance to detect him. 
  ** In addition to providing a character a bonus to his Defensive ratings Slipsuits reduce an opponents chance to successfully grapple with a 
  character by -10.  
   
   
   
   
   
   
  
   
   
  Personal Defensive Screen 
   
   
  With the advent of personal defensive screen technology the battlefield was changed forever. Originally only vehicles 
  could generate the power necessary to generate defensive shielding until the advent of a man portable power pack. Originally the 
  power pack generator weighed 44 pounds, but eventually a belt pack version as powerful as the full sized backpack was created.  
   
  A personal defensive screen absorbs one or more different types of damage causing the energy to harmlessly cascade 
  off of the shield, protecting the character within. Generally however the protected character cannot use a weapon that the shield 
  protects against, unless he pays for an advanced shield generator that can be attuned to allow his weapon‘s discharge to 
  harmlessly pass through the shield much like a vehicle‘s weapons are modulated to pass through the vehicle‘s defensive 
  shielding.   
   
  A defensive shield has a side effect of distorting the location of the wearer which has a side effect of increasing the 
  character‘s Defensive rating. A defense shield can only disperse a certain number of points of damage in a round, before it is 
  breached, but at the beginning of the next round it is back up and can absorb more damage. Each round that the shield is on it 
  drains a certain amount of power from its power pack, which can be recharged using any standard power generator or outlet. It 
  recharges at one Seu/round. A standard pack holds 100seu worth of energy. 
   
   
  Defense  
   
  Damage Absorbed  
  Power used 
  Standard 
  Advanced Shield 
  Screen Type 
  DR 
  Per Round 
   
  per round 
  Cost 
   
  Cost 
  Holo 
   
  +4 
  n/a 
   
   
  2 
   
  2,000cr  
  3,000cr 
  Inertia 
   
  +3 
  30pts Blunt/edged/P.G.S 
  5 
   
  10,000cr  
  15,000cr 
  Proton 
   
  +3 
  30pts Electron 
   
  5 
   
  8,000cr  
  12,000cr 
  Electron  
  +3 
  30pts Proton 
   
  5 
   
  8,000cr  
  12,000cr 
  Deflector  
  +2 
  30pts All types 
   
  10 
   
  20,000cr  
  30,000cr 
  Light shift- 
   
  Type A +2 
  30pts Lasers/½ Plasers 
  5 
   
  2,000cr  
  3,000cr 
   
  Type B +4 
  30pts Lasers/½ Plasers 
  5 
   
  4,000cr  
  6,000cr 
   
  Type C +4 
  30pts Lasers and Plasers 
  5 
   
  8,000cr  
  12,000cr 
  Simp Screen 
  +2 
  30pts Rafflurs 
   
  5 
   
  5,000cr  
  7,500cr 
  Sonic screen 
  +4 
  30pts Sonics 
   
  2 
   
  4,000cr  
  6,000cr 
   
   
  Helmets/shields 
   
   
  Helmets are often ignored but their importance comes to play in the Frontier because wearing a helmet gives a +2 
  bonus to any Fortitude saves that are required to reduce the effects of a called shot which aims at any part of the character‘s head.  
   
  Shields can be used to defend against a number of attacks in a round determined by their size, and if a character 
  chooses to expend an action he may add his Agility modifier to the number of attacks in a round he can defend against. A buckler 
  provides protection from one attack in a round, as does a small shield. A medium shield can defend against two attacks in a 
  round. Large shields provide protection against three attacks in a round.  
   
  Body shields differ from these shields because they protect against all attacks in a round, but are so bulky that it costs 
  an action just to use one. All Helmets and shields are made of a composite of impact resistant ceramics and high density plastics 
  as opposed to metal. 
   
  Helmet  
   
   
   
  Effect  
   
   
   
  Cost 
  Helmet 
   
  Open faced 
   
   
   
   
   
   
  20cr 
   
  Full w/visor 
   
   
   
   
   
   
  50cr 
   
   
  Environmentally sealed 
   
   
   
   
  +100cr 
   
   
  Sonic guard unit 
   
  +4 to saves vs sonics 
   
  +200cr 
   
  Shield 
   
  Defensive 
   
  Type 
   
  Adjustment 
   
   
   
   
  Weight Cost 
  Buckler  
  +1 
   
   
   
   
   
  5lbs 
  40cr 
  Medium  
  +1 
   
   
   
   
   
  10lbs 
  50cr 
  Large 
   
  +2 
   
   
   
   
   
  15lbs 
  75cr 
  Body 
   
  +4 
   
   
   
   
   
  40lbs 
  150cr 
   
   
   
   
  
   
   
  Melee weapons 
   
   
  The weapons listed below are available in one form or another throughout the Frontier. Each weapon has two costs. 
  The first cost is for average quality weapons while the second cost are for masterwork weapons. To determine the exact benefits 
  of a masterwork weapon, roll on the table below: 
   
  Masterwork weapons 
   
  Die roll Result  
  01-02 
  +1 to initiative/+1 to hit/+1 to damage 
  03-05 
  +1 initiative/+1 to hit 
  06-07 
  +1 initiative/+1 damage 
  07-08 
  +1 to hit/+1 damage 
  09 
  +1 hit 
  10 
  +1 initiative 
   
  Weapon Damage types: Weapons are classified by the type of damage that they cause. This notation is as follows: 
   
  Slashing (S) 
  Slash/Piercing (S/P) 
  Blunt (B)  
  Energy (E) 
  Piercing (P) 
  Entangle (ent.) 
   
   
  Standard (Non-powered) 
   
   
   
   
   
   
  Weapon  
   
  Size 
  Type 
  Damage  
  Range 
   
  Weight  
  Cost 
  Cost 
  Axe- 
            Hatchet 
   
  S 
  (S) 
  1d4 
         
  2x Str mod 
  4lbs 
   
  20cr 
  40cr 
            Hand 
   
  S 
  (S) 
  1d6 
   
  n/a 
   
  4lbs 
   
  30cr 
  60cr  
  Battleaxe  
   
  M 
  (S) 
  1d8 
   
  n/a 
   
  7lbs 
   
  150cr 
  300cr  
       Great axe 
   
  M 
  (S) 
  1d12 
   
  n/a 
   
  20lbs 
   
  400cr 
  800cr 
        Two headed 
   
  M 
  (S) 
  1d8 
   
  n/a 
   
  9lbs 
   
  200cr 
  400cr 
        Two handed 
   
  M 
  (S) 
  1d10 
   
  n/a 
   
  12lbs 
   
  200cr 
  400cr 
   
  Baton/Club 
   
  M 
  (B) 
  1d6 
   
  n/a 
   
  3.5lbs 
   
  15cr 
  n/a 
  Brass Knuckles 
   
  T 
  (B) 
  +1 punch  
  n/a 
   
  .1lbs 
   
  10cr 
  20cr 
  Combat Gloves 
   
  S 
  (B) 
  +2 punch  
  n/a 
   
  2.2lbs 
   
  200cr 
  n/a 
  Garrote*  
   
  S 
  (S) 
  1d6 
   
  n/a 
   
  .01lbs 
   
  50cr 
  n/a 
  Knife- 
       Standard 
   
  S 
  (S/P) 
  1d3 
   
  n/a 
   
  2lbs 
   
  25cr 
  50cr 
       Throwing 
   
  S 
  (SP) 
  1d4 
   
  2x Str mod 
  1lb 
   
  25cr 
  50cr 
  Mace- 
       Light  
   
  S 
  (B) 
  1d6 
   
  n/a 
   
  6lbs 
   
  50cr 
  100cr 
  Quarterstaff 
   
  L 
  (B) 
  1d6 
   
  n/a 
   
  4lbs 
   
  65cr 
  130cr 
  Spear 
   
   
  L 
  (P) 
  1d8 
   
  2x Str mod 
  3lbs 
   
  60cr 
  120cr 
  Sword- 
       Long sword 
   
  M 
  (S) 
  1d8 
   
  n/a 
   
  4lbs 
   
  150cr 
  300cr 
   
  Whip 
   
   
  S 
  (S) 
  1d3 
   
  n/a 
   
  2lbs 
   
  100cr 
  200cr 
   
   
  * The character will continue to take damage unless he succeeds on a Strength roll  (DC equals Attacker‘ Strength rating). Each roll uses up one 
  action. At the beginning of the following round the character must make a Fortitude Save (DC equals attacker‘s Strength Score +1) If he succeeds 
  the character doesn‘t lose a Stamina point, or suffer additional damage. If the victim loses 3 Stamina points, he falls unconscious, and in the 
  following round if pressure continues he must make a Fortitude roll (DC equals Attacker‘s Strength) or die. This continues until the character is 
  killed or the attacker stops attacking him.  
   
  
   
   
   
   
   
   
  Powered 
   
  Powered melee weapons are exactly like standard melee weapons except that they require energy to work. Each powered melee 
  weapon comes with a rechargeable power cell that can be recharged using any type of power clip, parabattery or power generator. 
  The weapon can be used continuously for 10 hours before needing a recharge. The power cell in the weapon requires 50seu to 
  recharge and can absorb 5seu/turn.  
   
  Powered melee weapons have one additional damage type then standard melee weapons. They can cause energy damage (E). 
   
   
  Weapon  
   
  Size 
  Type 
  Damage  
  Range 
   
  Weight  
  Cost 
  Cost 
  Axe- 
       Vibro  
   
  L 
  (S) 
  2d10 
   
  n/a 
   
  4lbs 
   
  500cr 
  1,000cr   
  Baton- 
   
       Stun** 
   
  M 
  (E) 
  see below  
  n/a 
   
  3lbs 
   
  50cr 
  100cr 
       Stun (type 2)**  
  M 
  (E) 
  as above or 1d6 
  n/a 
   
  3lbs 
   
  50cr 
  100cr 
  Contact Stunner**  
  S 
  (E) 
  see below  
  n/a 
   
  2lbs 
   
  700cr 
  n/a  
  Force Pike- 
       Standard** 
   
  L 
  (S) 
  2d8 or stun 
  n/a 
   
  4lbs 
   
  500cr 
  1,000cr 
       Great  
   
  L 
  (S) 
  3d8 
   
  n/a 
   
  6lbs 
   
  1,000cr 2,000cr 
  Lightsabre- 
      Standard 
   
  M 
  (E) 
  3d8 
   
  n/a 
   
  2lbs 
   
  3,000cr 6,000cr 
      Double  
   
  M 
  (E) 
  3d8 
   
  n/a 
   
  4.5lbs 
   
  7,000cr 14,000cr 
  Stiletto- 
      Molecular 
   
  T 
  (P) 
  1d6 
   
  n/a 
   
  1lbs 
   
  700cr 
  1,400cr 
  Stun Gauntlets** 
   
  M 
  (E) 
  see below  
  n/a 
   
  2lbs 
   
  500cr 
  n/a 
  Sword- 
     Electric  
   
  M 
  (S) 
  2d6 +2 
   
  n/a 
   
  3lbs 
   
  400cr 
  800cr 
     Vibroblade 
   
  M 
  (S) 
  2d6 
   
  n/a 
   
  3lbs 
   
  250cr 
  500cr 
     Vibrorapier 
   
  M 
  (S) 
  2d6 +2 
   
  n/a 
   
  2.5lbs 
   
  500cr 
  1,000cr 
  Vibrobayonet 
   
  S 
  (S) 
  2d4 +2 
   
  n/a 
   
  2lbs 
   
  200cr 
  400cr 
  Vibroknife 
   
  S 
  (S) 
  2d4 
   
  n/a 
   
  2lbs 
   
  200cr 
  400cr 
  Vibroknucklers 
   
  T 
  (S) 
  1d6 +1 
   
  n/a 
   
  1lb 
   
  200cr 
  400cr 
  Whip- 
       Neuronic** 
   
  S 
  (S) 
  1d4 or stun 
  n/a 
   
  3lbs 
   
  700cr 
  1,400cr 
   
  ** A Successful hit requires a Fortitude Save (DC17) or the victim is stunned, losing his remaining actions and Defensive adjustment for the 
  remainder of the round and before initiative is rolled the following round the character must make a Fortitude save (DC 15) or the stunning 
  continues. This continues for 3 rounds unless he makes his roll.  
   
   
   
   
   
   
   
  
   
   
  Ranged Weapons 
   
   
  Perhaps the most common feature of any Science Fiction game are projectile weapons. Below are listed the most 
  common types of projectile weapons in the Frontier. Each weapon has two costs  The first cost is for average quality weapons 
  while the second cost are for masterwork weapons. To determine the exact benefits of a masterwork weapon, roll on the table 
  below: 
   
  Masterwork weapons 
   
  Die roll Result  
  01-02 
  +1 to initiative/+1 to hit/+1 to damage 
  03-05 
  +1 initiative/+1 to hit 
  06-07 
  +1 initiative/+1 damage 
  07-08 
  +1 to hit/+1 damage 
  09 
  +1 hit 
  10 
  +1 initiative 
   
  A few notes about these types of weapons follows: 
   
  Multi-fire- Weapons that have this capability have multiple settings. They can be set to stun, in which case they do not cause any 
  damage, but require the victim make a Fortitude Save against a DC of 20 and if the roll fails the character is knocked unconscious 
  for 1 round/point under the required roll was scored by the victim. 
   
  The weapon‘s second setting is standard which fires once/squeeze of the trigger and causes damage as listed in the 
  weapons entry below. The last setting on this type of weapon allows it to fire a burst. In burst mode the weapon causes 2x 
  damage in a 5‘ spread requiring everyone in range to make a Reflex save (DC 15) for half damage. If a character using an energy 
  weapon on burst mode and botches his roll the weapon fuses and becomes useless. An energy weapon on stun mode uses up one 
  charge as it does when firing on standard mode. In burst mode, the weapon uses up two charges/squeeze of the trigger. 
   
  Auto-fire- Weapons that have auto-fire capabilities can be set for semi-automatic or full automatic fire On semi-automatic the 
  burst mode causes double damage in a 5‗ spread, while on full auto the burst causes 3x damage in a 10‗ spread. In either mode 
  victims caught in the area affected by a burst are allowed to roll Reflex saves (DC 15) to reduce damage by ½. A Semi-automatic 
  burst uses up 3 rounds, and a full burst uses up 10 bullets. 
   
  Range The listed range under the weapon is the weapon‘s range increment. Attacks within 10‘ are considered point blank range 
  shots and the character gains a +2 to hit. For each attack increment beyond the first the character‘s chance to hit suffers a -2 
  cumulative penalty to a maximum penalty of -8 (or 4x the range increment) which is the maximum range of any weapon. 
   
  Projectile/Gyrojet/Sprayer (PSG) 
   
  Pistol/Machine pistol 
   
   
   
   
    
  Mult- 
   
   
  Weapon  
  Size 
  Damage    
  Auto fire       
  Range 
   
  Weight  
  Cost 
  Cost 
  5.56mm Autopistol 
  S 
  1d8 
    
  Auto 
   
  20‘ 
   
  2.2lbs 
   
  200cr 
  400cr 
       Heavy  
  S 
  1d10 
    
  Auto 
   
  30‘ 
   
  2.2lbs 
   
  300cr 
  600cr 
   
       Hold out 
  T 
  1d6 
    
  Auto 
   
  10‘ 
   
  1lb 
   
  80cr 
  160cr 
       Sporting 
  S 
  1d8 
     
  n/a 
   
  30‘ 
   
  2.2lbs 
   
  250cr 
  500cr 
   
  9mm Autopistol 
  S 
  1d10 
     
  Auto 
   
  30‘ 
   
  2.2lbs 
   
  300cr 
  600cr 
       Heavy  
  S 
  1d12 
     
  Auto 
   
  40‘ 
   
  3lbs 
   
  400cr 
  800cr 
   
       Hold out 
  T 
  1d8 
     
  Auto 
   
  20‘ 
   
  1lb 
   
  100cr 
  200cr 
       Sporting 
  S 
  1d10 
     
  n/a 
   
  40‘ 
   
  2.2lbs 
   
  350cr 
  700cr 
   
  10mm Autopistol S 
  1d12 
     
  Auto 
   
  30‘ 
   
  2.5lbs 
   
  300cr 
  600cr 
       Heavy  
  S 
  1d12 +2    
  Auto 
   
  40‘ 
   
  3lbs 
   
  400cr 
  800cr 
   
       Hold out 
  T 
  1d10 
     
  Auto 
   
  20‘ 
   
  1.2lbs 
   
  100cr 
  200cr 
       Sporting 
  S 
  1d12 
     
  n/a 
   
  40‘ 
   
  2.2lbs 
   
  350cr 
  700cr 
   
  Gyrojet pistol- 
  S 
  2d8 
     
  n/a 
   
  50‘ 
   
  4lbs 
   
  550cr 
  1100cr 
  Needler Pistol 
  S 
  1d4 
     
  n/a 
   
  20‘ 
   
  2lbs 
   
  100cr 
  200cr 
       Heavy  
  S 
  2d4 
     
  n/a 
   
  30‘ 
   
  2.2lbs 
   
  200cr 
  400cr 
       Hold out 
  T 
  1d4 
     
  n/a 
   
  10‘ 
   
  1.5lbs 
   
  150cr 
  300cr 
  Sub Machine gun M 
  1d10 or burst 
  Auto 
   
  60‘ 
   
  6lbs 
   
  500cr 
  1,000cr 
  Taser-Pistol 
  T 
  1d6 or Stun 
  n/a 
   
  10‘ 
   
  1.5lbs 
   
  100cr 
  200cr 
   
  
   
   
  Rifles 
   
   
   
   
    
  Mult- 
   
   
  Weapon  
  Size 
  Damage    
  Auto fire       
  Range 
   
  Weight  
  Cost 
  Cost 
  5.56mm-Autorifle- 
  M 
  1d10 
   
  Auto 
   
  70‘ 
   
  6lbs 
   
  650cr 
  1,300cr  
       Carbine 
  M 
  1d10 
   
  Auto 
   
  70‘ 
   
  5.5lbs 
   
  500cr 
  1.000cr 
       Sporting 
  M 
  1d8 
   
  n/a 
   
  90‘ 
   
  5lbs 
   
  550cr 
  1,100cr 
  9mm-Autorifle- 
  M 
  1d12 
   
  Auto 
   
  80‘ 
   
  9lbs 
   
  750cr 
  1,500cr  
       Carbine 
  M 
  1d12 
   
  Auto 
   
  80‘ 
   
  8lbs 
   
  600cr 
  1.200cr 
       Sporting 
  M 
  1d10 
   
  n/a 
   
  100‘ 
   
  8lbs 
   
  650cr 
  1,300cr 
  10mm-Autorifle- 
  M 
  1d12 +4  
  Auto 
   
  80‘ 
   
  10lbs 
   
  750cr 
  1,500cr  
       Carbine 
  M 
  1d12 +4  
  Auto 
   
  80‘ 
   
  8lbs 
   
  600cr 
  1.200cr 
       Sporting 
  M 
  1d12 
   
  n/a 
   
  100‘ 
   
  8lbs 
   
  650cr 
  1,300cr 
  Chain gun (9mm) L 
  1d12 
   
  Auto 
   
  100‘ 
   
  30lbs 
   
  1500cr 
  n/a 
   
   (10mm) L 
  1d12 +2  
  Auto 
   
  100‘ 
   
  30lbs 
   
  2,000cr n/a 
  Gyrojet rifle- 
  L 
  2d10 
   
  n/a 
   
  70‘ 
   
  8lbs 
   
  1100cr 
  2200cr 
  Needler Rifle 
  L 
  2d6 
   
  n/a 
   
  30‘ 
   
  6lbs 
   
  300cr 
  600cr 
       Carbine 
  M 
  2d6 
   
  n/a 
   
  30‘ 
   
  5lbs 
   
  250kg 
  500kg 
  Shotgun- 
       Double barrel 
  L 
  as ammo  
  n/a 
   
  30‘ 
   
  8lbs 
   
  15cr 
  30cr 
       Repeating 
  L 
  as ammo  
  n/a 
   
  30‘ 
   
  8lbs 
   
  30cr 
  60cr 
       Sawed off 
  M 
  as ammo  
  n/a 
   
  10‘ 
   
  4lbs 
   
  12cr 
  24cr 
  Sniper rifle 
  L 
  1d12 
   
  n/a 
   
  200‘ 
   
  8lbs 
   
  800cr 
  1,600cr 
   
   
  Other PGS weapons 
   
   
   
   
    
  Mult- 
   
   
  Weapon  
  Size 
  Damage    
  Auto fire       
  Range 
   
  Weight  
  Cost 
  Cost 
  Flamethrower 
  L 
  3d6 
   
  n/a 
   
  20‘ 
   
  12lbs 
   
  1,000cr n/a 
  Net caster*- 
  M 
  Ent. 
   
  n/a 
   
  20‘ 
   
  12lbs 
   
  25cr 
  50cr 
       Electro** 
  M 
  As net + Stun* 
  n/a 
   
  20‘ 
   
  14lbs 
   
  300cr 
  600cr 
  Rocket Launcher 
  L 
  As rocket  
  n/a 
   
  150‘ 
   
  15lbs 
   
  2,000cr 4,000cr 
   
  * Entanglement (ent.): A character who is entangled loses his Agility based defensive bonus and his initiative bonus while entangled. They 
  likewise make all attacks at -4 to their rolls and must make a Strength check against a difficulty of 18 to free himself. Each attempt to break free 
  takes one action.  
   
  ** A Successful hit requires a Fortitude Save (DC17) or the victim is stunned, losing his remaining actions and Defensive adjustment for the 
  remainder of the round and before initiative is rolled the following round the character must make a Fortitude save (DC 15) or the stunning 
  continues. This continues for 3 rounds unless he makes his roll.  
   
   
  Beam Weapons 
   
   
  Bolt weapons are the first particle beam weapons known in the Frontier and are treated as radiation weapons to 
  determine what defensive screens are affective against them. Microwave (masers) and Plasma weapons are also treated as 
  radiation weapons to determine what defensive screens affect them, Proton weapons are commonly called rafflurs or 
  disintegrators and are highly illegal in the Frontier. 
   
  Energy weapons vs. Structures: It should be noted that while non-energy weapons cause half damage to structures, energy 
  weapons do not have their damage reduced when attacking structures. 
   
   
   
   
   
    
  Mult- 
   
   
  Weapon  
  Size 
  Damage    
  Auto fire       
  Range 
   
  Weight  
  Cost 
  Cost 
  Bolt caster- 
       Type A 
  T 
  2d8 
   
  Multi 
   
  20‘ 
   
  2.2lbs 
   
  12,000cr 24,000cr 
       Type B 
  S 
  2d10 
   
  Multi 
   
  40‘ 
   
  3.5lbs 
   
  15,000cr 30,000cr 
       Type C 
  M 
  2d12 
   
  Multi 
   
  80‘ 
   
  6lbs 
   
  20,000cr 40,000cr 
  Concussion pistol S 
  2d6 
   
  n/a 
   
  30‘ 
   
  3lbs 
   
  750cr 
  1,500cr 
       Heavy  
  M 
  2d8 
   
  n/a 
   
  40‘ 
   
  4lbs 
   
  1,200cr 2,400cr 
  Electron-Pistol 
  S 
  2d6 
   
  Multi 
   
  30‘ 
   
  2.2lbs 
   
  300cr 
  600cr 
       Heavy  
  M 
  3d6 
   
  Multi 
   
  30‘ 
   
  3lbs 
   
  400cr 
  800cr 
   
       Hold-out 
  T 
  1d6 
   
  n/a 
   
  20‘ 
   
  1lbs 
   
  250cr 
  500cr 
   
  
   
   
   
   
   
   
    
  Mult- 
   
   
  Weapon  
  Size 
  Damage    
  Auto fire       
  Range 
   
  Weight  
  Cost 
  Cost 
   Ion Pistol 
  S 
  3d6 
   
  n/a 
   
  20‘ 
   
  3lbs 
   
  250cr 
  500cr 
  Laser-Pistol 
  S 
  2d10 
   
  Multi 
           
  40‘ 
   
  2.2lbs 
   
  500cr 
  1,000cr 
       Heavy  
  M 
  3d10 
   
  Multi 
           
  60‘ 
   
  3lbs 
   
  700cr 
  1,400cr  
       Hold-out 
  T 
  1d10 
   
  n/a 
           
  30‘ 
   
  1lbs 
   
  200cr 
  400cr 
   
       Sporting 
  S 
  2d10 
   
  n/a 
   
  40‘ 
   
  2lbs 
   
  300cr 
  600cr 
  Microwave pistol S 
  1d10 
   
  Multi 
           
  10‘ 
   
  2lbs 
   
  500cr 
  1,000cr 
       Heavy  
  M 
  2d10 
   
  Multi 
           
  20‘ 
   
  2.5lbs 
   
  700cr 
  1,400cr  
       Hold-out 
  T 
  1d8 
   
  n/a 
           
  10‘ 
   
  1lbs 
   
  200cr 
  400cr 
   
       Sporting 
  S 
  1d10 
   
  n/a 
           
  20‘ 
   
  2lbs 
   
  300cr 
  600cr 
  Plaser Pistol 
  S 
  3d6 
   
  Multi 
           
  40‘ 
   
  3lbs 
   
  500cr 
  1,000cr 
       Heavy  
  M 
  3d8 
   
  Multi 
           
  50‘ 
   
  4lbs 
   
  750cr 
  1,500cr  
       Hold-out 
  T 
  3d4 
   
  n/a 
           
  30‘ 
   
  1.5lbs 
   
  300cr 
  600cr 
   
       Sporting 
  S 
  3d4 
   
  n/a 
           
  50‘ 
   
  2.2lbs 
   
  300cr 
  600cr 
  Plasma projector 
  M 
  3d10 
   
  Multi 
           
  40‘ 
   
  6lbs 
   
  10,000cr 20,000cr 
  Proton-Pistol 
  S 
  3d8 
   
  Multi 
           
  40‘ 
   
  3lbs 
   
  750cr 
  1,500cr 
       Heavy  
  M 
  3d10 
   
  Multi 
           
  50‘ 
   
  4lbs 
   
  1,000cr 2,000cr  
       Hold-out 
  T 
  3d6 
   
  n/a 
           
  30‘ 
   
  2lbs 
   
  600cr 
  1,200cr  
  Sonic-Pistol 
  S 
  2d6 
   
  n/a 
           
  20‘ 
   
  2.2lbs 
   
  450cr 
  900cr 
   
   
  Rifles 
   
   
   
   
    
  Mult- 
   
   
  Weapon  
  Size 
  Damage    
  Auto fire       
  Range 
   
  Weight  
  Cost 
  Cost 
  Concussion rifle 
  L 
  3d12 
   
  n/a 
   
  80‘ 
   
  15lbs 
   
  3,000cr 6,000cr 
       Carbine 
  M 
  2d10 
   
  n/a 
   
  60‘ 
   
  12lbs 
   
  2,500cr 5,000cr 
  Electron-Rifle      M 
  3d8 
   
  n/a 
   
  60‘ 
   
  6lbs 
   
  600cr 
  1,200cr 
       Carbine 
  M 
  3d6 
   
  Multi 
   
  60‘ 
   
  5lbs 
   
  700cr 
  1,400cr  
  Ion rifle  
  M 
  3d8 
   
  n/a 
   
  40‘ 
   
  6lbs 
   
  800cr 
  1,600cr 
  Laser-Rifle      
  M 
  3d10 
   
  n/a 
   
  80‘ 
   
  8lbs 
   
  1,000cr 2,000cr 
       Carbine 
  M 
  3d8 
   
  Multi 
   
  70‘ 
   
  7lbs 
   
  900cr 
  1,800cr  
       Sporting 
  M 
  3d6 
   
  n/a 
   
  100‘ 
   
  7lbs 
   
  800cr 
  1,600cr 
       Lt. repeating 
  L 
  3d8 
   
  Multi 
   
  80‘ 
   
  8lbs 
   
  2,000cr 4,000cr  
  Microwave-Rifle   M 
  2d10 
   
  n/a 
   
  40‘ 
   
  7lbs 
   
  1,000cr 2,000cr 
       Carbine 
  M 
  2d8 
   
  Multi 
   
  40‘ 
   
  6lbs 
   
  900cr 
  1,800cr  
       Sporting 
  M 
  2d6 
   
  n/a 
   
  50‘ 
   
  6lbs 
   
  800cr 
  1,600cr 
       Lt. repeating 
  L 
  2d8 
   
  Multi 
   
  40‘ 
   
  7lbs 
   
  2,000cr 4,000cr  
  Plaser-Rifle      
  M 
  3d8 
   
  n/a 
   
  100‘ 
   
  10lbs 
   
  1,000cr 2,000cr 
       Carbine 
  M 
  3d8 
   
  Multi 
   
  80‘ 
   
  8lbs 
   
  900cr 
  1,800cr  
       Sporting 
  M 
  3d6 
   
  n/a 
   
  120‘ 
   
  8lbs 
   
  800cr 
  1,600cr 
       Lt. repeating 
  L 
  3d8 
   
  Multi 
   
  80‘ 
   
  10lbs 
   
  2,000cr 4,000cr  
  Proton-Rifle      
  M 
  3d10 
   
  n/a 
   
  80‘ 
   
  12lbs 
   
  2,000cr 4,000cr 
       Carbine 
  M 
  3d10 
   
  Multi 
   
  70‘ 
   
  10lbs 
   
  1,750cr 3,000cr  
   
   
  Grenades/Mines 
   
   
  Grenades and mines have a primary, and secondary blast area. Characters caught in either blast area must roll a Reflex 
  save against a DC of 15 for a grenade, or 18 for a mine. If they are in the secondary blast radius however they make their any 
  saves at +2. If the characters in the primary blast radius make their saves they suffer ½ damage, while those caught in the 
  secondary blast radius who make their Resistance roll are unaffected by the attack.  
   
  Using mines or grenades as traps: While grenades can be thrown, mines must be placed by a demolitions expert. Grenades can 
  be used by a demolitions expert in the same way as he would use a mine as well. A demolitions expert may set a mine by rolling 
  a successful demolitions check (DC 15) and if he succeeds a character checking an area that has been booby trapped must roll a 
  search, or spot check with a difficulty equal to 10 + the setting character‘s demolition skill level, which is also the difficulty a 
  character with disable devices or demolitions has to defuse a mine or grenade trap.  
   
   
   
   
  
   
   
   
   
   
  Blast radius 
     
        Damage 
   
  Throwing 
  Weapon  
  Size 
  Primary Secondary 
  Primary Secondary 
  Range 
   
  Weight Cost 
  Grenades- 
       Adhesive 
  T 
  10‘ 
  n/a 
   
  Ent. 
  n/a 
   
  2x Str 
   
  .5lbs 
  50cr 
       Concussion 
  T 
  10‘ 
  15‘ 
   
  6d6 
  3d6 
   
  2x Str 
   
  .5lbs 
  100cr 
   
       Flash  
  T 
  20‗ 
  n/a 
   
  * 
  n/a 
   
  2x Str 
   
  .5lbs 
  50cr 
   
       Fragmentary 
  T 
  10‘ 
  20‘ 
   
  4d6 +1 
  2d6 
   
  2x Str 
   
  .5lbs 
  500cr 
   
       Nausea 
  T 
  20‘ 
  n/a 
   
  ** 
  n/a 
   
  2x Str 
   
  .5lbs 
  50cr 
   
       Smoke 
  T 
  30‗ 
  n/a 
   
  *** 
  n/a 
   
  2x Str 
   
  .5lbs 
  30cr 
   
       Stun  
  T 
  20‘ 
  n/a 
   
  **** 
  n/a 
   
  2x Str 
   
  .5lbs 
  600cr 
   
       Thermal 
  T 
  15‘ 
  15‘ 
   
  8d6 +6 
  4d6+3 
   
  2x Str 
   
  .5lbs 
  2,000cr  
  Mines- 
       Concussion 
  S 
  20‘ 
  10‘ 
   
  6d6 
  3d6 
   
  n/a 
   
  5lbs 
  2,500cr  
       Fragmentation 
  S 
  30‘ 
  20‘ 
   
  6d10 
  3d10 
   
  n/a 
   
  4lbs 
  3,000cr  
       High explosive 
  S 
  30‘ 
  30‘ 
   
  6d12 
  3d12 
   
  n/a 
   
  6lbs 
  5,000cr  
       Net 
   
  S 
  30‘ 
  n/a 
   
  Ent. 
  n/a 
   
  n/a 
   
  5lbs 
  1,000cr  
      Razorwire 
  S 
  30‘ 
  n/a 
   
  6d6 
  n/a 
   
  n/a 
   
  5lbs 
  2,000cr  
      Sonic  
  S 
  30‘ 
  20‘ 
   
  6d6 
  3d6 
   
  n/a 
   
  4lbs 
  3,000cr  
   
   
  * Characters in range must make a Reflex save (DC 17) to avoid being blinded. Blinded characters treat opponents as if they were invisible (+10 
  to Defensive Rating). Effect lasts 2-5 rounds. 
  ** Characters in range must roll Fortitude save (DC 17) or suffer -2 to all Attack rolls, and lose ½ Initiative modifier and their Defensive 
  adjustment due to nausea for 2-5 rounds. 
  *** Smoke grenades last 1-3 rounds and while they last all targets in the smoke gain a +5 to their Defense Rating due to obscurement. 
  **** A Successful hit requires a Fortitude Save (DC17) or the victim is stunned, losing his remaining actions and Defensive adjustment for the 
  remainder of the round and before initiative is rolled the following round the character must make a Fortitude save (DC 15) or the stunning 
  continues. This continues for 3 rounds unless he makes his roll.  
   
  Entanglement (ent.): A character who is entangled loses his Agility based defensive bonus and his initiative bonus while entangled. They likewise 
  make all attacks at -4 to their rolls and must make a Strength check against a difficulty of 18 to free himself. Each attempt to break free takes one 
  action.  
    
  Missiles 
   
   
  It should be noted that a demolitions expert can roll a Demolitions check (DC 17) to remove the warhead from a micro-
  missile (type A) and use it as a mine. Micro missiles are man portable missiles that come with a simple shoulder launcher that has 
  a tripod mount allowing it to either be fired as a bazooka or fired from the ground. These weapons have a small sensor and 
  keypad allowing a character to program in a target by expending an action, or they can use a pull down trigger if firing it from a 
  shoulder position (this is called ―eyeballing it.―) 
   
  Missile blast radius: The blast radius listing below is the primary blast radius of the missile. Characters or objects caught in this 
  area must make a Reflex save (DC 18) and if successful they suffer half damage from the blast. Characters that are caught in the 
  missile‘s secondary blast radius must roll a Reflex Resistance roll (DC 16) and if they succeed they take no damage from the 
  missile.  
   
   
   
   
  Blast radius 
     
        Damage 
   
   
  Weapon  
  Size 
  Primary Secondary 
  Primary Secondary 
  Range 
   
  Weight Cost 
  Micro missiles- 
     High explosive- 
       Type A 
  M 
  10‘ 
  10‘ 
   
  6d4 
  3d4 
   
  100‘ 
   
  4lbs 
  500cr 
       Type B 
  L 
  10‘ 
  20‘ 
   
  6d6 
  3d6 
   
  100‘ 
   
  8lbs 
  750cr 
       Type C 
  L 
  20‘ 
  10‘ 
   
  6d8 
  3d8 
   
  100‘ 
   
  8lbs 
  1,000cr 
     Concussion- 
       Type A 
  M 
  10‘ 
  10‘ 
   
  6d6 
  3d6 
   
  100‘ 
   
  4lbs 
  500cr 
       Type B 
  L 
  10‘ 
  20‘ 
   
  8d6 
  4d6 
   
  100‘ 
   
  8lbs 
  750cr 
       Type C 
  L 
  20‘ 
  10‘ 
   
  10d6 
  5d6 
   
  100‘ 
   
  8lbs 
  1,000cr 
     Thermal- 
       Type A 
  M 
  10‘ 
  10‘ 
   
  6d6 
  3d6 
   
  100‘ 
   
  4lbs 
  500cr 
       Type B 
  L 
  10‘ 
  20‘ 
   
  6d8 
  3d8 
   
  100‘ 
   
  8lbs 
  750cr 
       Type C 
  L 
  20‘ 
  10‘ 
   
  8d8 
  4d8 
   
  100‘ 
   
  8lbs 
  1,000cr 
   
   
  
   
   
   
   
   
  Blast radius 
     
        Damage 
   
   
  Weapon  
  Size 
  Primary Secondary 
  Primary Secondary 
  Range 
   
  Weight Cost 
  Vehicle mounted 
     High explosive- 
       Type D 
  L 
  20‘ 
  10‘ 
   
  6d10 
  3d10 
   
  1 mile 
   
  20lbs 
  2,000cr 
       Type E 
  H 
  40‘ 
  20‘ 
   
  6d10 
  3d10 
   
  2 miles 
   
  40lbs 
  5,000cr 
       Type F 
  H 
  40‘ 
  30‘ 
   
  6d12 
  3d12 
   
  5 miles 
   
  80lbs 
  10,000cr 
     Concussion- 
       Type D 
  L 
  20‘ 
  10‘ 
   
  6d10 
  3d10 
   
  1 mile 
   
  20lbs 
  2,500cr 
       Type E 
  H 
  40‘ 
  20‘ 
   
  6d12 
  3d12 
   
  2 miles 
   
  40lbs 
  5,000cr 
       Type F 
  H 
  40‘ 
  30‘ 
   
  6d20 
  3d20 
   
  5 miles 
   
  80lbs 
  10,000cr 
     Electron- 
       Type A 
  L 
  20‘ 
  10‘ 
   
  6d6 
  3d10 
   
  1 mile 
   
  20lbs 
  2,000cr 
       Type B 
  H 
  40‘ 
  20‘ 
   
  6d8 
  3d8 
   
  2 miles 
   
  40lbs 
  4,000cr 
       Type C 
  H 
  40‘ 
  30‘ 
   
  6d10 
  3d10 
   
  5 miles 
   
  80lbs 
  8,000cr 
     Plasma- 
       Type D 
  L 
  20‘ 
  10‘ 
   
  6d12 
  3d12 
   
  1 mile 
   
  20lbs 
  5,000cr 
       Type E 
  H 
  40‘ 
  20‘ 
   
  8d12 
  4d12 
   
  2 miles 
   
  40lbs 
  8,000cr 
       Type F 
  H 
  40‘ 
  30‘ 
   
  10d12 
  5d12 
   
  5 miles 
   
  80lbs 
  12,000cr 
     Thermal- 
       Type D 
  L 
  20‘ 
  10‘ 
   
  6d10 
  3d10 
   
  1 mile 
   
  20lbs 
  2,000cr 
       Type E 
  H 
  40‘ 
  20‘ 
   
  6d10 
  3d10 
   
  2 miles 
   
  40lbs 
  5,000cr 
       Type F 
  H 
  40‘ 
  30‘ 
   
  6d12 
  3d12 
   
  5 miles 
   
  80lbs 
  10,000cr 
   
   
  Vehicle mounted/Heavy P.G.S Weapons 
   
   
   
   
   
    
  Mult- 
   
   
  Weapon  
  Size 
  Damage    
  Auto fire       
  Range 
   
  Weight  
  Cost 
  Cost 
  Grenade Launcher L 
  as grenade  
  n/a 
   
  100‘ 
   
  12lbs 
   
  500cr 
  1,000cr  
  Heavy Machine gun H 
  Burst* 
   
  Auto 
   
  200‘ 
   
  80lbs 
   
  1,500cr 3,000cr  
  Micro-missile Battery  
     6 micro missiles 
  L 
  as missile  
  n/a 
   
  as missile  
  20lbs 
   
  5,000cr 10,000cr 
     12 micro missiles H 
  as missile  
  n/a 
   
  as missile  
  30lbs 
   
  10,000cr 20,000cr  
  Missile battery- 
     3 missiles 
  L 
  as missile  
  n/a 
   
  as missile  
  20lbs 
   
  10,000cr 20,000cr 
     6 missiles 
  H 
  as missile  
  n/a 
   
  as missile  
  40lbs 
   
  15,000cr 30,000cr 
     12 missiles 
  H 
  as missile  
  n/a 
   
  as missile  
  80lbs 
   
  25,000cr 50,000cr 
  Rocket launcher 
  L 
  as rocket  
  n/a 
   
  100‘ 
   
  20lbs 
   
  4,000cr n/a 
   
  * A heavy machine gun can fire a semi-automatic burst that causes 3d10 points of damage in a 5‘ spread that requires all targets in the area to roll 
  a Reflex save (DC 15) to take ½ damage. The weapon can also fire as full auto which causes 6d10 points in a 10‘ spread and requires targets to 
  roll a Reflex save (DC 17) to take ½ damage. 
   
  Vehicle mounted/Heavy Beam Weapons 
   
   
   
   
   
    
  Mult- 
   
   
  Weapon  
  Size 
  Damage    
  Auto fire       
  Range 
   
  Weight  
  Cost 
  Cost 
  Laser- 
     Cannon  
  H 
  6d8 
     
  n/a 
   
  150‘ 
   
  30lbs 
   
  4,000cr 8,000cr 
     Heavy Repeating 
  L 
  4d8 
   
  Multi 
   
  200‘ 
   
  40lbs 
   
  6,000cr 12,000cr 
     E-web  
  L 
  6d8 
   
  Multi 
   
  200‘ 
   
  40lbs 
   
  8,000cr 16,000cr 
  Plaser-  
     Cannon  
  L 
  6d10 
   
  n/a 
   
  200‘ 
   
  30lbs 
   
  5,000cr 10,000cr 
     Heavy Repeating 
  L 
  4d10 
   
  Multi 
   
  200‘ 
   
  40lbs 
   
  7,500cr 14,000cr 
       E-Web 
  L 
  6d10 
   
  Multi 
   
  200‘ 
   
  40lbs 
   
  10,000cr 20,000cr 
  Plaser Devastator H 
  8d10 
   
  n/a 
   
  240‘ 
   
  80lbs 
   
  10,000cr 20,000cr  
  Plasma Projector 
  L 
  5d10 
   
  n/a 
   
  200‘ 
   
  40lbs 
   
  8,000cr 16,000cr 
   
   
   
   
  
   
   
  Ammunition 
   
   
   
   
   
   
   
  Type 
   
   
   
  Number  
  Rounds/shots 
  Damage  
  Cost 
   
  5.56mm clip 
   
   
  10 
   
  100 
   
   
   
  20cr 
  9mm clip  
   
   
  10 
   
  100 
   
   
   
  40cr 
  10mm clip 
   
   
  10 
   
  100 
   
   
   
  50cr 
  Flame thrower canister 
   
  1 
   
  10 
   
   
   
  200cr 
  Gyrojet rocket cartridge 
   
  1 
   
  10 
   
   
   
  200cr 
  Needler cartridge  
   
  10 
   
  100 
   
   
   
  20cr 
  Powerclip standard  
   
  10 
   
  100 
   
   
   
  100cr 
       Macro-clip 
   
   
  1 
   
  100 
   
   
   
  200cr 
  Rocket Multi-pack- 
       Type A 
   
   
  1 
   
  5 
   
  4d4 (5‗ radius) 
  150cr 
       Type B 
   
   
  1 
   
  5 
   
  4d6 (5‗ radius) 
  175cr 
   
   
       Type C 
   
   
  1 
   
  5 
   
  4d8 (5‗ radius) 
  200cr 
  Vehicle Mounted- 
       Type D 
   
   
  1 
   
  5 
   
  4d10 (5‗ radius) 
  3050cr 
       Type E 
   
   
  1 
   
  5 
   
  4d12 (5‗ radius) 
  400cr 
       Type F 
   
   
  1 
   
  5 
   
  4d20 (5‗radius) 
  500cr 
  Shot Gun Shells- 
       Buck Shot 
   
   
  1 
   
  10 
   
  2d6 
   
  40cr 
       Scatter shot 
   
   
  1 
   
  10 
   
  2d4 (5‗ spread) 
  50cr 
       Standard 
   
   
  1 
   
  10 
   
  2d6 +2 
   
  45cr 
  Sub Machine gun clip 
   
  1 
   
  30 
   
  5 burst*  
  100cr 
   
   
  * A burst causes 3x damage in a 10‘ spread requiring all targets to roll Reflex saves vs. 10+ Attackers Skill rank for ½ damage. 
   
   
  Weapon Attachments 
   
   
   
   
   
  Item 
   
   
  Notes 
   
   
   
   
   
  Weight Cost 
  Bayonet mount 
   
  Allows a Knife to be attached to rifle 
   
   
  .2lbs 
  50cr 
   
  Electronic Scope 
   
  Double weapons range increment, treat as darkvision 
  .2lbs 
  300cr 
  Laser sight 
   
  +1 to attack rolls 
   
   
   
   
  .2lbs 
  100cr 
  Silencer  
   
  Add +10 to difficulty to hear a PGS weapon being fired 
  .2lbs 
  50cr 
  Targeting goggles  
  +4 to accuracy. requires sensor unit 
   
   
  .2lbs 
  500cr 
  Targeting sensors  
  Requires targeting goggles to work 
   
   
  .2lbs 
  500cr 
  Weapon Harness   
  Changes weapons in one action, holds 5 weapons  
  4lbs 
  200cr 
   
   
  Explosives 
   
   
   
   
  Reflex 
  Primary Blast  
  Quick  
   
  Secondary Blast 
  Quick 
  Item 
   
  Weight DC 
  Radius Damage Damage  
  Radius Damage Damage  
  Cost 
  Nitogel  
  1 ounce 15 
  5‘ 
  3d6 
  12pts 
   
  5‘ 
  3d4 
  6pts 
   
  400cr 
  Plastid 
   
  1 ounce 15 
  5‘ 
  3d8 
  18pts 
   
  5‘ 
  3d6 
  12pts 
   
  500cr 
  Thermium 238 
  1 ounce 17 
  10‘ 
  3d10 
  24pts 
   
  10‘ 
  3d8 
  18pts 
   
  750cr 
  Tornadium d19 
  1 ounce 18 
  10‘ 
  3d12 
  30pts 
   
  20‘ 
  3d10 
  24pts 
   
  1,000cr 
  Tornadium d20 
  1 ounce 18 
  20‘ 
  6d12 
  60pts 
   
  20‘ 
  3d12 
  30pts 
   
  2500cr 
   
   
  As with all explosive devices a character who makes his Reflex save takes ½ damage from the blast if caught in the 
  primary blast radius. If the character is in the secondary blast area they suffer full damage unless they make a Reflex Resistance 
  roll in which case they suffer no damage. It should be noted adding extra ounces of explosive stack and the difficulty increases by 
  +1/additional ounce. so that a pound of Thermium 238 (16 ounces) would have a primary blast radius of 160‘ with a difficulty of 
  32, causing 48d10 (384pts) points of damage , and have a secondary blast radius of 160‘ causing 48d8 (288pts) to anyone caught 
  in the blast. 
     
   
   
   
  
   
   
  Timers 
   
   
   
   
   
  Item 
   
   
  notes 
   
   
   
   
   
   
   
  Cost 
  Proximity sensor 
   
  DC 20 to disarm, range 5‘ 
   
   
   
   
   
  500cr 
  Radio trigger 
   
  DC 16 to disarm, range 1 mile 
   
   
   
   
  300cr  
  Sonic trigger 
   
  DC 25 to disarm, range 10‘ 
   
   
   
   
   
  750cr 
  Thermal trigger 
   
  DC 20 to disarm, range 5‘ 
   
   
   
   
   
  400cr 
  Variable light trigger 
  DC 35 to disarm, range 20‘ 
   
   
   
   
   
  500cr 
  Variable timer 
   
  DC 15 to disarm, simple time delay 
   
   
   
   
  250cr 
   
   
  Standard Equipment  
   
   
  What follows is a list of many pieces of equipment that can be used by a character in an adventure. This is by no means 
  a complete list of what is available in the Frontier, and the Administrator may devise additional equipment for his campaign. 
   
   
  Starting Kit 
   
   
   
   
   
   
  Cost: 100cr 
   
   
  This starting kit was created to make getting a character‘s starting gear, or acquiring gear for an NPC easier. The 
  starting kit comes with a variety of useful items that are commonly purchased by characters. The kit contains the following items: 
   
  Standard uniform for profession 
  1 Duraplas Identicard 
  1 Chronocom 
  1 Standard polyvox 
  1 Data pad/reader 
   
   
  Adventurer’s Gear 
   
  Item 
   
   
   
  Notes 
   
   
   
   
   
  Weight Cost 
  Air filter mask 
   
   
  +10 to Fortitude saves vs. tainted air 
   
   
  2lbs 
  500cr 
  Antishock implant  
   
  +4 to Fortitude saves to avoid stunning attacks 
   
  n/a 
  2,000cr 
  Armor/Weapon maintenance kit 
   
   
   
   
   
   
  4lbs 
  50cr 
  Bandoleer- 
   
  Double 
   
   
  Holds 30 weapon clips 
   
   
   
  4lbs 
  150cr 
   
  Utility 
   
   
  Holds 20 weapon clips, 4 utility pouches 
   
  3lbs 
  200cr 
  Equipment straps  
   
  Each holds 2 items  
   
   
   
  .2lbs 
  10cr 
   
  Flashlight 
   
   
   
   
   
   
   
   
  .5lbs 
  5cr 
  Global positioning unit 
   
  +10 to intuit direction 
   
   
   
  .2lbs 
  50cr 
   
  Handcuffs- 
   
   
  DC 30 to break 
   
   
   
   
  .2lbs 
  50cr 
   
  Magnetic grapples  
  DC 40 to break 
   
   
   
   
  .5lbs 
  500cr 
  Holster- 
   
  Standard  
   
  Holds one small weapon, and 5 ammo clips 
   
  2lbs 
  40cr 
   
   
  Double 
   
   
  Holds two small weapons, and 5 ammo clips 
   
  3lbs 
  50cr 
   
  Duelist 
   
   
  Holds one small weapon, and 5 ammo clips 
   
  1.5lbs 
  75cr 
   
  Shoulder  
   
  Holds one small weapon and 5 ammo clips 
   
  3lbs 
  50cr 
   
  Rifle 
   
   
  Holds one medium or large weapon, and 5 ammo clips 
  3lbs 
  120cr 
  Magnetic boots 
   
   
  Reduce movement ½ 
   
   
   
  4lbs 
  200cr 
  Paraglider 
   
   
  Glide for ½ hour at 20mph 
   
   
   
  22lbs 
  750cr 
  Quiver- 
   
  Hip quiver 
   
  Holds 20 arrows/bolts 
   
   
   
  2.2lbs 
  50cr 
   
  Back quiver 
   
  Holds 20 arrows/bolts 
   
   
   
  2.3lbs 
  50cr 
  Sheath, dagger and knife- 
   
   
  Leather  
  Holds one small bladed weapon 
   
   
  .2lbs 
  20cr 
    
   
   
  Duroplas  
  Holds one small bladed weapon 
   
   
  .1lbs 
  30cr 
  Sword scabbard- 
   
   
  Leather  
  Holds one medium or large bladed weapon 
   
  1.4lbs 
  40cr 
    
   
   
  Duroplas  
  Holds one medium or large bladed weapon 
   
  1.2lbs 
  50cr 
   
  
   
   
  Item 
   
   
   
  Notes 
   
   
   
   
   
  Weight Cost 
  Surveillance laser  
   
  Triggers alarm if tripped 
   
   
   
  .5lbs 
  100cr 
  Thermagel (1 bottle) 
   
  5‘ splash causing 3d4 pts of fire damage 
   
  .2lbs 
  50cr 
  Throat com 
   
   
  Range 2 miles 
   
   
   
   
  neg 
  250cr 
  Thruster pack 
   
   
  120‘/turn flight at 20mph 
   
   
   
  20lbs 
  1,000cr 
  Utility vest 
   
   
  6 utility pockets and 2 equipment straps  
   
  4lbs 
  200cr 
   
   
  Containers 
   
  Item 
   
   
   
  Notes 
   
   
   
   
   
  Weight Cost 
  Backpack- 
   
   
  Holds 50lbs 
   
   
   
   
  2lbs 
   
   
  Canvas 
   
   
   
   
   
   
   
   
   
  20cr 
   
  Duroplas  
   
   
   
   
   
   
   
   
  50cr 
   
  Environmentally sealed 
  Contents protected against environmental extremes 
  2.5lbs 
  250cr 
   
  Belt pouch- 
   
  Large 
   
   
  Holds 200cr 
   
   
   
   
  .2lbs 
  5cr 
   
  Small 
   
   
  Holds 100cr 
   
   
   
   
  .1lbs 
  2cr 
  Box (ornamental)-  
   
  Holds 100cr 
   
   
   
   
  .3lbs 
  5cr 
  Crate large- 
   
   
  Holds 200lbs 
   
   
  Duroplas  
   
   
   
   
   
   
   
  8lbs 
   50cr 
   
  Metallic  
   
   
   
   
   
   
   
  8lbs 
  250cr 
  Crate small- 
   
   
  Holds 100lbs 
   
   
  Duroplas  
   
   
   
   
   
   
   
  5lbs 
  40cr 
   
  Metallic   
   
   
   
   
   
   
   
  6lbs 
  200cr 
  Duffle bag/rucksack/satchel  
  Holds 30lbs 
   
   
   
   
  2lbs 
  15cr 
  Sack- 
   
  Large 
   
   
  Holds 30lbs 
   
   
   
   
  2.4lbs 
  10cr 
   
  Small 
   
   
  Holds 20lbs  
   
   
   
   
  2lbs 
  7cr 
   
   
  Energy Storage 
   
  Item 
   
   
   
  Notes 
   
   
   
   
   
  Weight Cost 
  Energy cell 
   
   
  Holds 100seu and is rechargeable 
   
   
  .1lbs 
  50cr 
  Parabattery 
   
  Type A  
   
  Holds 500seu and is rechargeable 
   
   
  2lbs 
  250cr 
   
  Type B  
   
  Holds 1,000seu and is rechargeable 
   
   
  3lbs 
  500cr 
   
  Type C  
   
  Holds 2,000seu and is rechargeable 
   
   
  5lbs 
  1,000cr 
  Energy Capacitor 
   
  Type A  
   
  Holds 4,000seu and is rechargeable 
   
   
  10lbs 
  2,500cr 
   
  Type B  
   
  Holds 5,000seu and is rechargeable 
   
   
  12lbs 
  4,000cr 
  Power Generator- 
   
  Type A  
   
  Holds 1,000seu in storage and generates 50seu/hour 
  10lbs 
  2,000cr 
   
  Type B  
   
  Holds 2,000seu in storage and generates 100seu/hour 
  14lbs 
  3,000cr 
   
  Type C  
   
  Holds 4,000seu in storage and generates 500seu/hour 
  18lbs 
  10,000cr 
  Power belt pack 
   
  Type A  
   
  Holds 100seu and can be recharged 
   
   
  2.5lbs 
  75cr  
   
  Type B  
   
  Holds 200seu and can be recharged 
   
   
  3.5lbs 
  150cr 
   
  Type C  
   
  Holds 400seu and can be recharged 
   
   
  4lbs 
  300cr 
  Power backpack- 
   
  Type A  
   
  Holds 500seu and can be recharged 
   
   
  8lbs 
  750cr 
   
  Type B  
   
  Holds 750seu and can be recharged 
   
   
  12lbs 
  1,500cr 
   
  Type C  
   
  Holds 1,000seu and can be recharged 
   
   
  15lbs 
  3,000cr 
   
   
   
   
   
   
  
   
   
  Explorer’s Gear 
   
  Item 
   
   
   
  Notes 
   
   
   
   
   
  Weight Cost 
  Animal call 
   
   
  +2 to sound checks  
   
   
   
  .1lbs 
  5cr 
   
  Aquatic re-breather  
   
  Extracts oxygen from water, character can breathe underwater 
  .5lbs 
  200cr 
  Climbing gear 
   
   
  Climbing irons, clamp gauntlets chisel boots +2 to climb checks 
  5lbs 
  50cr 
  Compass  
   
   
  Points to magnetic north 
   
   
   
  .1lbs 
  5cr 
  Digital binoculars  
   
  5x spotting distance 
   
   
   
  2lbs 
  350cr 
  Diver‘s belt w/six pouches 
   
  Holds up to 8 one pound weights, and holds 8lbs   
  10lb 
  20cr 
   
  Diver‘s bag 
   
   
  Floatation device keeps up to 250lbs afloat 
   
  1lb 
  10cr 
   
  Diver‘s goggles 
   
   
  ½ spotting distance underwater  
   
   
  .2lbs 
  20cr 
   
  Diver‘s mask 
   
   
  Standard spotting distance 
   
   
   
  .5lbs 
  50cr 
   
  Diver‘s net sack 
   
   
  Holds 20lbs 
   
   
   
   
  1lb 
  40cr 
  Diver‘s snorkel tube 
   
  Breathing device 
   
   
   
   
  .1lb 
  2cr 
   
  Divers weights 
   
   
  1lb weights (4) 
   
   
   
   
  1lb 
  5cr 
  Electro-binoculars  
   
  10x spotting distance 
   
   
   
  2.2lbs 
  500cr 
  Electronic map-kit  
   
  Creates maps as you go 
   
   
   
  .5lbs 
  300cr 
  Emergency beacon  
   
  Transmits location up to 30 miles from source  
   
  6lbs 
  500cr 
  Emergency pod 
   
   
  Environmentally sealed single person shelter 
   
  12lbs 
  1,000cr 
  Environmentalist‗s-kit 
   
  Sample kit for explorers 
   
   
   
  8lbs 
  500cr 
  Field kit  
   
   
  Water purifier, water pack, rations (1 week), fusion lamp 
   
   
   
   
   
   
   
  emergency pod, med pack 
  10lbs 
  800cr 
  Fire paste  (20 applications) 
   
  Starts a fire in one round 
   
   
   
  neg 
  50cr 
  Fishing gear 
   
   
   
   
   
   
   
   
  3lbs 
  30cr 
   
  Flare gun- 
   
   
  Range 150‘ 
   
   
   
   
  1lb 
  30cr 
   
  Holo-flare (10) 
   
  Remains aloft 1 hour. +20 to spot within 1 mile  
  .1lb 
  20cr 
   
  Food purifier unit  
   
   
   
   
   
   
   
  3lbs 
  250cr 
  Fusion lantern 
   
   
  Illuminates 30‘ can recharge 3 items at once. Stores  
   
   
   
   
   
   
   
   
   
  100seu and generates 10seu/hour 
  8lbs 
  1,000cr 
  Grappling spike launcher- 
   
  Launches spike up to 150‘ 
   
   
   
  2lbs 
  100cr 
   
   
  Extra grapple 
  Grapple has a molecular adhesive tip DC 50 to unhook 
  .2lbs 
  200cr 
   
   
  Microline  
  Per 100‘  
   
   
   
   
  .1lbs 
  50cr 
  Harness- 
   
  Body 
   
   
  Holds 6 items, backpack and has 6 pouches. 
   
  1.5lb 
  50cr  
   
  Belt w/six pouches  
   
   
   
   
   
   
  1lb 
  20cr 
  Hot rations pack 
   
   
  1 weeks supply 
   
   
   
   
  5lbs 
  50cr 
  Macro-binoculars  
   
  5x spotting distance 
   
   
   
  1lb 
  100cr 
  Mess kit  
   
   
   
   
   
   
   
   
  1lb 
  10cr 
  Metal mirror, small  
   
   
   
   
   
   
   
  .2lb 
  20cr 
  Provisions sack 
   
   
  Holds 20lbs 
   
   
   
   
  2.2lbs 
  40cr 
  Sensor pack 
   
   
  Thermal, ultraviolet, atmosphere, radiation, life sensors 
   
   
   
   
   
   
   
   
  with 1 mile range 2.2lbs 
  5,000cr  
  Sleeping bag 
   
   
  Protects one sleeping person from environmental extremes 6lbs 
  100cr 
  Specimen cages- 
   
   
  Small 
   
  Holds one specimen and is environmentally sealed 
  4.5lbs 
  150cr 
   
   
  Medium  
  Holds one specimen and is environmentally sealed 
  10lbs 
  400cr 
   
   
  Large 
   
  Holds one specimen and is environmentally sealed 
  15lbs 
  800cr 
   
   
  Huge 
   
  Holds one specimen and is environmentally sealed 
  30lbs 
  1,500cr 
  Subspace radio 
   
   
  Allows hyper-light communications range 1au 
   
  20lbs 
  50,000cr  
  Survival kit 
   
   
  As field kit +survival pod, water pack, subspace radio, 
   
   
   
   
   
   
  flare gun, and 10 holo-flares  
  30lbs 
  75,000cr  
  Survival rations (1 week) 
   
  Tasteless nutrient paste and vitamin supplements  
  3lbs 
  40cr 
  Temporary shelter- 
   
   
  2 person  
  Environmentally sealed 
   
   
   
  8lbs 
  200cr 
   
   
   
  4 person  
  Environmentally sealed 
   
   
   
  15lbs 
  300cr 
   
   
  8 person  
  Environmentally sealed 
   
   
   
  20lbs 
  400cr 
  Toxi-rad gauge 
   
   
  Detects airborne toxins, and radiation in a 60‘ radius 
  .1lbs 
  1,000cr 
  Water collector 
   
   
  Collects 2 gallons/4 hours of water from environment 
  5lbs 
  800cr 
   
  Water purifier 
   
   
  Purifies 5 gallons/hour 
   
   
   
  4lbs 
  500cr 
  Water pack 
   
   
  Holds 1 gallon water 
   
   
   
  .5kg 
  50cr 
   
   
  
   
   
  General Equipment 
   
  Item 
   
   
   
  Notes 
   
   
   
   
   
  Weight Cost 
  Balance set  
   
   
  Weights and scales  
   
   
   
  2lbs 
  10cr 
   
  Cellular com unit  
   
  Range 100,000 miles 
   
   
   
  .1lbs 
  50cr 
  Chain (per 5‘)- 
   
  Heavy 
   
   
  DC 40 to break 
   
   
   
   
  10lbs 
  50cr 
   
  Light 
   
   
  DC 30 to break 
   
   
   
   
  5lbs 
  25cr 
   
  Code cylinder 
   
   
  Blue, yellow or red security level 
   
   
  .2lbs 
  1,000cr 
  Comlink, decorative 
   
  Range 20,000 miles  
   
   
   
  .1lbs 
  50cr 
  Credit chip 
   
   
  Programmable money chip 
   
   
   
  neg 
  10cr 
  Chronometer 
   
   
  Standard digital watch 
   
   
   
  neg 
  10cr 
  Chronocom 
   
   
  Audio and visual communications with a range of 5 miles neg 
  50cr 
  Credit voucher pad  
   
  Holds 20 credit vouchers 
   
   
   
  .1lbs 
  100cr 
  Data chip reader 
   
   
  Reads data, program, credit  
   
   
  .4lbs 
  200cr 
   
  Datachip blank (10) 
  Holds 2 program levels 
   
   
   
  .1lbs 
  50cr 
  Datapad  
   
   
  Reads data, holo-novels, plays holo-games, identicards,  
   
   
   
   
   
  Vouchers and data chip, and data card programs 1.2lbs 
  2,000cr 
   
  Datacards blank (10) 
  Holds 4 program levels 
   
   
   
  .2lbs 
  100cr 
  Glow rod  
   
   
  Illuminates 20‘ radius, lasts 4 hours 
   
   
  .2lbs 
  20cr 
  Holo-cam 
   
   
  Records audio, and visual images in 120‘ range uses 2seu/hour 
  5lbs 
  250cr 
  Holo-disc (10) 
   
   
  Each discs holds 4 hours worth of images duration 
  .2lbs 
  50cr 
  Holo-projector (personal) 
   
  Plays holo-discs, and expends 1seu/hour 
   
  3lbs 
  200cr 
  Holo-recorder 
   
   
  Records audio and visual images in 30‘ uses 1 seu/hour 
  2.4lbs 
  150cr 
  Hygiene kit 
   
   
   
   
   
   
   
   
  2.2lbs 
  20cr 
  Nictine - 
   
  Lites 
   
   
  5 packs (100 cigarettes) 
   
   
   
  neg 
  5cr 
   
  Standard  
   
  5 packs (100 cigarettes) 
   
   
   
  neg 
  10cr 
   
  Cigars 
   
   
  5 packs (50 cigars)  
   
   
   
  neg 
  20cr 
  Perfume (per bottle) 
   
  1 month‘s supply 
   
   
   
   
  .1lbs 
  20-50cr  
  Polyvox- 
   
  Standard  
   
  5 language capacity  
   
   
   
  .1lbs 
  1,000cr 
   
  Advanced 
   
  10 language capacity 
   
   
   
  .1lbs 
  2,500cr 
  Recording rod 
   
   
  Records 4 hours of audio within 20‘ 
   
   
  .2lbs 
  50cr 
  Recording rod reader 
   
  Reads recording rods 
   
   
   
  1lbs 
  100cr 
  Replacement Identicard 
   
   
   
   
   
   
   
  neg 
  5,000cr 
  Sungoggles 
   
   
  +5 to resistance rolls to avoid blinding attacks 
   
  .1lbs 
  20cr 
  Sunglasses 
   
   
  +2 to resistance rolls to avoid blinding attacks 
   
  .1lbs 
  10cr 
  Tech kit-  
   
   
  Standard tools required for technicians, engineers  
  10lbs 
  250cr 
   
  Computer 
   
  Standard computer tools for computer technicians  
  3lbs 
  500cr 
   
  Robotic  
   
  Standard tools and tools for robotic repair, and maintenance 
  10lbs 
  750cr 
  Thermalight 
   
   
  Wind proof lighter uses 1-seu/month and uses power clips neg 
  5cr 
   
   
  Medical Goods 
   
  Item 
   
   
   
  Notes 
   
   
   
   
   
  Weight Cost 
  Antibody plus (20 app) 
   
  +10 to Fortitude vs. disease  
   
   
  neg 
  100cr 
   
  Antitox (20 app) 
   
   
  +10 to Fortitude vs. poison 
   
   
   
  neg 
  100cr 
  Autodoc (portable)  
   
  First aid, Heal checks at +4 
   
   
   
  10lbs 
  20,000cr 
  Biocort (20 app) 
   
   
  +10 to Fortitude vs. infection, doubles natural healing rate neg 
  250cr 
  Body jump box 
   
   
  Fortitude check (DC 20) within 1 hour after death to bring 
   
   
   
   
       Dead character back to life at 1 EP and Stamina point 
  15lbs 
  500,000cr 
  Cast Gel (20 app)  
   
  Creates a duroplas cast  
   
   
   
  neg 
  20cr 
  Compression cocoon 
   
  Holds one person and heals altitude/pressure damage 
  4.4lbs 
  5,000cr 
  Diagnostic Monitor  
   
  +4 to First aid and heal checks to diagnose medical condition 
  3lbs 
  2,000cr 
  Freeze field 
   
   
  Preserves body and puts character in stasis. Requires 10seu/hour 
  20lbs 
  4,000cr 
  Medkit 
   
   
   
  Contains 20 applications of the following antibody plus, antitox, 
   
   
   
   
  biocort, cast gel, and omnicylyn. also has a diagnostic monitor,  
   
   
   
   
  and a stay dose (5 applications), and 5 Stimdose applicators 
  10lbs 
  2,000cr 
  Medpack  
   
   
  Contains 20 applications of the following antibody plus, antitox, 
   
   
   
   
   
                biocort, Omnicylin, and cast gel. 8lbs 
  500cr 
  
   
   
  Item 
   
   
   
  Notes 
   
   
   
   
   
  Weight Cost 
  Omnicylin (20 app)  
   
  +10 to Fortitude vs disease, infections and parasitic infestation 
  neg. 
  250cr 
  Staydose (5 app) 
   
   
  Fortitude save DC 20 or fall unconscious for 1 hour 
  neg 
  500cr 
  Stimdose  
   
   
  Adds 10 temporary Endurance points and +4 Stamina lasts 1 hour neg 
  500cr 
  Surgery kit, portable 
   
  +2 to heal checks to perform surgery and heal damage 
  3lbs 
  500cr 
  Syntheflesh dispenser (20 app) 
   Keeps wounds from becoming infected (+4 to Fortitude saves) 
  .2lbs 
  500cr 
  Telol 
   
   
   
  Will save DC20 or truthfully answer 5 questions. Effect lasts  
   
   
   
   
   
   
   
   
   
  1 hour 
  neg 
  2,000cr 
   
   
  Rogue’s Gear 
   
  Item 
   
   
   
  Notes 
   
   
   
   
   
  Weight Cost 
  Blade boots 
   
   
  +2 to kicking damage,  +2 to climb checks  
   
  .3lbs 
  200cr 
  Disguise kit 
   
   
  +4 to Disguise checks 
   
   
   
  2lbs 
  1,000cr 
  Electronic lock picks 
   
  +2 to Disable device, or Open locks 
   
   
  1lb 
  5,000cr 
  Infrared jammer (10 app) 
   
  Spray makes target invisible to thermal vision, and infrared 
   
   
   
   
   
   
   
         sensors lasting 1 hour 
  1lb 
  10,000cr 
  Liquid cable dispenser 
   
  creates 300‘ duroplas micro line  
   
   
  neg 
  300cr 
  Lock breaker 
   
   
  +10 to Open lock skill 
   
   
   
  1.5lbs 
  20,000cr 
  Micro-bug receiver- 
   
  Receives signals from micro-bugs within 1 mile radius 
  .5lbs 
  10,000cr 
   
   
  Micro-bug (10) 
  +10 to spot difficulty transmits audio, video, and location neg 
  5,000cr 
  Nightvision goggles 
   
  Darkvision 60‘ range 
   
   
   
  .2lbs 
  1,000cr 
  Rigged games 
   
   
  +2 to gaming, -2 to spot cheat 
   
  Cards- 
   
   
   
   
   
   
   
   
  neg. 
  50cr 
   
  Dice- 
   
   
   
   
   
   
   
   
  neg 
  50cr 
  Security kit 
   
   
  Contains 1 set of Electronic lock picks, 6 surveillance  
   
   
   
   
   
   
   
  lasers, portable sensor unit 
  6lbs 
  5,000cr  
  Signal Jammer 
   
   
  Jams communications, radio signals, electronic communication 
   
   
   
   
   
   
   
   
         within 1 mile 
  2lbs 
  20,000cr 
  Silent suit 
   
   
  +4 to Move silently  
   
   
   
  .2lbs 
  1,000cr  
  Solveaway (10 app) 
   
  Dissolves adhesive grenade material 
   
   
  neg 
  250cr 
  Uv flashlight 
   
   
  +4 to spot checks w/Ultravision 
   
   
  .2lbs 
  200cr 
  Uv Jammer (10 app) 
   
  Spray makes target invisible to ultraviolet sensitive vision,  
   
   
   
   
   
   
   
  and ultraviolet light sensors 1lb 
  10,000cr 
   
   
  Specialized Clothing 
   
  Item 
   
   
  notes 
   
   
   
   
   
   
   
  Cost 
  All temperature cloak 
  Provides comfortable temperature with a range of -20 to 120° Fahrenheit  
   
  300cr 
  Chameleon suit 
   
  +4 to hide in natural terrain  
   
   
   
   
  500cr 
  Darksuit  
   
  +4 to hide checks in shadowy conditions 
   
   
   
  500cr 
  Drysuit  
   
  Keeps character dry in aquatic environments and protects against pressure 
  250cr 
  Flight suit 
   
  light weight vacuum suit 
   
   
   
   
   
  2,000cr  
  Exoskeleton 
   
  Skeletal framework with Muscle enhancement rig adding +5 to Strength, 
   
   
   
  +2 Dexterity (negates Armor penalty) Uses 5seu/hour 
   
   
  10,000cr 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Tack and Harness for Mounts 
   
  Item 
   
   
  notes 
   
   
   
   
   
   
  Weight Cost 
  Barding- 
   
  Duroplas  
  Defense Rating +3  
   
   
   
   
  20lbs 
  1,000cr 
  Bit and bridle 
   
   
   
   
   
   
   
   
  3lbs 
  50cr 
  Harness and feed bag 
   
   
   
   
   
   
   
  5lbs 
  75cr 
   
  Blanket and hood  
   
   
   
   
   
   
   
  4lbs 
  25cr 
  Leashes- 
   
  Small 
   
  6‘ lead 
   
   
   
   
   
   
  .1lb 
  10cr 
   
  Medium  
  6‘ lead 
   
   
   
   
   
   
  .3lb 
  25cr 
   
  Large  
   
  10‘ lead  
   
   
   
   
   
  1lb 
  40cr 
   
  Saddle- 
   
  Pack 
   
   
   
   
   
   
   
   
  15lbs 
  100cr 
   
   
  Riding 
   
   
   
   
   
   
   
   
  12lbs 
  120cr 
   
  War 
   
   
   
   
   
   
   
   
  15lbs 
  200cr 
  Saddle bags- 
   
  Large 
   
  Holds 50lbs 
   
   
   
   
   
  3lbs 
  100cr 
   
  Small 
   
  Holds 30lbs 
   
   
   
   
   
  2.4lbs 
  75cr 
  Saddle blanket 
   
   
   
   
   
   
   
   
  .3lbs 
  10cr 
   
   
   
                            
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Equipment descriptions 
   
  Armor Types 
   
  Combat armor: Both semi rigid and rigid battle armor consist of a suit of ballistic resistant material over which is affixed 
  molded armor plate which provides a shell of protection for the wearer. Semi rigid versions do not offer much protection to the 
  wearer‘s joints, but allows the wearer more freedom of movement. Characters wearing this type of armor reduce damage from 
  non energy attacks by -1point/die and can even reduce damage per die to 0. 
   
  Dead suit: a dead suit is a light weight dull black suit that looks like a diver‘s wetsuit. When worn the suit provides the character 
  with some protection, but more importantly it hides his thermal image making the character almost invisible to thermal scanners. 
   
  Environmental bodysuit-This is a light weight body sheath which covers the character‘s entire body and comes with a full 
  helmet, and a portable life support pack to provide complete protection from environmental hazards for up to six hours. The suit 
  is self sealing, but for tears larger than 3 inches in diameter the suit comes with 12 environmental patches which can be affixed to 
  the suit by the character by expending an action. While wearing an Environmental bodysuit the character gains a +10 bonus to his 
  resistance rolls to avoid the effects of airborne toxins and disease. The character also gains a +5 to his resistance rolls vs. 
  radiation, and acid attacks. 
   
  Gridsuit: The gridsuit is probably the most unusual, sought after, defensive suit. Like skeinsuits, it comes in both military and 
  civilian styles. The military style is a camouflaged uniform that has convenient patch pockets. The civilian style can be any 
  fashion desired, though this may increase the cost. Much more important than the style is the inner lining of the suit, which 
  includes a nullifying absorption field circuit that absorbs and dissipates large amounts of energy. The suit comes in elasticized 
  styles for Dralasites. A grid suit reduces damage from all manner of energy by -1pt/die of damage, and can even reduce this 
  damage to 0. 
   
  Maser mesh: Maser mesh resembles chain mail armor and can be purchased in different sizes. Full maser mesh almost touches 
  the ground and is heavy and a bit cumbersome. While this armor protects from weapon attacks it is easily picked up by scanners 
  and radar.  
   
  Partial maser mesh, is similar in size to a long shirt and is lighter and harder to trace than full mesh. Characters wearing 
  maser mesh are more vulnerable to electrical attacks suffering a -2 to their Resistance rolls to avoid electrical damage. Maser 
  mesh does not adapt well to unusual Dralasites shapes. Characters wearing maser mesh reduce damage from maser weapons by -
  1pt/die of damage and can even reduce this damage to 0. 
   
  Micromesh armor- Micromesh armor is made of micro-linked duroplas chain mail creating a lightweight suit of protective 
  armor that can be worn easily beneath normal clothing. Micromesh armor is not overly heavy or restrictive to movement and 
  comes in a variety of sizes, and shapes allowing most races to wear it. 
   
  Skien/reflective weave bodysuits- Skien suits are made of micro-weave armor that is as supple as denim and provides excellent 
  protection. Skien suits can be made to resemble common fashions and are quite popular with diplomats and other officials. 
  Reflective cloth woven into the thread provides protection from energy weapons. Skien/reflective weave bodysuits reduce 
  damage from physical attacks and lasers by -1pt/die of damage and can reduce damage to 0 points/die. 
   
  Slip-suit: Slip-suits are full body gloves made of an oily synthetic material that makes it difficult to grapple with the wearer, and 
  provides some protection from physical attacks. The palm side of the suit‘s gloves, and the boot soles of the suit are not slippery. 
  Characters attempting to grapple with a character wearing a slip suit suffer a -10 to their attempts to do so. 
   
  Synthvelope bodysuit: A sythvelope suit is a synthetic one-piece envelope that absorbs damage from most weapons but was 
  specifically intended to provide protection from Proton weapons. The suit must be stepped into from the back and zipped up, 
  completely encasing the wearer's body except for the head. It is flexible enough even for a Dralasite to use. Characters wearing 
  Synthvelope bodysuits reduce damage from Proton weapons by -1point/die and can even reduce damage to 0 points/die. 
   
  Technicians coveralls: These coveralls are made of a quilted synthetic weave woven into an outer layer of tear resistant cloth. 
  The coveralls have ribbed protective pads on the elbows, inner thighs, and knees for additional protection. The coveralls come 
  with two breast pockets and cargo pockets in the front of the coverall‘s thighs. 
   
  Teflon weave protective gear: Teflon weave protective suits are made of quilted and padded Teflon which absorbs and deflects 
  damage from blunt attacks and solid projectiles. Characters wearing this type of armor reduce damage from blunt attacks, or solid 
  projectiles by -1point/die and can even reduce damage to 0 points/die. 
   
  Vacuum Suit--This is a heavier version of the Environmental suit, allowing the character to survive the rigors of outer space. 
  
   
   
  The suit is made of a heavy environmentally sealed material with ribbing along the knees, elbows, and inner thighs for additional 
  protection. The body suit covers the character‘s entire body and comes with a full helmet, and a portable life support pack to 
  provide complete protection from environmental hazards for up to six hours. The suit is self sealing, but for tears larger than 3 
  inches in diameter the suit comes with 12 environmental patches which can be affixed to the tear by the character by expending 
  an action. When wearing a Vacuum suit the character is immune to airborne toxins, and disease, and gains a +10 to his resistance 
  rolls to avoid acid or radiation.  
   
  Combat versions of these suits come with light armor providing protection to the characters chest, and shoulders and 
  encloses the suit‘s life support pack with armor. Armored vacuum suits differ from combat versions in that the vacuum suit is 
  encased in an interlocking suit of rigid armor plate that provides exceptional protection against all manner of attacks. 
   
   
  Armor weight classes and Movement rates 
   
  Movement rates are determined on the table below: 
   
  Armor 
   
   
   
   
          Base movement rate 
  Weight class 
   
   
   
  30’/round 
  20’/round 
  Light weight 
   
   
   
  30‘/round  
  20‘/round 
  Medium weight 
   
   
   
  20‘/round  
  20‘/round 
  Heavy weight 
   
   
   
  20‘/round  
  15‘/round 
  Extremely heavy 
   
   
   
  15‘/round  
  15‘/round 
   
   
  Light Armor: Deadsuit, environmental bodysuit, maser mesh (partial), micromesh shirt, skein/reflective bodysuit, slipsuit, 
  synthvelope bodysuit, technicians coveralls, Teflon weave shirt, Vacuum suit (light weight) 
   
  Medium Armor: Grid suit (partial),  maser mesh suit, micromesh suit, Semi-rigid combat armor, Teflon weave suit, Vacuum 
  suit (combat). 
   
  Heavy Armor: Grid suit, rigid combat armor 
   
  Extremely heavy: Vacuum suit (armored) 
   
   
   
  Defensive screens 
   
  Deflector screen: a deflector screen envelopes a character with an energy field based on the same technology that has given the 
  Frontier repulsor lift, and artificial gravity. This field provides a character with protection against all types of inertia or energy 
  based attacks, but does not provide protection against airborne toxins, or disease. 
    
  Electron screen: An Electron screen provides protection from all manner of Proton based energy weapons. The only draw back 
  to this screen however is that electron based weapons striking the character cause double damage to him. 
   
  Holo screen: A Holo-screen projects a 3-dimensional image around its wearer. The image is projected from a holo disc, a small 
  disk that slides into the top of the holo screen control unit. The holo disc contains complete holographic information on one 
  person or thing. For example, a holo disc could project the image of an adult male Yazirian in civilian clothes. A character using 
  a holo-screen as part of a disguise gains a +8 to his disguise rolls. 
   
  The holo image is limited to roughly the same size and shape as the wearer. For example, a Vrusk could not masquerade as a 
  Human. Personalized holo discs can be ordered for 5,000 Cr. A personalized holo disc contains holographic information on a 
  specific individual. Producing a personalized holo disc takes 1d10 months, because it requires detailed (and very illegal) 
  holographic filming of the desired subject. If the subject is willing, the filming can be done in one day. A camouflage feedback 
  loop can be added to the holo screen for an additional 1,000 Cr. The camouflage loop adjusts the holographic image to match 
  nearby surroundings, giving the wearer a +8 to his Hide skill. 
   
  Inertia Screen: An inertia screen defends against all projectile weapons, gyrojet pistols and rifles, fragmentation grenades, 
  explosives and all melee weapons except electrical or sonic weapons.  
   
  Light shift screen: Light shift screens cover the wearer in a shimmering field of energy that diffuses light based attacks striking 
  it. The screen is effective against lasers, but against plasers (particle lasers) it is only partially effective. 
   
  Proton Screen: much like an electron screen, this device surrounds the wearer in a cocoon of protons which provide him with 
  
   
   
  protection against all manner of Electron based (or electrical) attacks. As a side effect however, if the character is struck by a 
  proton weapon while this shield is active he suffers double damage from the attack. 
   
  Simp screen: A simp screen is similar to a light shift screen and even has the same silvery aura about it, but it protects against 
  rafflur fire instead of laser damage. 
   
  Sonic Screen: A sonic screen is also known as a hush field, because no sound can cross it, either coming in or going out. The 
  screen also absorbs all sonic attacks that hit it. A character inside a sonic screen can communicate only with a radio or hand 
  signals. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  The Typical Hero  
   
  Below is a sample Human hero created for the Star Frontiers Role playing game. This character can be used as a template for 
  Players creating their own heroes, and with a little tweaking can even provide a template for non-human characters.  
   
   
  Typical Hero 
   
  Race: Human  
  Profession: Enforcer 
   
  Level: 1     EP: 25  
    
  Str: 11 (+0 )   Ag: 11 (+0 )   Sta: 10 (+0 ) 
   
  Log: 10 (+0 )    Int: 10 (+0 )    Per: 10 (+0 )    App: 10 (+0 )  
  Psyche: 0 
   
   
   
   
  Reputation: +0 (-5) 
   
  Combat Modifier: +1        
   
   
         
  Initiative Modifier: +1  
   
  Resistance Rolls: Fortitude: +2  
  Reflex: +0  
  Will: +0  
  Armor worn: Semi-rigid combat armor, helmet   
  DR: 15/(d) 15       
   
  Ranged weapon: Plaser Carbine 
       Range: 80‘ 
  Damage: 3d8       In: +1   Hit: +1   Dmg: +0   Dr      
  Ranged Weapon: Plaser Pistol 
       Range: 30‘   
  Damage: 3d6       In: +3   Hit: +3   Dmg: +0   Dr      
  Ranged Weapon: Fragmentary Grenade    Range: 24‘ 
  Damage: 4d6 +1    In: +1   Hit: +1  Dmg: +0   Dr      
   
  Primary weapon: Vibroknife 
   
   
  Damage: 2d4       In: +1   Hit: +1   Dmg: +0   Dr:      
   
  Unarmed attack: Punch 
   
   
   
  Damage: 1-2        In: +1   Hit: +1   Dmg: +0   Dr:      
  Unarmed Attack: Kick 
   
   
   
  Damage: 1-3        In: +1   Hit: +1   Dmg: +0   Dr:      
   
  Combat Abilities: On a natural 20 the character gains a free attack against an off balanced opponent at +2 to hit. 
   
   
  Racial Abilities 
   
  +4 Skills at 1st level and 1 bonus skill each level therafter 
   
  Skills: Bluff +1, Climb +1, Computers +1, Drive +1, Gather information +1, Hide +1, Intimidate +1, Listen +1, Move Silently 
  +1, Repair +1, Search +1, Spot +2, Swim +1, Use technology +1, Weapon: Beam, Weapon: Grenade, Weapon Melee, Zero 
  gravity movement +1 
   
  Feats: Expertise (Plaser pistol) 
   
  Languages: Standard 
   
  Move/round: 30‘ 
   
  Equipment carried:  Air filter mask, utility bandoleer (20 macroclips), Standard holster, Duroplas knife sheath, Duroplas 
  identicard, chronocom, polyvox, digital binoculars, Environmentally sealed backpack, field kit (water purifier, waterpack, rations 
  (1 week), fusion lamp, emergency pod, Med pack (Antibody plus 20app, antitox 20app, omnicylin 20 app, stimdose, staydose 5, 
  cast gel 20 app) fire paste (20 app), Armor/weapon maintenance kit, hygiene kit 
   
  Personal Wealth: 2,880cr 
   
  ______________________________________________________________________________ 
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
                 
     
   
   
   
  Section Two:  Game Rules 
   
   
  Basic Task Resolution System 
   
   
  Under most circumstances there are two general formulas used to resolve situations where die rolls are required. The 
  first being 10+ relevant ability level + relevant attribute modifier. This is generally used to determine success when using skills. 
  This formula may also be used to determine a difficulty when no other way has been offered, particularly when opposed checks 
  are called for. The second method is d20 + relevant ability modifier+ relevant attribute modifier. This is generally used to 
  determine if an attack succeeds, or a Resistance roll is made. Below is a list of typical difficulties for performing tasks. 
   
  Very easy 
   
  Dif: 0 
  Easy 
   
   
  Dif: 5 
  Moderate difficulty  
  Dif: 10 
  Routine difficulty  
  Dif: 15 
  Difficult  
   
  Dif: 16-18 
  Very difficult 
   
  Dif: 19-24  
  Incredibly difficult  
  Dif: 25-35 
  Nearly Impossible  
  Dif: 36+ 
   
   
  Under certain circumstances characters can choose to take extra time in performing a skill or in some cases other 
  checks. Characters who are not distressed, or distracted, and have ample opportunity can take ten, as a full round action under 
  most circumstances, or if performing complex tasks taking ten may take between 1-10 minutes. Characters who are under no 
  stress or can fully concentrate on a task uninterrupted for 10 +2d6 minutes can opt to take 20 to perform a task.  
   
  In the case of taking ten, the character may roll his skill check with a +10 bonus to the roll for taking the time to 
  concentrate on the task at hand, to the exclusion of nothing else. Likewise characters who take 20 gain a +20 bonus to the roll if 
  they meet the above criteria. 
   
  Breaking or Bursting through objects 
   
   
  A common use of Strength is to break open doors and burst bonds. Larger and smaller creatures get size bonuses and 
  size penalties on these Strength checks: When a combatant tries to break something use a Strength check to see whether the 
  attempt succeeds. The DC depends more on the construction of the item than on the material. If an item has lost half or more of 
  
   
   
  its Endurance points, the DC to break it drops by 2. 
   
   
  Creature size modifiers 
  Size 
   
  Modifier 
  Fine  
   
  –16 
  Diminutive  
  –12 
  Tiny  
   
  –8 
  Small  
   
  –4 
  Large  
   
  +4 
  Huge  
   
  +8 
  Gargantuan  
  +12 
  Colossal   
  +16. 
   
  DCs to Break or Burst Items 
   
  Strength check to:  
   
  DC 
  Burst rope bonds   
   
  23 
  Bend iron bars  
   
   
  24 
  Burst chain bonds   
   
  26 
   
   
  WALLS 
   
  Wall Type 
   
  Thickness  
  Break DC  
  Endurance Points*     Climb DC 
  Masonry  
   
  1 ft. 
   
  35  
   
  90 EP 
   
        15 
  Superior masonry  
  1 ft. 
   
  35  
   
  90 EP 
   
        20 
  Reinforced masonry 
  1 ft. 
   
  45  
   
  180 EP 
   
        15 
  Hewn stone 
   
  3 ft. 
   
  50  
   
  540 EP 
   
        22 
  Unworked stone 
   
  5 ft. 
   
  65  
   
  900 EP 
   
        20 
  Fusion formed stone 
  1 foot 
   
  65 
   
  900 EP 
   
        24 
  Metal 
   
   
  3 in.  
   
  30  
   
  90 EP 
   
        25 
  Duroplas  
   
  2 in 
   
  35 
   
  150 EP 
   
        30 
  Plasti-steel 
   
  2 in 
   
  35 
   
  200 EP 
   
        30  
  Fusion formed steel  
  2 in 
   
  40 
   
  900 EP 
   
        35 
  Paper 
   
   
  Paper-thin  
  1 
   
  1 EP 
   
        30 
  Wood 
   
   
  6 in.  
   
  20  
   
  60 EP 
   
        21 
   
  DOORS 
   
  Simple wooden 
   
  1 in. 
   
  13 
   
  10 EP 
   
       15 
  Good wooden 
   
  1 ½ in 
   
  18 
   
  15 EP 
   
       16  
  Strong wooden 
   
  2 in.  
   
  23 
   
  20 EP 
   
       25 
  Barred door 
   
  2 in 
   
  25 
   
  30 EP 
   
       26 
   
  Duroplas  
   
  1 ½ in 
   
  30 
   
  30 EP 
   
       30 
  Plasti-steel 
   
  1 ½ in 
   
  35 
   
  40 EP 
   
       30 
  Stone 
   
   
  4 in.  
   
  25 
   
  60 EP 
   
       28 
  Iron 
   
   
  2 in.  
   
  28 
   
  60 EP  
   
       28 
  Portcullis, wooden  
  3 in  
   
  25 
   
  30 EP 
   
       25**  
  Portcullis, iron 
   
  2 in.  
   
  30 
   
  60 EP 
   
       25** 
  Blast door 
   
  12 in 
   
  50 
   
  480 EP 
   
       35 
  Lock 
   
   
  —  
   
   
   
  30 EP 
  Hinge 
   
   
  —  
   
   
   
  30 EP 
   
  *Per 10-ft.-by-10-ft. section. 
  *DC to lift. Use appropriate door figure for breaking. 
   
   
   
   
   
   
  
   
   
  Healing Rates 
   
   
  Characters heal damage without aid at a rate of 1 Endurance Point/level + their Stamina bonus/day unless otherwise 
  stated. If the character is resting however their healing rate is doubled. A resting character cannot be involved in any form of 
  strenuous activity for 8 hours. 
   
  Holding One’s Breath 
   
   
  A character can hold his breath for 1 minute +1 minute/point of Stamina modifier (minimum 1 minute). After this the 
  character makes a Fortitude Resistance roll starting at 10 and raising by one point/round until the character fails this roll in which 
  case he must get air by the end of the round or he starts losing Stamina points at a rate of 2/round. At 0 Stamina the character falls 
  unconscious and in the following round he dies of suffocation. 
   
  Invisibility/Darkness  
   
   
  A character who is invisible or in darkness gains a +10 bonus to his Defensive rating, and can only be spotted on a Spot 
  check with a difficulty of 20, in which case the bonus to their Defensive rating is cut in half. Invisible characters or those in 
  darkness that are attacking negate their opponent‘s Defensive bonus and the attacker gains a +4 bonus to hit the target.  
   
  Jumping 
   
   
  A character with at least a 20‘ running start can attempt a running broad jump of a distance equal to one foot/point that 
  he possesses in Agility. With the same start a character can leap vertically a distance equal to ½ his Strength score in feet. From a 
  standing start a character can broad jump a distance of ½ his Strength in feet, and can high jump a distance equal to 1/3rd the 
  character‘s Strength score in feet. Lastly the character can jump down a distance in feet equal to ½ the character‘s Strength score 
  without taking damage. 
   
  The Jumping Skill revisited 
   
   
  A character possessing the Jumping skill rolls a jumping skill check and if successful add one foot/point scored over 
  the required difficulty to the distance they can jump. The difficulties for jumping are: 
   
  Running broad jump 
   
   
  Dif: 17 
  Standing broad jump 
   
   
  Dif: 18 
  Running High jump 
   
   
  Dif: 17 
  Standing high jump  
   
   
  Dif: 18 
   
   
  If armored increase the difficulty by the armor penalty (treat as if the minus is a positive number added to the difficulty 
  above). Characters who are jumping down may jump an additional foot/skill level.  
   
  Light Sources 
   
   
  Under normal conditions a character cannot see in darkness without some kind of light source, unless they possess 
  some form of night vision (Darkvision, Infravision, low light vision, ultraviolet vision). Below is listed a number of different 
  light sources and the area which they illuminate. 
   
  Light source 
  Type 
   
   
  Range 
   
  Duration 
  Bonfire  
   
  50‘ 
   
  1hour/armload 
  Campfire  
   
  35‘ 
   
  1hour/armload 
  Glow rod  
   
  20‘ 
   
  1seu/5 hours 
  Lantern  
   
  60‘ 
   
  4 hours/pint of oil 
  Candle 
   
   
  5‘ 
   
  ½ hour/inch 
  Torch 
   
   
  15‘ 
   
  ½ an hour 
   
   
  Movement Rates (Jogging/Running) 
   
   
  To determine a character‘s jogging movement rate (also used for charging attacks) double the character‘s standard 
  movement rate. If the character is running they move at 3x their movement rate/turn, but can increase this to 4x their standard 
  move by succeeding on a Fortitude save (DC: 17). 
   
  A character can jog under normal conditions for one round/Stamina point and can double this on a successful Stamina 
  
   
   
  check (DC: 15). The character can run for 2 rounds/point of Stamina bonus (Minimum 2 rounds). Once they stop the character 
  must rest for 5 rounds minus 1 round/ point of Stamina modifier (minimum 1 round). 
   
  Overland Movement 
   
   
  Characters traveling long distances cross-country use overland movement. Overland movement is measured in hours or 
  days. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, 
  it represents 24 hours. 
   
  A character can walk 8 hours in a day of travel without a problem. The character spends the rest of the day making and 
  breaking camp, resting, and eating. If the character walks longer than 8 hours he is considered to be involved in a forced march. 
  For each hour of marching beyond 8 hours, the character makes a Stamina check (DC 10 + 1/extra hour). If the check fails, the 
  character loses a point of Stamina temporarily. A character can't recover this damage until the character halts and rests for at least 
  4 hours. It's possible for a character to march into unconsciousness by pushing himself too hard. 
   
  It should be noted that the terrain which a character travels through affects how much distance the character can cover 
  in an hour or a day. 
   
  Movement and Distance 
   
   
   
   
   
  ------ Base Speed ------- 
   
   
   
  15 ft.  
   
  20 ft.  
   
  30 ft.  
   
  40 ft. 
  One Round (Combat) 
  Walk  
   
   
  15 ft.  
   
  20 ft.  
   
  30 ft.  
   
  40 ft. 
  Jog  
   
   
  30 ft.  
   
  40 ft.  
   
  60 ft.  
   
  80 ft. 
  Run (X3)  
   
  45 ft.  
   
  60 ft.  
   
  90 ft.  
   
  120 ft. 
  Run (X4)  
   
  60 ft.  
   
  80 ft.  
   
  120 ft.  
   
  160 ft. 
   
  One Minute (Urban areas) 
  Walk  
   
   
  150 ft.  
   
  200 ft.  
   
  300 ft.  
   
  400 ft. 
  Jog  
   
   
  300 ft.  
   
  400 ft.  
   
  600 ft.  
   
  800 ft. 
  Run (X3)  
   
  450 ft.  
   
  600 ft.  
   
  900 ft.  
   
  1,200 ft. 
  Run (X4)  
   
  600 ft.  
   
  800 ft.  
   
  1,200 ft.   
  1,600 ft. 
   
  One Hour (Overland) 
  Walk  
   
   
  1 1/2 miles  
  2 miles   
  3 miles   
  4 miles 
  Jog (forced march)  
   3 miles   
  4 miles   
  6 miles   
  8 miles 
   
  One Day (Overland) 
  Walk  
   
   
  12 miles   
  16 miles   
  24 miles   
  32 miles 
   
   
  Terrain and Overland Movement 
   
  Terrain   
   
  Highway  
   
  Road  
   
   
  Trackless 
  Plains  
   
   
  normal 
   
   
  normal 
   
   
  normal 
  Scrub, rough  
   
  normal 
   
   
  normal 
   
   
  ¾ movement rate (x.75) 
  Forest  
   
   
  normal 
   
   
  normal 
   
   
  ½ movement rate 
  Jungle 
   
   
  normal 
   
   
  ¾ movement rate (.75) 
  1/4th movement rate (x.25) 
  Swamp   
   
  normal 
   
   
  ¾ movement rate (.75) 
  ½ movement rate 
  Hills 
   
   
  normal 
   
   
  ¾ movement rate (.75) 
  ½ movement rate 
  Mountains 
   
   ¾ movement rate (.75) 
  ½ movement rate  
  1/4th movement rate (x.25) 
  Sandy desert  
   
  normal 
   
   
  n/a 
   
   
  ½ movement rate 
   
  Mounts and Vehicles 
   
  Mount/Vehicle  
   
   
   
   
  Per Hour  
   
  Per Day 
  Large mount 
   
    
   
   
  6 miles   
   
  48 miles 
  Huge mount  
   
   
   
   
  5 miles   
   
  40 miles 
  Medium mount  
   
   
   
   
  4 miles   
   
  32 miles 
  Medium or large pack animal  
   
   
  3 miles   
   
  24 miles 
  Cart or wagon  
   
   
   
   
  2 miles   
   
  16 miles 
   
  Mount/Vehicle  
   
   
   
   
  Per Hour  
   
  Per Day 
  Raft or barge (poled or towed)*  
   
   
  1/2 mile   
   
  5 miles 
  
   
   
  Keelboat (rowed)*   
   
   
  1 mile  
   
   
  10 miles 
  Rowboat   
   
   
   
  1 1/2 miles  
   
  15 miles 
  Sailing ship (sailed)  
   
   
  2 miles   
   
  48 miles 
  Colossal ship (sailed and rowed) 
   
  2 1/2 miles  
   
  60 miles 
  Gargantuan ship (sailed and rowed) 
   
  3 miles   
   
  72 miles 
  Huge ship (rowed and sailed)  
   
  4 miles   
   
  96 miles 
   
  *Rafts, barges, and keelboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 mph) to 
  the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can float an additional 14 hours, if someone can 
  guide it, so add an additional 42 miles to the daily distance traveled. These vehicles can't be rowed against any significant current, 
  but they can be pulled upstream by draft animals on the shores. 
   
  Reading and Writing 
   
   
  It is assumed that any character with a Logic of 9 or better is able to read and write his native language, unless the 
  player indicates otherwise. A character with a Logic of 16 or greater can read and write any language he is able to speak as 
  determined when the character was first created.  
   
  Speak Language skill 
   
   
  When the character chooses to buy the Speak languages skill he learns a number of languages equal to his Logic 
  modifier (minimum 1) and is able to write these languages if his Logic allows for it. 
   
  Vision and Sighting distance 
   
   
  The table below gives information pertaining to the distance in which a character can spot and eventually identify a 
  man sized being. If the target‘s size category differs from man-sized (medium) merely determine the number of size categories 
  between the target creature and a medium sized being and if the target creature is smaller divide the distance by the size category 
  to determine the actual distance required to spot the target. To determine the distance for larger than man-sized creatures, 
  multiply the size category difference from the distance shown to determine the actual spotting distance. It should be noted that 
  weather affects sighting distances as shown below: 
   
  Visibility Ranges 
   
  Condition 
   
  Movement 
  Spotted         Type 
  Identification 
  Details 
  Clear sky  
   
  1,500 
   
  1,000 
           500  
  100 
   
  10 
  Dense fog, or blizzard 
  10 
   
  10 
           5 
   
  5 
   
  3 
  Light fog or snow  
  500 
   
  200 
           100  
  30 
   
  10 
  Moderate fog 
   
  100 
   
  50 
           25  
  15 
   
  10 
  Light rain, or mist  
  1,000 
   
  500 
           250  
  30 
   
  10 
  Night, full moon 
   
  100 
   
  50 
           30  
  10 
   
  5 
  Night, no moon 
   
  50 
   
  20 
           10  
  5 
   
  3 
  Twilight    
   
  500 
   
  300 
           150  
  30 
   
  10 
   
   
   
   
   
   
   
  
   
   
   
   
   
  Combat  
   
   
  What follows are revised rules for combat in the Frontier. These rules have been designed to cover most options 
  available in combat and to allow characters a wide variety of choices without adding too many additional dice rolls to the combat 
  system. 
   
  The Combat Round 
   
   
  A combat round is as long as it takes for all the characters involved to perform all the actions that they have in that 
  round and generally lasts between 6 seconds and a full minute of game time. In that time characters can take a variety of actions, 
  while it is assumed that the characters are moving around within a 5‘ circle/character, dodging and trying to probe through their 
  opponent‘s defenses but only able to make as many important actions as dictated by the number of potential attacks they can 
  make in a round. A combat round is broken up into stages as follows: 
   
  1) Check for surprise and resolve surprise attacks if surprise is indicated. 
  2) Declarations of any feats that are taken before Initiative, resolve any effects that extend for more than one round 
  3) Roll initiative for all groups or individuals that are taking actions in that round 
  4) All characters with initiative take their actions (attacking, using feats etc.) and all damage rolls and effects are applied to their 
  targets. 
  5) All remaining characters who rolled initiative and lost may now take their actions (attacking, using feats etc.) and all damage 
  rolls and effects are applied to their opponents. 
  6) Any characters who held actions and haven‘t taken them may do so at this point. If no other actions remain a new round begins 
  starting with step 2. 
   
  Surprise 
   
   
  There is always a chance to surprise characters and creatures, both in combat and in other situations. When the chance 
  of Surprise exists the characters involved are allowed to roll a Spot check against a difficulty equal to the opponent‘s Move 
  silently success score if the opponents were moving silently or the difficulty is determined using the following formula: 
   
  10 + Opponent‘s Agility modifier + the Opponent‘s size modifier.  
  
   
   
   
  Size modifiers are determined as follows: 
   
  Tiny 
   
   
   
  +8 to difficulty 
  Small 
   
   
   
  +4 to difficulty 
   
  Medium  
   
   
  no adjustment 
  Large 
   
   
   
  -2 to difficulty 
  Huge 
   
   
   
  -4 to difficulty 
  Gargantuan 
   
   
  -8 to difficulty 
  Colossal  
   
   
  -10 to difficulty 
   
   
  If surprise occurs the characters who have surprise are able to make an Attack of opportunity against the surprised 
  opponents as if they were defenseless (Defensive rating without Agility based defensive modifier). This attack does not count 
  against the number of Attacks of opportunity or regular attacks that the character can make in a combat round. In addition to this 
  when initiative is rolled the surprised characters lose their Initiative modifier for that round. Certain characters or creatures are 
  very hard to surprise and in their descriptions are rules that cover the effects if any of surprise on them. 
   
  Initiative Options 
   
   
  When rolling initiative with a group of characters as opposed to rolling singly for each character, one person may roll 
  1d20 and each member of the group adds his Initiative modifier to this number to determine the order that the characters move in. 
  This option is useful when the party has ahead of time discussed a coordinated attack, or if the group has been adventuring 
  together for an extended period as the characters start working together like a well-oiled machine. As an option the group may 
  roll once using the highest initiative in the group but in so doing they are all bound by that result. 
   
  Actions in a Round 
   
   
  A character has a number of actions in a round equal to the number of attacks he can make in that round. Whenever the 
  character takes an action to perform some task he gives up the highest attack bonus he has regardless of when the action takes 
  place. So a character with a bonus of +6/+3 has two attacks he can make in a combat round, or can take two actions. If the 
  character were to choose to make an attack and inject himself with a stimdose in that round he would lose the +6 bonus to hit for 
  injecting himself and the character‘s attack would be made at +3 regardless of whether the character had chosen to attack before 
  using the stimdose or not. 
   
  It must be noted that certain creatures have special abilities, and may use only one in a round, but the ability is treated 
  as a single action, not a full round action.  
   
  As an option, characters that have a single attack in a round may still make an attack and take a non-combat action if he 
  cuts his attack bonus in half. In this case any result that would be a fraction is treated as if the character‘s attack bonus was -1 
  instead. 
   
  Holding Actions 
   
   
  A character can designate during the declaration phase that they are holding a number of actions in a round. The 
  character then rolls initiative but must reduce his Initiative modifier by 1/2. When the character‘s turn comes he may only take as 
  many actions as the character has remaining, but at any point in the round after his turn the character may declare that he is taking 
  an action up to the number of actions he has held, even before someone takes an action during their turn.  
   
  Movement in a round 
   
   
  A character can move up to his movement rate in a round without losing an action. If the character chooses to however 
  he can give up moving that round and in this case, he gains a free non-combat action. Non-combat actions allow the character to 
  do such things as drop or pick up an item, switch weapons, check on a fallen ally, or even use a stimdose (these actions may take 
  up an action under normal circumstances). A character who gives up his movement for a round still can move around in a 5‘ 
  circle, but cannot move beyond that. A character who chooses to jog (2x movement rate), or Run (3x movement rate), or decides 
  to make a charge attack must spend a combat action to do so.  
   
  Making an Attack 
   
   
  A character who makes an attack, rolls 1d20 + his attack modifier + any circumstance modifiers against a difficulty 
  equal to his opponent‘s Defensive rating, or 10 + the size of an object in the case that he is targeting an item. If his roll is equal to 
  or greater than the difficulty his attack succeeds. Below are typical modifiers for combat: 
   
   
  
   
   
   
  Situation  
   
   
   
  Modifier 
  Attacker is: 
   
  Dazzled  
   
   
  -1 
   
  Entangled 
   
   
  -2 
   
  Flanking defender  
   
  +2  
   
  Invisible  
   
   
  +4 
   
  On higher ground  
   
  +2 
   
  Prone 
   
   
   
  -4 (melee)/-2 (ranged) 
   
  Shaken or frightened 
   
  -2 
   
  Squeezing through a space 
   
  -4 
   
  Defender is: 
   
  Behind cover 
   
   
  -2 soft cover/ -4 hard cover 
   
  Blinded  
   
   
  +4 
   
  Concealed 
   
   
  -2 (partial)/-4 (full concealment) 
   
  Invisible  
   
   
  +10 to DR 
   
  Cowering  
   
   
  +2  
   
  Entangled 
   
   
  +2 
   
  Grappling other target 
   
  +2 
   
  Helpless  
   
   
  +10  
   
  Kneeling or sitting  
   
  -2 
   
  Pinned 
   
   
   
  +4 
   
  Prone 
   
   
   
  +4 
   
  Squeezing through space 
   
  +4 
   
  Stunned  
   
   
  +2  
   
  Objects size: 
   
  Tiny 
   
   
   
  +8 to difficulty 
   
  Small 
   
   
   
  +4 to difficulty 
   
   
  Medium  
   
   
  no adjustment 
   
  Large 
   
   
   
  -2 to difficulty 
   
  Huge 
   
   
   
  -4 to difficulty 
   
  Gargantuan 
   
   
  -8 to difficulty 
   
  Colossal  
   
   
  -10 to difficulty 
   
   
  Combat Advancement 
   
   
  As characters advance in level they receive a Combat bonus. This modifier is not automatically applied to their bonus 
  to hit, but instead the point or points gained can be applied to any of the following areas of combat as the player sees fit: 
  Initiative, Attack bonus, Damage, or Defensive rating. This change reflects the fact that not every character advances in combat 
  skill the same way, or are trained to fight the same way.  
   
  It must be noted that when the combat modifier becomes 6 the player must decide to either keep the modifier as it 
  stands, or may choose to take another attack in the round. At first it may seem advantageous to take another action but if the 
  character chooses this option the character's primary bonus remains 6 and he gains a second attack at +0 and may add bonuses to 
  that second attack as he raises in level, but only when the second bonus increases to +3 can the character add bonuses to his 
  principle attack again. This process is repeated when the character‘s second attack bonus increases to +6 allowing for the 
  character to gain 3 attacks in a round and so on.  
   
  Characters who do not take advantage of the opportunity to gain multiple attacks when their Attack bonus becomes +6 
  must wait until their primary Attack bonus becomes +12 in which case they automatically gain a second attack at +0, and only 
  when this second attack bonus becomes +3 can they again add points to their principle attack. When their secondary bonus 
  reaches +12 they automatically gain a third attack at +0 and the process repeats. Below are listed the total combat modifiers 
  possessed by a character at each level listed by the character class: 
   
  Hero  
  Bonuses  
   
   
  Creature  
  Modifiers 
  Level 
  Modifier  
   
   
  End Level 
  Bonus 
  01 
  +2 
   
   
   
  up to 1 
   
  +2 
  02 
  +2 
   
   
   
  1+ to 2 
   
  +3 
  03 
  +2 
   
   
   
  2+ to 3 
   
  +4 
  04 
  +2 
   
   
   
  3+ to 4 
   
  +5 
  05 
  +2 
   
   
   
  4+ to 5 
   
  +6 
  
   
   
  06 
  +2 
   
   
   
  5+ to 6 
   
  +8 
  07 
  +2 
   
   
   
  6+ to 7 
   
  +10 
  08 
  +2 
   
   
   
  7+ to 8 
   
  +12 
  09 
  +2 
   
   
   
  8+ to 9 
   
  +14 
  10 
  +2 
   
   
   
  9+ to 10  
  +16 
  11 
  +2 
   
   
   
  10+ to 11  
  +18 
  12 
  +2 
   
   
   
  11+ to 12  
  +20 
  13 
  +2 
   
   
   
  12+ to 13  
  +22 
  14 
  +2 
   
   
   
  13+ to 14  
  +24 
  15 
  +2 
   
   
   
  14+ to 15  
  +26 
  16 
  +1 
   
   
   
  15+ to 16  
  +28 
  17 
  +1 
   
   
   
  16+ to 17  
  +30 
  18 
  +1 
   
   
   
  17+ to 18  
  +32 
  19 
  +1 
   
   
   
  18+ to 19  
  +34 
  20  
  +1 
   
   
   
  19+ to 20  
  +36 
   
   
   
  Critical Hits/Critical Fumbles 
   
  Critical hits: A roll to hit of 20, unmodified by Strength or other additions is a critical strike. A critical strike will hit any 
  creature regardless of its Defensive rating unless the creature is not tangible, requires special weapons to hit it, or its type makes 
  it immune to critical hits. A critical hit is treated as an automatic called shot as determined by the character. In addition the player 
  is allowed to make an attack of opportunity against his opponent who loses its Agility based defensive bonus for the attack.  
   
  Critical fumbles: If the attacker has the misfortune of rolling a one in combat the character is thrown off balance by his attack 
  which allows his opponent to make an Attack of opportunity against the character‘s defenseless Defensive rating (Defensive 
  Rating  minus his Agility based defensive bonus). 
   
   
  In both cases the Attack of opportunity does not count against the number of Attacks of opportunity that the attacker is 
  allowed in a round, and the benefits only apply to the attacker. 
   
  Combat Options 
   
   
  The following are options that are allowed to characters in combat. These options are available to all characters unless 
  otherwise stated, and add more variation then just roll to hit, do damage that most combat devolves into. 
   
  Attacking Structures/Items 
   
   
  Whenever a character makes an attack on a structure or item the character typically does not need to roll to hit unless he 
  is targeting a specific part of the item or he is attacking an item being held by a character. In case of attacking a specific part of an 
  item the Difficulty (DR) of the part is 10+ the Item‘s size modifier found on the table below: 
   
  Tiny 
   
   
   
  +8 to difficulty 
  Small 
   
   
   
  +4 to difficulty 
   
  Medium  
   
   
  no adjustment 
  Large 
   
   
   
  -2 to difficulty 
  Huge 
   
   
   
  -4 to difficulty 
  Gargantuan 
   
   
  -8 to difficulty 
  Colossal  
   
   
  -10 to difficulty 
   
   
  If the item is being held by someone a called shot is required against a Defensive rating equal to 10 +the holding 
  character‘s Agility based defensive modifier + the items size modifier. If the attack succeeds damage is ½ normal damage. The 
  character holding the object takes ½ damage from the attack as well unless he manages a Reflex save (DC 10+ the attacker‘s 
  level) 
   
  Attacks of opportunity 
   
   
  Sometimes a combatant in a melee lets his guard down. In this case, combatants near him can take advantage of the 
  combatant‘s lapse in defense to attack him for free. These free attacks are called Attacks of opportunity. An attack of opportunity 
  is a single melee attack, and unless otherwise stated a character can only make one per round. Characters do not have to make an 
  attack of opportunity if the character does not want to. 
   
  Characters make attacks of opportunity, at their highest attack bonus even if they‘ve already attacked in the round. An 
  
   
   
  attack of opportunity ―interrupts‖ the normal flow of actions in the round. If an attack of opportunity is provoked, immediately 
  resolve the attack of opportunity, then continue with the next character‘s turn (or complete the current turn, if the attack of 
  opportunity was provoked in the midst of a character‘s turn). 
   
  Combat reflexes and additional Attacks of opportunity: If the character has the Combat reflexes feat the character adds his 
  Agility modifier to the number of attacks of opportunity he can make in a round. This feat does not let the character make more 
  than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from the character in 
  question , the attacker can make two separate Attacks of opportunity (since each one represents a different opportunity).  
   
  Bullrush  
   
   
   
  A character can charge forward and slam his opponent with his shoulder, driving them back 5'/point of Strength 
  modifier that the character has. The attacker suffers an attack of opportunity when using this maneuver as he closes in, and then 
  rolls to hit against the victim. If he succeeds the victim must roll a Reflex save with a difficulty equal to the attacker‘s Strength 
  score or they are knocked prone. A prone character loses their Agility based defensive bonus and allowing for attacks of 
  opportunity against them. It takes one action to get back up, and allows for attacks of opportunity while the character gets up.  
   
  Called Shots 
   
   
  In combat, called shots can often turn the tide of battle. Below is information developed to cover some of the most 
  common ways that a called shot can be used in combat. In the event of special damage to the victim of a called shot, the victim is 
  allowed to make a Fortitude save against a difficulty of 10 + the damage inflicted. If the roll is made the victim suffers the effects 
  of the called shot but the effects are temporary. If not stated in the description temporary effects last one day/point of damage 
  inflicted on the character. 
   
  It must be noted that any ability damage that brings an attribute down to zero causes the character to fall unconscious 
  for a number of rounds equal to ½ the damage of the attack with the exception of Stamina damage. A character who suffers 
  temporary Stamina damage that brings his Stamina to zero falls unconscious, but in the permanent form, the character brought 
  down to zero Stamina is killed. Called shots are made at -4 to hit except called shots to small or hard to hit targets (like a 
  character‘s eye or nose) that are made at -6 to hit. 
   
  Special Called Shots 
   
  Ears: (-6 to hit) A victim of this attack loses one point of Agility and suffers a -2 to his Spot checks to avoid surprise. Also for 1-
  4 days in either the temporary or permanent versions the character suffers a -2 to hit in combat. It should be noted that deaf 
  characters are immune to audile effects.  
   
  Eyes: (-6 to hit): This called shot blinds the opponent in that eye reducing the character‘s chance to hit in combat by  
  -2. Opponents on the characters blind side though are hit at -4 and if the victim is completely blinded, either the result of losing 
  the use of both eyes or due to the ―Blinding Strike‖ feat their opponents gain a +10 bonus to their Defensive rating against the 
  blind character only. It should be noted that opponents who target a character who‘s been blinded on his blind side gain a +4 
  bonus to their attack rolls against him. 
   
  Nose: (-6 to hit) Attacks to a character‘s nose cause a victim to lose one point of Stamina and for 1-2 hours they suffer a -2 to all 
  Ability checks, Attack rolls, and Skill checks and lose their Defensive bonus due to the pain.  
   
  Neck: (-6 to hit): A successful called shot causes a character to potentially die from suffocation and blood loss. The character 
  loses 1 Stamina point/round and in the temporary form this lasts for 1 round/2 points of damage inflicted by the attack. In the 
  permanent form, the character will bleed to death, unless he receives medical attention from a character with the Heal skill. The 
  healing character must succeed on a skill check with a difficulty of 10+ the damage that the character took on the attack that 
  caused the wound to stop the character‘s blood loss.  
   
  A character with the first aid skill can roll a skill check with a DC of 10 +1/point of damage taken by the victim from 
  the attack that caused the wound and if this succeeds he cannot stop the bleeding, but slows it down so that only one point of 
  Stamina is lost every 2 rounds.    
   
  In either the temporary or permanent forms of this attack, a the victim‘s Ability checks, Attack rolls, and Skill checks 
  suffer a -1/round for 1-4 rounds  
   
  Chest: (-4 to hit) A successful called shot causes a character to potentially die from blood loss. The character loses 1 Stamina 
  point/round and in the temporary form this lasts for 1 round/2 points of damage inflicted by the attack. In the permanent form, the 
  character will bleed to death, unless he receives medical attention from a character with the Heal skill. The healing character must 
  succeed on a skill check with a difficulty of 10+ the damage that the character took on the attack that caused the wound to stop 
  the character‘s blood loss.  
   
  A character with the first aid skill can roll a skill check with a DC of 10 +1/point of damage taken by the victim from 
  
   
   
  the attack that caused the wound and if this succeeds he cannot stop the bleeding, but slows it down so that only one point of 
  Stamina is lost every 2 rounds.    
   
  In either the temporary or permanent forms of this attack, a the victim‘s Ability checks, Attack rolls, and Skill checks 
  suffer a -1/round for 1-4 rounds  
   
  Midsection: (-4 to hit) A successful called shot causes a character to potentially die from blood loss. The character loses 1 
  Stamina point/round and in the temporary form this lasts for 1 round/2 points of damage inflicted by the attack. In the permanent 
  form, the character will bleed to death, unless he receives medical attention from a character with the Heal skill. The healing 
  character must succeed on a skill check with a difficulty of 10+ the damage that the character took on the attack that caused the 
  wound to stop the character‘s blood loss.  
   
  A character with the first aid skill can roll a skill check with a DC of 10 +1/point of damage taken by the victim from 
  the attack that caused the wound and if this succeeds he cannot stop the bleeding, but slows it down so that only one point of 
  Stamina is lost every 2 rounds.    
   
  In either the temporary or permanent forms of this attack, a the victim‘s Ability checks, Attack rolls, and Skill checks 
  suffer a -1/round for 1-4 rounds  
   
  Upper arms: (-4 to hit) A called shot to a victim‘s upper arm causes him to suffer a -2 to his Strength checks and Strength related 
  skill checks for 1 round/point of damage they suffered and in addition the character suffers a -1 to their attack rolls when using 
  that limb. Multiple called shots cause these losses to stack. 
   
  Legs: (-4 to hit) A called shot to a victim‘s legs cause the character to suffer a -2 to his Agility checks and Agility related skill 
  checks lasting 1 round/point of damage they suffered and in addition the character must make a Reflex save (Dif 10 + the damage 
  taken) any time his leg is struck or the character falls prone.  
   
  Charging 
   
   
  A character making a charge attack moves at double his movement rate/round and once they close into attack range the 
  weapons used determine who strikes first. Ranged weapons will fire before the attackers close into striking distance, followed by 
  long hafted weapons (large sized weapons) and then smaller weapons.  
   
  A charging character loses his Agility based defensive bonus for the charge but gains a +2 bonus to hit. If he 
  successfully hits the character causes an additional die of weapon damage before adding his modifiers due to strength or skill.  
   
  Character who set a weapon against a charge likewise lose their Agility based defensive bonus for the charge, but gain 
  a +2 bonus to hit. If he successfully hits his target the defender causes an additional die of damage before adding his modifiers 
  due to strength or skill.  
   
  Disarm  
   
   
   
  A character can attempt to disarm an opponent which costs one action and requires that the character make a called shot 
  (-4 to hit) against a Defensive rating of 10 + the opponent's level + the opponent's Agility based Defensive bonus. If this attack 
  succeeds the opponent must roll a Reflex save with a difficulty of 10 + the attacker‘s level. If the defender fails his Reflex save 
  whatever he was holding is sent 5' in a random direction.  
   
  Fighting with two weapons 
   
   
  A character who does not have a Feat allowing him to fight with two weapons may still fight with two weapons so long 
  as the weapon in the off-hand is no longer than a dagger. A character may make an attack with the off-hand weapon at any point 
  in the round by dividing the attack bonus for that strike between the two strikes but suffers an additional -2 to hit with the off-
  hand weapon. Ambidexterity negates this additional penalty.   
   
  Fleeing Combat 
   
   
  Characters can retreat from combat in two ways. The character can retreat from combat, moving at ½ his movement 
  rate, in which case he retains his Agility based defensive bonus, or the character can flee. If the character chooses to flee, any 
  character in attack range (5‘ with a melee weapon, or 30‘ with a ranged or thrown weapon) can make an immediate Attack of 
  opportunity against the fleeing character who loses his agility based defensive bonus for the attack. This Attack of opportunity 
  counts against the number of Attacks of opportunity that the attacking character can make in that combat round, but the attacker 
  gains a +4 to hit the fleeing character. 
   
  Non-Proficiency Penalties 
   
   
  Characters who do not have the skill to use a particular weapon may still use a weapon that they are not skilled in its 
  use, but they suffer a -4 penalty to their Attack rolls because they lack the skill to use that weapon. 
  
   
   
  Parrying 
   
   
  A character can by spending one action in a round, parry incoming attacks. If the character does this he gains a +1 
  bonus to his Defensive rating +1 per 4 levels he has. If the character is an Enforcer however the bonus is +1 and per 3 levels that 
  the character has he gains an additional +1.  
   
  Ranged Attacks of Opportunity 
   
   
  A character can utilize a ranged weapon to take an Attack of opportunity on any character so long as the character is 
  within 30‘ of the attacker. This includes attacks made by the character against opponents who are fleeing combat.  
   
  Suppressive Fire 
   
  Any personal weapon that has semi-automatic or full automatic mode can be used to produce covering or suppressive fire. The 
  character using this ability forgoes all his actions in a round, but anything that comes within the first range increment of the 
  weapon must make a Reflex save (DC equal to 10 + the attacker‘s level) or they take damage equal to the standard damage for 
  the weapon. 
   
  Trip  
   
   
   
   
  A character must expend one action to perform this attack. He rolls a called shot against the victim and if he succeeds 
  the victim must roll a Reflex save with a difficulty equal to 10 + the attacker‘s Agility modifier + the attacker‘s Strength modifier 
  or they are knocked prone. A prone character loses his Defensive bonus and allowing for Attacks of opportunity against them. It 
  takes one action to get back up, and allows for Attacks of opportunity while the character gets up. 
   
   
   
   
   
   
   
   
  
   
   
   
  Unarmed Combat 
   
   
  There are three types of unarmed combat Brawling, Grappling, and Wrestling. All characters can brawl or wrestle 
  without needing to learn any special skills though experts in hand to hand combat or wrestling would be treated as possessing 
  Brawling, Grappling or Wrestling Expertise or Specialization feats. The forms of unarmed combat are detailed below: 
   
   
  Brawling 
   
   
  All characters are able to fight bare handed. The character simply attempts to hit his opponent using his normal chance 
  to hit. If he succeeds follow the rules below: 
   
  Damage: Attacks made in bare fist combat depend on the size of the attacker. The table below shows the damage for punching 
  and kicking dependent on the size of the opponent. This damage is modified by the character‘s Strength modifier unless the 
  character states that he is pulling his punches in which case the character does not apply his Strength modifier. This damage can 
  be even be negated by weak creatures in which case the creature may hit, but the damage he does is negligible. Damage is as 
  follows: 
   
  Creature  
   
   
  Damage* 
  Size 
   
   
  Punch 
   
  Kick 
  up to Tiny 
   
  0pts 
   
  1pt 
  Small 
   
   
  1pt 
   
  1-2 
  Medium  
   
  1-2 
   
  1-3 
  Large 
   
   
  1-3 
   
  1-4 
  Huge 
   
   
  1-4 
   
  1-6 
  Gargantuan 
   
  1-6 
   
  1-8 
  Colossal  
   
  1-8 
   
  1-10 
   
  * Using metal gauntlets or hard soled boots adds one point of damage. 
     
   
  If used to subdue a character a successful attack (punch or kick) does no damage but requires a Fortitude save (DC 
  equal to the opponent‘s Strength) or the victim loses one point of temporary Stamina. If his Stamina reaches 0 he falls 
  unconscious for 1 round + the attacker‘s Strength modifier (Minimum 1 round). Attacking an unconscious character requires that 
  the victim continue to make Fortitude saves/attack with a difficulty as above. If he fails a save the character dies.  
   
  Armed Opponents: An opponent who is armed or attacking a creature that has a natural attack mode suffers an Attack of 
  opportunity by the opponent when he attempts to close in on the target. Once in striking range he may not suffer Attacks of 
  opportunity for closing in unless he moves back more than 5‘. 
   
  Armored opponents: A character who is attacking an armored opponent wearing medium or heavy armor, or attacking a creature 
  who has a natural Defensive rating of 13 or better due to scales, bony plating, etc., only causes his Strength modifier in damage 
  and unless he uses a called shot to hit exposed areas the attacker takes 1 point of damage each time he strikes the armored foe. 
   
  Critical strikes: If a character strikes an opponent with a modified 20 or more he may choose one of the following special effects. 
  Note that these are modified 20 rolls, not perfect 20 rolls which have effects that differ from those detailed below: 
   
  Knockout blow: If the attacker succeeds on a strike with a modified roll of 20 he forces the victim to roll a Fortitude save to avoid 
  being knocked unconscious. The difficulty of this roll is the attacker‘s Strength score, and if this save is failed the victim is 
  knocked unconscious for one round + the attacker‘s Strength modifier if positive. An unconscious character‘s Stamina drops 
  immediately to 0. Attacking an unconscious character requires that the victim make Fortitude saves against a difficulty as 
  detailed above and if he fails his save the character dies.  
   
  Stunning strike: If the attacker succeeds on a strike with a modified roll of 20 he forces the victim to roll a Fortitude save to avoid 
  being stunned. The difficulty of this roll is equal to the attacker‘s Strength score, and if this save is failed the stunned character 
  loses his Agility based defensive bonus for the remainder of the round and loses his Initiative modifier for the following round.  
   
  Grappling 
   
   
  A character who attempts to grab an opponent in combat is subject to an Attack of opportunity if the opponent is 
  armed, but if he is unarmed the character may attempt the grapple without fear of being attacked before he can move in for the 
  attack. The character makes a standard attack roll against the target who is treated as DR 10+ his Agility based defensive bonus 
  
   
   
  +1 if he is wearing medium armor, or +2 if he is wearing heavy armor.  
   
  If the attack succeeds the victim is held. The victim may attempt to break free by expending an action and rolling a 
  Strength check against a difficulty equal to his opponent‘s Strength score. If the victim of a grapple succeeds he is free. If the 
  character who is holding the victim still has actions he may cause his strength bonus in damage (minimum 1pt) for each action he 
  expends. 
   
  If the victim has not been let go or hasn‘t freed himself, before initiative is rolled the two opponents roll a Strength 
  check against a difficulty equal to their opponent‘s Strength score and if the defender scores higher than the attacker he frees 
  himself, otherwise the attacker may continue to hold him and cause damage to him as stated above.  
   
  For every three consecutive rounds that a character is held the victim suffers a point of temporary Strength loss, and if 
  he loses 3 points of Strength The attacker may force him to roll a Resistance roll or suffer one of the following effects: 
   
  Will save (Difficulty equal to the Strength of his opponent) or surrender.  
  Fortitude save (DC equals the opponent‘s Strength) or lose 1 point of temporary Stamina. 
   
   
  A character can pin a victim‘s limb by making a called shot at -4 to hit and if he succeeds the victim cannot use that 
  limb. The procedure for freeing himself and for the character doing damage to the limb are the same as if he had grabbed hold of 
  his opponent, but no Strength loss is caused for maintaining a hold on a limb.  
   
   
  Wrestling 
   
   
  Wrestling differs from most forms of combat.  In wrestling while initiative is still required both the attacker and 
  defender make opposed attack rolls using their opponent‘s Strength score as a difficulty (with a bonus or penalty depending on 
  the type of armor he is wearing as detailed below). The character who wins initiative determines what attack he is attempting.  
   
  The term Defender in wrestling refers to the character who loses the initiative roll, but if he becomes the aggressor by 
  turning an attack back on the attacker, the former attacker becomes the Defender. 
   
  The Defender‘s attack roll enables him to counter the attack, break free of the attack, or turn it back on the attacker. It 
  should be noted that armor benefits the Defender‘s Difficulty (Strength + weight bonus) due to its weight and heavy armors 
  penalize attack rolls because they hamper movement as shown below: 
   
  Armor   
   
  Defender’s 
   
  Attack  
  type 
   
   
  Bonus 
   
   
  Penalty/Bonus 
  Light 
   
   
  +0 
   
   
  +2 
  Medium  
   
  +1 
   
   
  +0 
  Heavy 
   
   
  +2 
   
   
  -4 
   
   
  Each opposed roll takes up one action for both the Attacker and Defender and any character who still has actions after 
  their opponent has used up all his actions may attack the attacker unopposed in which case the difficulty of the wrestling roll is 
  equal to 10 + the Defender‗s agility based Defensive bonus + his armor modifier as shown above.  
   
  To determine who wins in a wrestling contest each opponent makes an attack roll as detailed above and if the Defender 
  scores higher than his opponent he counters the attack, thus negating it. If however his success rate is 5 points or more greater 
  than the attacker‘s roll he may choose to break free of the hold, or reverse the move, thus doing to the attacker what he had 
  intended to do to him. 
   
  The following are typical wrestling maneuvers: 
   
  Head lock/choke hold: If the attacker succeeds in this attack he causes the victim to lose 1 temporary Stamina point and the 
  Defender‘s attack rolls suffer a -1 for the remainder of the round  An attacker who still has actions in a combat round can apply 
  pressure to the hold by expending an action, that forces the Defender to either expend an action to counter or reverse it, or if the 
  Defender does not have any remaining actions, he must roll a Fortitude save to avoid losing an additional Temporary Stamina 
  point and suffering an additional -1 penalty to his attack rolls.  
   
  This is a sustained hold which means that before initiative is rolled in the following round if the Defender was unable 
  to counter the hold another opposed attack roll is made using up another action for both the Attacker and Defender who is still 
  penalized for being held, and if the attacker succeeds he maintains the hold otherwise the hold is broken.  
   
  After 3 consecutive rounds if the hold is maintained, the victim must make a Fortitude save with a difficulty equal to 
  the Strength of the attacker or they are knocked unconscious. If the save is made another 3 consecutive rounds must pass before 
  another roll is made to avoid unconsciousness. In either case if the victim‘s Stamina drops to 0 they fall unconscious.  
   
  Holds: A wrestler may attempt to try to pin a victim‘s limb. If the attack succeeds and the attacker had targeted the victim‘s upper 
  arm the Defender suffers a -2 to his Strength rolls and Strength related skill checks for the remainder of the round, and suffers a -
  1 to his attack rolls.  
   
  If the limb being targeted was a leg, the victim suffers a -2 to his Agility rolls and Agility related skill checks for the 
  
   
   
  remainder of the round, and they may only hobble at ½ speed while the effect lasts. In addition the Defender must make a Reflex 
  save (DC equals the opponent‘s Strength score) any time his leg is struck or the character falls prone while the effect lasts. 
   
  An attacker who still has actions in a round may apply pressure to the hold, which forces the defender to expend an 
  action to counter or possibly reverse the hold. If the attacker succeeds he causes the victim to suffer an additional -2 to the 
  Defender‘s Agility rolls and agility related skill checks. If the victim does not have any more actions He must an Reflex 
  resistance roll to avoid falling prone. 
   
  A prone character loses his Defensive bonus, and suffers Attacks of opportunity against him. Getting up from a prone 
  position in wrestling requires that the prone character and his opponent expend an action, and both roll a wrestling check, but if 
  the defender succeeds he gets back to his feet, and only if he succeeds by 5 or more points can he either break free of the hold or 
  reverse it.   
   
  This hold can be maintained for more than one round. To do this the hold must have been maintained, before initiative 
  is rolled another opposed attack roll is made using up another action for both the Attacker and Defender who is still penalized for 
  being held, and if the attacker succeeds he maintains the hold otherwise the hold is broken.  
   
  Paralyzing a limb:  A wrestler may choose to stun a victim‘s limb. In this case if the Attacker succeeds on his attack the 
  opponent must roll a Fortitude save with a difficulty equal to the opponent‘s Strength and if they fail this roll and an upper arm 
  was chosen, the attack causes the Defender to suffer a -2 to his Strength rolls and Strength related skill checks for the remainder 
  of the round +1 round/point of Strength modifier of the Attacker (minimum of 1 round). In addition the Defender suffers a -1 to 
  his attack rolls. 
   
  If the limb targeted was a leg, the victim suffers a -2 to their Agility rolls  and Agility related skill checks for the 
  remainder of the round +1 round/point of Strength modifier of the attacker (minimum of one round), and they may only hobble at 
  ½ speed while the effect lasts. In addition the character must make a Reflex save (DC 14) any time his leg is struck or the 
  character falls prone while the effect lasts. Note that while this is an opposed attack, it can only be countered by the Defender not 
  reversed. Multiple uses of this attack form stack, and if the Defender‘s Agility drops to zero he falls prone and cannot move until 
  his Agility raises back to a positive number.  
   
  Take down: An attacker who succeeds in this maneuver is able to knock his opponent prone. As above both the attacker and the 
  Defender expend an action, and roll an attack roll using their opponent‘s Strength score as a difficulty, but if the attacker 
  succeeds he forces his opponent to make a Reflex save with a difficulty equal to his Strength score, and if this fails the Defender 
  is knocked prone.    
   
  A prone character loses his defensive bonus and unless the hold is not held it takes one action to get back up, and 
  allows for attacks of opportunity while the character gets up. If the attacker maintains the hold, the defender can attempt to get up 
  from a prone position by both the prone character and his opponent expend an action, and both roll a wrestling check. If the 
  Defender succeeds he gets back to his feet, and only if he succeeds by 5 or more points can he either break free of the hold or 
  reverse it.   
   
  This hold can be maintained for more than one round. To do this the hold must have been maintained, before initiative 
  is rolled another opposed attack roll is made using up another action for both the Attacker and Defender who is still penalized for 
  being held, and if the attacker succeeds he maintains the hold otherwise the hold is broken.  
   
   
  Effects of unarmed combat: Damage from unarmed combat is not normally fatal. After one hour all damage taken from this 
  type of combat disappears except for 1-4 points of damage which is standard damage. Temporary Ability score loses from 
  unarmed combat return at a rate of one point/hour, though if the character is resting the character regains doubles the number of 
  Attribute points he regains/ hour.  
   
   
  Subdual Combat 
   
   
  A special form of combat exists which is used to cause a target to succumb to a character by being bludgeoned until 
  they can take no more. To subdue a target the attackers use the hafts, hilts or flats of their weapons and though they make normal 
  attack rolls instead of doing damage each successful attack reduces a victim‘s Stamina by one point. Every time the victim loses 
  3 Stamina points they must make a Will save with a difficulty of 15 + the highest Strength modifier of the attackers and if they 
  fail this roll they surrender. Otherwise if their Temporary Stamina reaches 1 they surrender. Subdual damage is regained at one 
  point/hour. 
   
   
   
   
   
   
   
   
  
   
   
  Damage Effects 
   
   
  These are special effects that involve damage, for the most part in combat though falling damage effects is listed here 
  because it involves broken bones, and rules covering this are listed below: 
   
  Broken Bones 
   
   
  A character can suffer a broken limb if a blunt weapon strikes him on an unmodified 20 and the weapon causes its 
  maximum damage (before applying Strength and skill bonuses). If these conditions are met the victim must roll a Fortitude save 
  with a difficulty equal to 10+ the total damage inflicted by the weapon. If the save is failed but within 5 points of the save the 
  bone is sprained, but any other failure results in a broken bone.  
   
  A broken bone causes a -2 penalty to Agility, and Strength checks. If the break was a leg the character may move at ½ 
  their movement rate and if they make a Strength check (DC: 15) they may hobble at their normal movement rate for 1 round/3 
  points of Stamina but suffer a -1 temporary Stamina point for the attempt. In addition whenever they are struck in combat on that 
  limb they must make a Reflex save (DC 15) or the character falls prone.  
   
  A Sprain causes a -1 penalty to Agility, and Strength checks. If the sprain was a leg the character may move at ½ their 
  movement rate and if they make a Strength check (Dif 10) they may hobble at their normal movement rate for 1 round/3 points of 
  Stamina but suffer a -1 temporary Stamina point for the attempt. In addition whenever they are struck in combat on that limb they 
  must make a Reflex save (Dif 10) or the character falls prone.  
   
  A sprain is healed after one week, while a break requires a Stamina check made after 24 days modified by the 
  character‘s Stamina modifier (-1 day per point of Stamina bonus or add 1 day/point of Stamina penalty). The difficulty of this roll 
  is 20 minus the character‘s Stamina modifier. If the check is not made the character can attempt another check every day 
  thereafter until the wound heals.  
   
  Falls and Breaks 
   
   
  A character that falls a distance greater than his Stamina score in feet must roll a Fortitude save with a difficulty equal 
  to the distance fallen. If this roll fails in addition to any falling damage they take they suffer a broken bone for any fall up to 20‘ + 
  an additional break for every 10 feet thereafter. 
   
  Massive Damage 
   
   
  If a character sustains 50 points of damage or more as the result of a single attack and the character isn't killed outright, 
  the character must make a Fortitude save (DC 15). If this Resistance roll fails, the character dies regardless of his current 
  Endurance points. 
   
  Severing 
   
   
  The following special maneuver can only be made in combat with a cleaving weapon. To successfully sever a victim‘s 
  limb or decapitate the victim the character must score an unmodified 20, and the weapon must score its maximum damage before 
  any modifiers for Strength and Combat skill are applied. If these conditions are met the victim must roll a Fortitude save with a 
  difficulty equal to 10+ the total damage inflicted by the weapon. If the save is failed and the limb being targeted was not the 
  victim‘s head it loses 2 Endurance points/level permanently. A decapitated character is dead unless they possess more than one 
  head in which case it‘s treated as if a limb was severed as long as at least one head remains. 
   
  Scars 
   
   
  Any edged weapon that causes its maximum damage before any adjustments due to Strength or Skill will cause a 
  permanent scar, as will such things as taking full damage from acid, or fire. A called shot can also be declared to be used to make 
  a permanent scar on the target and in this case the weapon does not need to cause maximum damage. A character who receives 5 
  scars loses an Appearance point, and for every 3 scars thereafter another point is lost.  
   
  Subdual (temporary) damage 
   
   
  Subdual, or Temporary damage usually applies to damage taken by a regenerating creature is determined as if the 
  character had taken normal damage (though it should be noted separately) but this damage cannot kill the creature. If the 
  character‘s Endurance points drop to 0 from subdual damage the creature/character falls unconscious for 1 round +1 round/point 
  of damage under 0 that he was brought down to. Once the character regains consciousness the temporary damage vanishes except 
  for 1-4 points of damage which are real, and must heal as normal.  
   
   
   
  
   
   
  Wielding a Weapon Two-Handed 
   
   
  When a combatant deals damage with a weapon that he is wielding two-handed, the combatant adds one and one half 
  times (x1.5) the combatant's Strength bonus. Light weapons don't get this higher Strength bonus when used two-handed. 
   
  Resistance rolls 
   
   
  Each character possesses three Resistance rolls, Will, Reflex and Fortitude. to make a Resistance roll a player rolls 
  1d20 and adds his Resistance roll bonus which depends on their level and their relevant ability modifier, against a difficulty 
  determined in one of the following ways: 
   
  Trap: 10+ trap CR   
  Special ability: 10 + relevant ability + relevant Attribute modifier 
   
   
  Will saves involve attacks against the character's mind, or perceptions. Reflex saves are used against attacks where the 
  character's agility can be used to avoid the effect or reduce its impact on the character, while Fortitude saves involves reducing or 
  avoiding physical punishment, attacks against the character's health, or vitality.   
   
   
   
   
   
  Additional Combat Effects 
   
   
  The following roles cover effects or conditions that a character may find himself in due to a variety of effects (such as 
  combat, or the effects of a creature‘s special abilities). If more than one condition affects a character, apply them all. If certain 
  effects can't combine, apply the most severe effect. 
   
  Ability Damaged: The character has temporarily lost one or more ability score points. These points return at a rate of one/day. A 
  character with Strength 0 falls to the ground and is helpless. A character with an Agility of 0 is paralyzed. A character with 
  Stamina of 0 is dead or unconscious depending on what caused the drop in the attribute score. A character with Logic, Intuition, 
  or Personality score of 0 is unconscious. 
   
  Ability Drained: The character has permanently lost one or more ability score points. The character cannot regain these points 
  through natural healing or the passage of time. A character with Strength of 0 falls to the ground and is helpless. A character with 
  an Agility score of 0 is paralyzed. A character with Stamina of 0 is dead. A character with Logic, Intuition, or Personality scores 
  of 0 is unconscious. 
   
  Blown Away: Depending on their size, creatures can be blown away by winds of high velocity. Creatures on the ground that are 
  blown away are knocked down and rolled 1d4x10 feet, sustaining 1d3 points of damage per 10 feet. Flying creatures that are 
  
   
   
  blown away are blown back 2d6x10 feet and sustain 2d6 points of damage due to battering and buffering. 
   
  Confused: A confused character's actions are determined by a 1d10 roll, rolled each round:  
   
  1: wander away (unless prevented) for 1 minute (and don't roll for another random action until the minute is up);  
  2-6: do nothing for 1 round;  
  7-9: attack the nearest creature for 1 round;  
  10: act normally for 1 round. Any confused creature who is attacked automatically attacks his/her attackers on the character‘s 
  next turn. 
   
  Cowering: The character is frozen in fear, losing his Agility bonus to DR (if any), and can take no actions. Foes gain a +2 bonus 
  to hit cowering characters. 
   
  Dazed: A dazed creature can take no actions (but defends itself normally). A dazed condition typically lasts 1 round. 
   
  Dazzled: Unable to see well because of over stimulation of the eyes. A dazzled creature suffers a -1 penalty on attack rolls until 
  the effect ends. 
   
  Deafened: A deafened character cannot hear, suffers a -4 penalty to initiative checks, and cannot make Listen skill checks.  
   
  Dying: When a character's current Endurance points drop to between -1 and -9 inclusive, the character is dying. The character 
  immediately falls unconscious and can take no actions. At the end of each round (starting with the round in which the character 
  dropped below 0), he loses an additional Endurance point until he is stabilized. 
   
  Energy Drained: The character suffers a -1 on Attack rolls, Resistance rolls, Skill checks, Ability checks and loses 5 Endurance 
  points. The effects of energy drain stack. Characters who have been energy drained suffer these effects for 24 hours unless the 
  losses are restored at a hospital or similar facility. After 24 hours, the afflicted character must attempt a Fortitude save. The DC is 
  10 + the attacker's Endurance level + the attacker's Psyche modifier. If the drained character succeeds, the negative effects 
  dissipates. If not, the character permanently loses -1 to his Attack rolls, Resistance rolls, and Skill checks,  
   
  Entangled: An entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to his effective Agility. If the bonds are 
  anchored to an immobile object, the entangled character cannot move. Otherwise, he can move at half speed, but can't run or 
  charge.   
   
  Exhausted: Characters who are exhausted moves at half normal speed and suffer an effective penalty of -6 to Strength and 
  Agility. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. After 1 hour of 
  complete rest, exhausted characters become fatigued. 
   
  Fatigued: Characters who are fatigued cannot run or charge and suffer an effective penalty of -2 to Strength and Agility. A 
  fatigued character becomes exhausted by doing something else that would normally cause fatigue. After 8 hours of complete rest, 
  fatigued characters are no longer fatigued. 
   
  Frightened: A creature that is frightened flees as well as it can. If unable to flee, the creature may fight. It suffers a -2 penalty on 
  Attack rolls, Ability checks, and Resistance rolls. A frightened creature can use its special abilities to flee; indeed, the creature 
  must use such means if they are the only way to escape . 
  . 
  Held: Held characters are subject to effects that make them unable to move. They are helpless. They can perform no physical 
  actions (but they continue to breathe and can take purely mental actions). 
   
  Helpless/Incapacitated: Bound, held, sleeping, paralyzed, or unconscious characters are helpless. Enemies can make 
  advantageous attacks against helpless characters. A melee attack against a helpless character is at a +4 bonus on the attack roll 
  (equivalent to attacking a prone target). A helpless defender loses his agility based Defensive bonus. In fact, his Agility score is 
  treated as if it were 0. 
   
  Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, concentrate, or do anything else requiring 
  attention.  
   
  Panicked: A panicked creature suffers a -2 penalty on Resistance rolls and must flee. A panicked creature has a 50% chance to 
  drop what he's holding, chooses his path randomly (as long as the character is getting away from immediate danger), and flees 
  any other dangers that confront him. If cornered, a panicked creature cowers. A creature may use a special ability to escape. 
   
  Paralyzed: A paralyzed character stands rigid and helpless, unable to move or act physically. He has effective Strength and 
  
   
   
  Agility scores of 0 but may take purely mental actions. 
   
  Petrified: A petrified character is not dead as long as a majority of his body remains intact. He cannot move or take actions of 
  any kind, not even purely mental ones. The character‘s Strength and Agility scores are effectively (but not actually) 0. He is 
  unaware of what occurs around him, since all of the character‘s senses have ceased operating. If a petrified character cracks or 
  breaks but the broken pieces are joined with him as the character returns to flesh, he is unharmed. If the character's petrified body 
  is incomplete when it returns to flesh, the body is likewise incomplete. 
   
  Shaken: A shaken character suffers a -2 penalty on Attack rolls, Ability checks, and Resistance rolls.  
   
  Stable: A character who was dying but who has stabilized is no longer dying, but is still unconscious. The character no 
  longer loses Endurance points. 
   
  Stunned: The character loses his Agility bonus to DR (if any) and can take no actions. Foes gain a +2 bonus to hit stunned 
  characters. 
   
   
   
   
    
   
   
  Healing Damage 
   
   
  There are many ways that a character can suffer damage in the Frontier, and the rules have covered rules concerning 
  these things, but nothing has been said about healing damage except through rest and the passage of time. Characters in the 
  Frontier however have access to Medical care in advanced facilities, such as hospitals, or can go to a ship‘s medbay to be cured 
  of damage.  
   
  A character who possesses the Heal Skill and has access to at least a ship‘s med bay is able to use the facilities 
  equipment to heal a character. The character can roll a heal check against the following difficulties to perform any of the 
  following: 
   
  Effect 
   
   
   
   
   
   
   
   
  DC 
  Time 
  Restore 2 Endurance point/skill level usable once/24 hours on a victim 
   
  15 
  1 round 
  Cure Infection/infestation 
   
   
   
   
   
   
  15 
  1 round 
  Cure minor disease  
   
   
   
   
   
   
  16 
  1 round 
  Cure major disease  
   
   
   
   
   
   
  16 
  1 hour 
  Restore 1 temporary Attribute loss usable once/per day on victim 
   
   
  16 
  1 hour 
  Reattach severed limb (restores ½ permanently lost Endurance points) 
   
  18 
  1-2 hours 
  Attach cybernetic limb (Must have Cybernetic Skill) restores all permanently lost EP 
  20 
  2-5 hours 
   
   
   
   
  
   
   
  Experience and Advancement 
   
   
   
  What happens when characters gain enough experience to raise in level? In Star Frontiers this is dealt with differently 
  than in most campaigns. A character who advances in level automatically gains all the benefits of advancement following these 
  guidelines: 
   
  1) The character automatically gains his new Endurance points, Resistance rolls modifier, and Combat modifier. 
   
  2)The character can spend any new skill points to increase any skill that he does not need to research or train in (Bluff, Hide, 
  Intimidation, Listen, Move silently, Sense motive, Spot, etc.)  
   
  3) A character gains any special abilities that do not require training (Feats etc.) 
   
   
  Other than this a character must spend at least a week in a settlement of at least outpost size to gain any new skills, or 
  abilities that would require training. A character must spend 50 credits/level to cover the cost of training, research, and equipment 
  in order to advance in level. 
   
  The only exception to this is if there is a character within the group that belongs to the same profession as the character 
  and is at least 3 levels greater than the character. In this case the character can train while adventuring. It still takes a week to gain 
  the skills and abilities, but the character does not need to be in a settlement.  
   
   
   
   
   
   
   
   
   
  
   
   
  Part Three:  Specialized Equipment 
   
   
   
  The following rules cover various rules dealing with Computers , Cybernetic Enhancements,  Robots Vehicles and 
  Vehicle combat,  There are also a few Templates which allow for the creation of Robots, Androids, and Cyborgs in the Star 
  Frontier‘s campaign, With the Administrator‗s permission Players may be allowed to use these Templates to play these types of 
  characters. It must be noted that rules for Starships and Starship combat will be presented in a separate rulebook (the 
  Knighthawks Rulebook).   
   
   
   
   
  Computers 
   
   
  The computer in the Frontier are categorized into three distinct types: Mainframe Computers (includes personal 
  computers), Specialized Computers, and Personalized Body Computers (Bodycomps). The greatest advances in the Frontier 
  civilization were accomplished through the use of computers. Micro-computerization changed the lives of virtually all members 
  of the Frontier. Bodycomps and progits are readily available and have made vast arrays of knowledge accessible to Frontiersmen 
  of all walks of life. 
   
   
  MAINFRAME COMPUTERS 
   
   
  The mainframe computer is the workhorse of the Frontier. Personal computers and the computers that run starships, 
  space stations, and cities are a vital part of everyday life on the Frontier. All but the largest types run on parabatteries, are 
  portable, and are completely immune to local power failures or surges. 
   
  Mainframe Hardware: Mainframe computers come in six different sizes, ranging from Level 1 (home computers) to Level 6 
  (computers that run space stations and other large installations). Larger computers can run more complex programs and can 
  perform more simultaneous operations than smaller computers. It is not possible to add on to a computer to raise it to a higher 
  level. To increase computer capacity, a high-level computer or several computers of the same level must be purchased. 
   
  The mainframe computer, unlike the body computer, comes with its own processor unit. Certain hardware is provided 
  with mainframe computers: monitor, access stations, printer, etc. Additional components can be purchased at increased cost 
  (Administrators set the price). 
   
  
   
   
   
  MAINFRAME PROGRAMS (MAXIPROGS) 
   
   
  Once the hardware has been acquired, the programs that the computer needs to perform its special functions must be 
  purchased separately. Programs are contained in a maximum programming unit, commonly called a maxiprog. A maxiprog is a 
  nine inch square by three inch thick Johnson Energy Field surrounded by an extremely durable plastic shell. This field holds 
  gigabyte upon gigabyte of information. It is the most stable field known to the tech-exes of the Frontier and only an anti-matter 
  field can disrupt the information contained therein. 
   
  Four blunt prongs are located on one of the large sides of the maxiprog. These are plugged into a mainframe and the 
  maxiprog immediately interfaces with the hardware and other maxiprogs that are part of the computer. Maxiprogs are classified 
  from Level 1 to Level 6, the complexity of the programming increasing with the level. The following brief guideline gives the 
  Administrator some idea of the complexity levels of Maxiprogs. This is important, as the Administrator's decision usually 
  determines what level of maxiprog a character or organization needs. 
   
   
  MAXIPROG COMPLEXITY LEVEL 
   
  Level  
   
  Maximum Extent of Control 
  1  
   
  The needs of a single character or small household. 
  2  
   
  The needs of a large household or small business. 
  3  
   
  The needs of a medium business or small bureaucracy. 
  4  
   
  The needs of a large business, a medium bureaucracy, or a small town. 
  5  
   
  The needs of a mega-corp (in one field), a large bureaucracy, or a medium-sized city. 
  6  
   
  The needs of a space-station, space ship, or specific field (such as traffic control) in a large city. 
   
  MAXIPROG FUNCTION DESCRIPTIONS 
   
  Maxiprogs are available for Five different functional areas. A brief description of each area is listed below. 
   
  Analysis/Information: This type of maxiprog will perform one of the following functions: information storage, information 
  access, cross referencing, analysis of statistics and facts, language capabilities, coordination of scanners and interpretation of 
  scanner data, etc. Libraries, government information services, and universities use these maxiprogs extensively. 
   
  Creative: This type of maxiprog will perform one of the following functions: abstract representation of data, architectural tools 
  and displays, engineering tools and displays, flight and combat holograhic simulation control, data on research and development, 
  data on inventions, and general think tank uses. Military organizations, mega-corp research and development divisions, 
  governmental patent offices, think tanks, and the like use these maxiprogs extensively. 
   
  Job: This type of maxiprog will perform one of the following functions: communications operations, robotics management, 
  traffic control and transportation, medical operations, industrial uses such as manufacturing, assembling, packing, etc., and any 
  other specific job function not covered in the other maxiprog areas. Industrial facilities, hospitals, starports and airports, 
  installations, city governments, and the like use these maxiprogs extensively. 
   
  Maintenance: This type of maxiprog will perform one of the following functions: life support systems, automatic repair and 
  maintenance on machinery or robots, monitoring a facility for general maintenance, power feed controls (both outgoing and 
  incoming), waste management, and other general maintenance and repair functions. Almost every installation and large facility 
  uses these maxiprogs, as do spaceships and space stations. 
   
  Security: This type of maxiprog will perform one of the following functions: defensive systems (internal, external, perimeter, 
  vehicular, etc.), offensive weapon systems, coordination of offensive weapons and defense systems, computer security, etc. 
  Military organizations, law enforcement facilities, large computer systems, space ships and stations, and the like use these 
  maxiprogs extensively. 
   
  Combining Hardware and Maxiprogs: When a character or firm wants a mainframe computer to help with work, security, or 
  whatever, they must first decide what maxiprog functions are needed. Then the levels of those maxiprog functions are 
  determines, depending on the amount of work the maxiprog must do (see Maxiprog Complexity Table). After the maxiprog 
  functions and levels are determined, a sufficiently complex mainframe computer is purchased or rented. Maxiprogs of different 
  functional areas can be integrated into the same mainframe computer. Only in the larger mainframes do you find an entire 
  computer given over to just one function. The total number of program levels that a mainframe computer can run is the square of 
  the computer level. 
   
   
  
   
   
  Computer 
   
  Total Maxiprog 
  Level 
   
   
  Levels It Can Run 
  1 
   
   
  1 
  2 
   
   
  4 
  3 
   
   
  9 
  4 
   
   
  16 
  5 
   
   
  25 
  6 
   
   
  36 
   
  Therefore, a Level 2 Mainframe computer, which handles up to four maxiprog levels, can either run four Level 1 maxiprogs, two 
  Level 2 maxiprogs, or one Level 2 and two Level 1 maxiprogs. The number of maxiprog outlets that can be plugged into a 
  mainframe computer equals the total maxiprog levels it has (so a Level 6 mainframe has 36 progs). No mainframe computer can 
  run a maxiprog of greater level than its level. 
   
  Computer Statistics 
   
   
  Below are listed the various Stats for a mainframe computer. It should be noted that no actual dimensions are listed 
  because the exact configuration of the unit varies by Manufacturer and model. 
   
  Mainframe 
  Endurance  
  Power 
   
  Life of 
   
  Recharge  
  Level 
   
  Points 
   
  Source 
   
  Battery   
  Time 
   
  Cost 
  1 
   
  5 
   
  Battery type A 
  4 hours  
  2 hours  
  500  
  2 
   
  10 
   
  Battery type A 
  4 hours  
  1 hour 
   
  1,000 
  3 
   
  15 
   
  Battery type B 
  8 hours  
  1 hour 
   
  5,000 
  4 
   
  20 
   
  Battery type C 
  16 hours  
  4 hours  
  10,000 
  5 
   
  40 
   
  Power Generator  n/a 
   
  n/a 
   
  50,000 
  6 
   
  80 
   
  Power Generator 
  n/a 
   
  n/a 
   
  100,000  
   
   
  Mainframe Computer Controlled Attacks: Any defensive or offensive weapon or robot controlled by a computer gains a +2 
  bonus to its attack rolls to resolve its actions for every level or Security maxiprogs the computer has, plus any normal combat 
  modifiers. Therefore, a mainframe with a Level 3 Security (Defensive Weapons) maxiprog would attack with a +6 bonus to its 
  attacks + whatever standard normal combat modifiers it has. 
   
  Computer Skill Levels: A mainframe computer does not possess an individual skill unless that skill falls into one of the 
  functional areas of the maxiprog. Much of this is left to the Administrator's interpretation of the maxiprog's function and level. A 
  good example of this would be a Level 3 Job (Medical) maxiprog. The computer has some knowledge and skills in the medical 
  field, but would it necessarily contain the information necessary to treat a radiation burn? A lot would depend on the location of 
  the mainframe and whether radiation was a rare or common occurrence there. 
   
  As a general guideline, the skills and skill levels are identical to those of the maxiprog's function and level. A Level 4 
  Job (Communications) maxiprog would have the skill equivalence of  ―Use Technology: Communications Devices at Level 4 .  
   
   
  MAINFRAME EXTRA EQUIPMENT 
   
  Strongbox: The strongbox is a duraplas shell that can completely encase a mainframe computer. For each layer encasing the 
  computer, the computer gains a damage reduction of 2/Acid. Up to five layers can be added for a maximum damage reduction of 
  10/Acid. Though openings are provided for operations and cables, the maxiprog is locked around the mainframe with a lock. A 
  Strongbox adds 500cr/layer to the cost of the computer. 
   
   
  SPECIALIZED COMPUTERS 
   
   
  Specialized computers are custom-made for specific tasks. All specialized computers are powered by a sealed power 
  cell built right in. The sealed power cell can be recharged at most energizing retail outlets at a cost of 100 cr. The maximum 
  capacity of a sealed power cell is 100 hours. There are four common types of specialized computers: file computers, CACs, lock 
  compicks, and CASs. 
   
   
  FILE COMPUTER 
   
   
  The file computer records information. It is programmed for one language. A poly-vox or some other translation device 
  
   
   
  is necessary if the character does not understand the programmed language. The unit is palm sized.  It has a voice grid, random 
  location indicator, and buttons on one side. It can store a remarkable amount of information in its memory, but all of it must be 
  verbally entered through the voice grid. All Star Lawmen involved in criminal investigations must carry a file computer to record 
  testimonies and statements. They are required to enter their files into Star Law's mainframe computers on a regular basis. Thus, 
  Star Law is assured of a complete and up-to-date computer file of all cases being handled. 
   
  Most large computers have audio-transfer grids so that information can be easily exchanged with file computers. 
  Administrators may wish to spice up their game by having a file computer found among the ruins of an old civilization or ship 
  wreckage. The information on the computer could be garbled or in a strange language. This should encourage players to seek out 
  language experts or an alien race for assistance in translating. 
   
   
  COMPUTER ACCESS COMPUTER (CAC) 
   
   
  This extremely important computer is the size of a 20th-century Earth computer keyboard. It comes with various 
  connecting cables, speech synthesizer, and a universal adaptor that can adjust itself to nearly all known computer jacks. This is a 
  standard unit used by nearly all computer technicians for entry into computers that have no fixed access keyboard or voice grid. 
   
  The CAC, once connected, adjusts itself to the computer language used by the host computer so the user can interface 
  with it. This is how the computer skills for accessing and operating, bypassing and defeating security, interfacing, displaying 
  information, and manipulating or writing programs are attempted when there is no obvious, easy access. Only those characters 
  with Computer skill can operate a CAC for these purposes. The CAC can also be equipped with up to four booster programs that 
  assist the user. No more than two of any one type may be used at the same time. Each booster program adds a +1 to the 
  character's success rate when using the skill. The available programs are: 
   
  Computers: Access & Operate 
  Computers: Bypass Security 
  Computers: Defeat Security 
  Computers: Display Information 
  Computers: Interface 
  Computers: Program Manipulation 
  Computers: Program Writing 
  Computers: Program Bodycomp 
   
  A special CAC for characters with robot skills also exists. Booster programs, with the +1 modifier, for these CACRV (robotics 
  version) include: 
   
  Robotics: Alter Functions 
  Robotics: Alter Mission 
  Robotics: List Functions 
   
   
  LOCK COMPICK 
   
   
  A lock compick resembles a file computer, but comes with five credit card-sized remote broadcast circuit cards. This 
  device is illegal and its possession can bring 5-10 years on a penal asteroid; it is only at the disposal of Star Lawmen on rare 
  occasions. In the hands of a character with the Open Locks skill it can potentially open any card lock. 
   
  The broadcast circuit is inserted into the card lock like a normal passcard. Once switched on it emits a changing 
  electromagnetic pattern that will eventually open the card lock. Some machines have a timer security system built within their 
  card locks. After 10 or 15 minutes, these machines will retain any nonfunctioning card, securing it for later inspection. This is 
  why five cards come with the compick. Extra cards can be purchased, but they cost 1000 Cr each and require a week to attune to 
  the lock computer. The time required to open the lock depends on the color of the passcard. 
   
  Card 
  Color  
   
  Time Required 
  Grey  
   
  1d10 minutes 
  Blue  
   
  1d10 + 15 minutes 
  Green  
   
  1d10 + 30 minutes 
  White  
   
  1d10 + 45 minutes 
  Silver  
   
  1d10 + 60 minutes 
  Red  
   
  1d10 minutes + 2 hours 
  Black  
   
  1d10 hours 
  Not marked  
  1d20 hours 
   
  
   
   
  The Administrator should secretly roll to see how long the lock compick will take to open the card lock. 
   
   
  COMPUTERIZED ANALYSIS SCANNER (CAS) 
   
   
  The computerized analysis scanner is a highly specialized and sophisticated piece of equipment. It can scan for 
  information, compile the information and analyze it, and then present that information to a character familiar with its functions in 
  a concise readout. Each CAS is covered with micro-switches and small gauges and lights, along with a voice grid that is used for 
  vocal commands and audio replies from the computer. Limitations on CAS use are detailed in the individual skills that apply to 
  them. For each CAS listed below the Administrator and players can assume the following: 
   
  The CAS must be within 30‘ of the object or bio-form being scanned (unless otherwise stated). 
   
  Analysis must be prompted vocally by the user with specific queries (such as "What is the damage to the computer's circuits?", 
  "Is the injury treatable using a standard medkit?"etc.). 
      
  The CAS can only be interpreted by someone with skills in the area of the CAS's function (Robotics skill for Robo-CAS, 
  Knowledge: Nature skill for Flora-CAS, and so forth). 
      
  The skill bonuses for the different CAS are only applicable when the devices are being used and do not teach the character new 
  skill levels. 
      
  Atmospheric-CAS: (vaporscanner) an atmospheric-CAS indicates what levels of radiation, gas, and spores are in the atmosphere 
  surrounding the CAS, what effects they would have on different life forms, and the most likely causes of these atmospheric 
  conditions. This CAS has no skill bonuses. 
   
  Chemical-CAS: A chemical-CAS scans an object (up to a ton in weight) and indicates what natural and/or synthetic chemicals 
  and compounds compose it. This CAS adds a +2 to the Knowledge: Chemistry skill when used on chemical samples. 
   
  Demolitions-CAS: A demolitions-CAS can scan explosives, bombs, or mines within 10‗, through all materials except 
  federanium, and indicate what type of explosive it is, what detonation devices are attached, and give suggestions on how to 
  defuse it. This CAS adds a +2 to the Demolitions skill when defusing a bomb. 
   
  Electro-CAS: An electro-CAS is used to scan electrical circuitry and power sources. It displays how a machine is wired, 
  indicates any breaks in the wiring, and gives suggestions on how to repair it. This CAS adds a +2 for the Open Lock skill, if the 
  lock is electrical. And a +1 to any of the following Skills: 
   
  Craft: Electronics  
   
  Knowledge: Cybernetics 
   
  Robotics 
  Disable device (electronic) 
   
  Knowledge: Electronics 
   
  Repair 
  Jury rig (electronics) 
   
  Knowledge: Engineering 
  Kitbash (Electronics) 
   
  Knowledge: Robotics 
   
  Fauna-CAS: (bioscanner) A fauna-CAS is used to scan bio-forms. It indicates if the bio-form is alive, what type of organism it 
  is, whether it is edible, and extensive information concerning its physiology. This CAS adds a +2 to the Appraise: Bio samples 
  skill, or +1 to the Knowledge: Biology skill or Knowledge: Nature skill. 
   
  Flora-CAS: A flora-CAS is used to scan plant life. It indicates if the plant is alive, it is can be a threat to any of the character 
  races, it if is edible, and how it interacts with its immediate surroundings. This CAS adds a +2 to the Appraise: Botanical samples 
  skill, and +1 to the knowledge: Biology or Knowledge: Nature skill. 
   
  Geological-CAS: (geoscanner) A geological-CAS can scan up to a ton of geological samples. It indicates what minerals the 
  samples contain, whether there are likely to be valuable minerals, gas, or oil deposits nearby, and suggests possible geological 
  and mineralogical difficulties associates with these combinations of minerals. This CAS adds a +2 to the Appraise: Mineral ores 
  skill, and a +1 to the Knowledge: Geology skill when used on geological samples. 
   
  Magnetic-CAS: A magnetic-CAS can scan up to a ton of metallic structures. It indicates what metal and metal alloys are present 
  in the structure, the structure's weak and/or strong points and how it reacts to certain stress, etc. It can also indicate whether any 
  sources of electromagnetic radiation are within 300‘ of the CAS, their strength, direction, and likely source. This CAS adds a +2 
  to seismic disturbance analysis when using the Knowledge: Geophysics skill. A +2 is added to the following skills when building 
  a device: 
   
  Craft: Mechanical 
  
   
   
  Craft: Electronics 
  Profession: Hydraulic Engineer 
  Profession Engineer: Mechanical 
   . 
  Mechanical-CAS: A mechanical-CAS can scan a mechanism up to a ton in mass. It can show the internal working parts, cracks 
  or breaks, and give suggestions on maintenance. This CAS adds a +1 to the following Skills: 
   
  Disable device skill  
   
   
  Profession: Vehicle creation 
  Knowledge: Engineering 
   
   
  Repair Mechanical equipment 
  Knowledge: Hydrolic Engineer 
   
  Repair vehicles 
  Knowledge: Mechanical Engineering 
   
  Use technology 
   
  Medic-CAS: A medic-CAS is used to scan a patient or victim. It indicates the patient's physical condition, diagnoses ailments, 
  estimates time of survival under present conditions, etc. This CAS adds a +2 to the First aid, Heal and knowledge medical skill. 
   
  Robo-CAS: The robo-CAS is a unique combination of several different scanners. It indicates a robot's physical condition 
  including suggestions for maintenance, estimated time for repairs, etc. This CAS adds a +2 for any Cybernetic, or Robotics skills, 
  and gives a +1 bonus to Repair and Modify skills pertaining to cybernetics and Robotics. 
   
  Duo-CAS: These units are slightly thicker than normal CAS and can handle two of the functions listed above in one unit, usually 
  in a logical combination such as Electro/Mechanical-CAS. In some instances the Administrator may wish to modify the bonuses 
  when functions are combined. The cost for a duo-CAS is the combined costs of both CASes plus 20%. 
   
   
  BODYCOMPS 
   
   
  Bodycomps are by far the most popular and widely used computer type. The development of the modular system of 
  computer snap-on program units (progits) and hardware that is completely compatible with all bodycomp models brought the 
  personal computer out of the home and onto the waist. 
   
  The best way to picture what a bodycomp looks like is to imagine a wide belt made of extremely durable plastic 
  bonded over solid state computer circuitry. On the belt are two wallet-sized white plastic units: one is the power source, the other 
  is the processor. At intervals along the belt there are twelve square plastic plugs. These plugs can be removed to reveal an open 
  circuit ready for a progit to be plugged in. The bodycomp comes in different styles for different races but they all have identical 
  access ports and use identical power packs, processors, and progits. 
   
  Most people on the Frontier wear a bodycomp for such diverse needs as astronavigation, communications, business 
  matters, etc. The maximum number of progits on a bodycomp belt as any one time is twelve. This is in addition to the required 
  power pack and processor pack. However, the number of progits that can be used at any one time depends on the types of power 
  and processor packs. 
   
  Both the progit and the hardware required for its use are listed under the progit descriptions. The costs for progits are 
  separate from any hardware costs, and both are listed on the tables below. The cost of connector cords, adaptors, etc. is included 
  in the progit cost.  
   
  Vehicular computers (VCs) control various functions of Frontier vehicles and have many similarities to body comps.  
   
   
  BODYCOMP POWER PACK 
   
   
  A bodycomp requires a power pack, which is similar to a high-power, long-life battery, to power all of its functions. 
  The differences in the following power packs are in their duration and amount of progits they can handle at any one time. A 
  computer power pack's duration is listed below. It can be recharged for the cost shown below. It can never be used to power 
  anything else. 
   
  Sixpack: The least powerful and cheapest computer power pack. It can provide power for any of the following:  
   
  a) One processor pack Type A or B and six progits,  
  b) One processor pack Type C and four progits.  
   
  The sixpack lasts for one month and costs 50 Cr to recharge. 
   
  Tenpack: The most commonly used computer power pack. It can provide power for any of the following:  
   
  a) One processor pack Type A or B and ten progits 
  b) One processor pack Type C and eight progits 
  
   
   
  c) )One processor pack Type D and four progits.  
   
  The tenpack lasts for three months and costs 125 Cr to recharge. 
   
  Fullpack: The computer power pack most popular with spacers, sci-specs, and tech-exes. It can provide power for any of the 
  following:  
   
  a) One processor pack Type A or B and twelve progits 
  b) One processor pack Type C and ten progits 
  c) One processor pack Type D and six progits.  
   
  The fullpack lasts for six months and costs 275 Cr to recharge. 
   
  Kingpack: The top-of-the-line computer power pack used by the very rich, very important, or very busy. It can provide power 
  for one processor pack of any type and twelve progits. The kingpack lasts for one year and costs 450 Cr to recharge. 
   
   
  BODYCOMP PROCESSOR PACKS 
   
   
  The bodycomp's processor pack is the organizer, brain, and interpreter for the entire system. There are four types of 
  processor packs (all the same size). 
   
  Processor Pack Type A: Handles Type-A progits only. 
  Processor Pack Type B: Handles Type-A and B progits. 
  Processor Pack Type C: Handles Type-A, B, and C progits. 
  Processor Pack Type D: Handles all progits. 
   
   
  BODYCOMP PROGRAM UNITS (PROGITS) 
   
   
  A progit is a 3 inch square that is ½ an inch thick. Its shell is made of duroplas. It has a blunt plug on one side that 
  plugs into the belt and raised letters on the other side to identify it. Some progits have lights, switches, or indicator windows built 
  in to them. The shell surrounds a Johnson Energy Field that holds gigabytes of information. This field is the most stable known to 
  the technicians of the Frontier and only an antimatter field can disrupt the information contained therein. 
   
  Progits are classified from A to D, the latter being the most complex and energy consuming. When purchasing progits, 
  player characters must consider their bodycomp's power and processing packs so that the whole system is compatible (i.e., a 
  sixpack and a processor pack type C cannot handle type D progits). 
   
  While the common Type-A progits can be found in a number of retail outlets, the Type-B progits are a bit more 
  difficult to find, Type-C progits are rarer still, and Type-D progits are seldom found outside of specialty shops. This should give 
  the Administrator greater control over their acquisition to prevent improper escalation of computer power within the game. Progit 
  resale values are usually only 40 to 50% of their original costs because of the inability to determine their age. Most progits last 
  for three to five years of constant use. 
   
   
  PROGITS--TYPE A 
   
  Audio-Act: This progit controls a microphone that is used to voice activate the bodycomp. The wearer simply speaks into his 
  throat mike and starts whatever progit he desires. This is used as an alternative to the normal method of pushing buttons on a 
  bodycomp belt to activate progits. 
   
  Calc-All: This progit has many tiny buttons on its face. It can be operated manually but is fastest when operated with an Audio-
  Act progit. It functions as a highspeed calculator. Even though it is only a Type A progit, Mini-Calc fulfills the computational 
  needs for all but the most complex of problems (for those problems a Type D progit, Calc-Boost, is needed). No character who 
  deals with any complex computers, robots, or machinery would be without it. 
   
  CAS-Interface: (Must be used with a CAS computer and the Comp-Talk progit. May also use with Audio-Act.) This progit acts 
  as an interface between CASes and the bodycomp. With this the CAS pipes its information right to the user's ear through the 
  bodycomp. With an Audio-Act progit the user can keep his CAS hanging at his side and occasionally ask it to turn on and scan. 
  This is important if the character's hands are full at the time.  
   
  Chrono-Calc: This progit has a continuing time tracking field for all of the Frontier's systems, planets, and major cities. 
  Therefore the character can know what time and date it is anywhere in the Frontier. It also has two stopwatch capabilities so a 
  
   
   
  character can time two different occurrences simultaneously. It has four alarm settings for each day. Readouts are either through 
  a Comp-Talk progit or through the small display screen on top of the Chrono-Calc progit. 
   
  Comp-Talk: This progit allows the body-comp to verbally answer when it needs to reply, as with Map-Cal readouts, Chrono-
  Calc readouts, and so forth. The progit comes with a tiny device that is safely inserted in the ear of the character or affixed inside 
  his helmet. It can even be surgically implanted into the user's head. Thus, Comp-Talk conversations are kept confidential between 
  the character and his bodycomp. Comp-Talk can be programmed in any known languages. 
   
  Dis-Vis: This progit activates a tiny, harmless laser inside a special helmet visor that can display computer readouts, diagrams, 
  etc. from a progit. Special helmets even have omnocular capabilities built-in and that information can also be displayed inside a 
  helmet by a Dis-Viz progit. The latter helmet is extremely expensive. Through the use of a Dis-Viz progit, a character can have 
  full visual readouts from his bodycomp without having to open his helmet; maps, file copies, holographic images, and so forth an 
  be displayed for the user's eyes only. For those who wish to have an open helm, half-visors that just cover the eyes are available.  
   
  Other Dis-Viz display options: 
   
  Progit -- On the progit itself, though detail would be hard to see. 
   
  Wrist Screen -- An arm bracelet that contains a screeen. The arm would have to be raised to the face to read the display. 
   
  Helm-Link: This progit allows a bodycomp to be lined directly to the helmet. This enables several additions to the bodycomp 
  that can be used through the helmet: 
   
  Audio-Act 
  Brain-Scan 
  Comp-Talk 
  Death-Wish 
  Dis-Viz 
   
  These progits are actually attached to the helmet. The number of helmet progits that can be attached depends on the helmet type, 
  but is usually limited to three. While the progits attached to the helmet are hooked to the bodycomp belt through the Helm-Link 
  progit (thus occupying only one progit space on the bodycomp belt) they still count as three normal progits for the purposes of 
  maximum amount supported by a power pack. 
   
  Help-Beam: This progit must be sub-programmed when purchased. Its function is to send out an emergency beam on a specific 
  wavelength (specified by the wearer) when a condition is met. This condition can either be a direct-effect command, such as "If 
  the bodycomp starts deteriorating due to excessive physical damage, transmit beam," or a coordinated-effect program, such as 
  "When the Brain-Scan progit indicates that I am dead, transmit beam." The subprogram is stated at the time of purchase by the 
  player, with the assistance of the Administrator, and should be written on the player character sheet. The Help-Beam progit can 
  also be manually activated. 
   
  Help-Call: This progit activates in the same manner as the Help-Beam, but emits a loud wailing sound rather than an invisible 
  beam. A Help-Call linked to a Body-Scan and programmed to go off when the wearer is unconscious is a favorite system used by 
  security chiefs. A guard so equipped would immediately start blaring a warning if he fell asleep or was knocked unconscious. 
   
  Map-Calc: (Must be used with Audio-Act.) This progit plots and maps according to the character's verbal instructions. In this 
  manner a character or party can map as it moves. Maximum map memory is 20 maps. Map information can be retrieved by use of 
  either a Dis-Viz progit, a Comp-Talk progit, or a readout screen that can be attached to a jack in the Map-Calc progit. 
   
  Since the information being fed into Map-Calc is verbally provided by the character, a player should actually map the 
  land or structure his character is passing through, but the Administrator should check for inaccuracies and correct them. 
   
  Trans-Comp I: (Must be used with Comp-Talk.) This progit translates verbal communications in five languages. The languages 
  are specified when purchased or can be entered later by a poly-vox. The outside of the progit has a voice-receiving grid. When 
  the progit is activated the user can understand anyone within hearing distance who is speaking any one of the five programmed 
  languages. The progit does not translate replies from the user (that is the function of a Type B Trans-Comp II progit). 
   
  PROGITS--TYPE B 
   
  Bio-Center: This progit is only for use with Cybernetic parts that have been attached to a character‗s cybernetic legs, arms, 
  hands, etc. Works smoother than most people might expect, but they are still not completely natural in their actions or in the 
  user's control. This progit receives transmission from a surgically implanted transmitter in the user's brain and instantly relays the 
  transmission to the bionic part. With a little practice and this progit, no one can tell if a limb, eye, or other cybernetic part is real 
  
   
   
  or not. Each Bio-Center progit can control similar bionic parts: one for legs, one for arms, one for senses, one for up to four 
  internal artifical organs, etc. 
   
  Body-Scan: This progit is a small bioscanner that is attuned upon purchase to the user's normal body functions (excluding that of 
  the brain). It has a small readout window that automatically lists pulse, respiration, blood pressure, etc. It can also list any 
  physical damage the body has taken, if infection is present, etc. Anyone with the First aid or Heal skill can look at this readout 
  and instantly diagnose the medical condition of the wearer. This progit can also be linked up to other progits like Help-Beam or 
  Med-Inject in the same manner as a Brain-Scan. 
   
  Brain-Scan: (Must be attached to a helmet and be used with Helm-Link.) This progit is a small bio-scanner that monitors the 
  character's brain functions. This is an absolute necessity when using some progits (such as Death-Wish). Brain-Scan progits have 
  a small window that shows the brain waves and can easily be read by a character with the First aid or Heal skill to tell if the user 
  is unconscious, comatose, brain-damaged, or dead. Brain-Scan and Body-Scan progits can be used to trigger another progit by 
  defining a condition. For example, a Help-Beam progit is set to broadcast when a character is rendered unconscious. A Brain-
  Scan progit picks up the user's Delta waves, which it has been programmed to recognize as a deep sleep. Thus, it tells the Help-
  Beam progit that the unconscious condition has been met. 
   
  Comm-Link: (Must be used with Audio-Act and Comp-Talk.) This progit allows Audio-Act and Comp-Talk progits to be linked 
  to communications devices such as chronocoms, comlinks, and subspace radios. Every Comm-Link has a separate frequency and 
  those frequencies are like phone number (except the numbers are much longer). The Comm-Link has three separate functions: 
   
  a) Helm-to-helm communications. This can be accomplished if the other Comm-Link number is known. A character can then 
  speak quietly with another character in a private conversation. The range is 10 miles. 
   
  b) Helm-to-chronocom communications. The Comm-Link progit can also be set to broadcast to any chronocom in a 5-mile range 
  (if the frequency is known) or to all chronocoms in that same range on a general frequency broadcast. A character with this can 
  communicate with a group of characters, broadcast a warning, etc. 
   
  c) Helm-to-comlink link-up. This progit can also patch a character through to a radiophone whose frequency numbers are known. 
  The range from helm to comlink cannot exceed 2 miles; the range for a call from the comlink is the normal range  
   
  In addition, the Comm-Link also has a jack and cable for direct hookup with subspace radios. Thus, a character carrying a 
  subspace radio on his back can be directly linked to it through his helmet. This is a must for character exploring planets with 
  unbreathable atmosphere. 
   
  Med-Inject: This is an interpreter progit. It interprets information provided by a Brain-Scan or Body-Scan. If the information is a 
  prerequisite for an injection, it broadcasts a short range signal (a few yards at most) to a small injection unit that is inserted under 
  the user's skin. The injection unit holds one hypo dose of any drug the player has selected and placed in the injector unit. Thus the 
  Med-Inject progit can immediately treat the wearer. The Med-Inject progit can also be manually triggered by switching a micro-
  switch on the progit itself, thus avoiding searching for a hypo dose. This action is so fast that a character thus equipped can inject 
  himself in a turn without sacrificing an action. The injection unit itself can be removed, sterilized, and reused again with a new 
  dose after its use. Only one injection unit responds to each Med-Inject progit but up to twelve Med-Injects can be attached to a 
  bodycomp. 
   
  Prog-Lock: This progit comes equipped with four Security Level 2 locks of any type the player desires; door locks, vehicle 
  locks, drawer locks, gun locks, etc. These four locks, after they have been installed, will resist opening unless they receive a 
  beam emitted by the progit. This beam is a sonic code of great complexity. The probability of any other Prog-Lock or sonic 
  sender matching the code is 1 in 1 billion. The maximum activation range from the Prog-Lock to these locks is 30‗. 
   
  Prog-Switch: This progit comes equipped with 10 switches of any type the player desires trigger switches, light switches, 
  microswitches, push buttons, etc. All are a little thicker than their normal counterparts because they are all capable of being 
  activated not only manually but by the Prog-Switch as well. They are activated by a beam transmission from the progit. This is 
  especially effective when combined with an Audio-Act progit. A player can then turn one one of these switches by identifying it 
  through his bodycomp. Maximum activation range from the Prog-Switch to the switches is 100‘. 
   
  Robo-Link: (Must be used with Audio-Act.) This progit is somewhat like a Comm-Link progit but instead of a two-way control 
  function it is a one-way control function through which the user verbally controls a robot. The robot must be equipped with a 
  device that can receive transmissions from only one Robo-Link and can override the robot's normal missions and functions as 
  long as contact is maintained. A character must successfully modify a robot with a specialized remote operations unit and link it 
  to this progit (DC 18) 
   
  Trans-Comp II: (Must be used with Comp-Talk, Trans-Comp I, and Audio-Act.) This progit allows for outgoing translation 
  
   
   
  capabilities in five languages. The languages are specified when purchased or can be entered later by a poly-vox. Its appearance 
  is identical to the Trans-Comp I progit. Unlike the Trans-Comp I progit, however, Trans-Comp II translates from the wearer's 
  language into one of the five languages programmed. Thus, with both Trans-Comp progits, a two-way dialogue can occur, though 
  the user cannot really speak the language. The advantages this has over the poly-vox is that there is a smaller chance of bad 
  translation. 
   
   
  PROGITS--TYPE C 
   
  Ani-Link: (Must be used with two Brain-Links.) This progit connects to two Brain-Links by a tight transmission beam. One 
  Brain-Link is in the user, the other is in a bioform mount or pet belonging to the user. The Ani-Link allows a basic 
  communication between the two and gives the higher intelligence life form, usually the user, control over the lesser logic life 
  form, if he desires. The user of an Ani-Link betweeen two members of an intelligent race is strictly forbidden and illegal on all 
  Frontier planets. Some cases of spies using them have been recorded.  
   
  Brain-Link: This progit comes with a miniature cortex coordinator that must be surgically implanted in the brain. Once 
  implanted, it can transmit and receive simple messages straight from the brain. This progit, when linked to certain other progits, 
  can perform acts at incredible speeds (i.e., using a Prog-Switch progit and mentally switching devices on and off). A maximum of 
  four progits can be linked through a Brain-Link progit. 
   
  Comp-Sight I: This popular progit comes with a floating gyroscopic system that is attached to any ranged weapon that is long 
  pistol size or larger (excluding medium- or heavy-ordinance weapons). This gyroscope contains complex transmission and 
  receiving circuitry plus an autogyro for stabilizing. The progit and hardware stabilize the attached weapon for the user. The result 
  of this is that a character using this progited weapon never suffers a Combat modifier for range. The range maximums for 
  weapons are not altered by this device. 
   
  Comp-Sight II: (Must be used with Helm-Link.) This progit is similar to Comp-Sight I, and has the same weapon size 
  requirements, but this autogyro package is more movement oriented than range oriented. It moves the weapon in the direction the 
  character's helmet moves and eliminates any movement Combat modifiers for the character using the progited weapon. 
   
  Comp-Sight III: (Must be used with both Comp-Sight I and Comp-Sight II.) This progit is a coordinator and booster for the first 
  two Comp-Sight progits. It comes with a thick disc that fits over the top of the weapon. No scope can be used with a weapon that 
  has Comp-Sight III attached. It reduces any kick or weave the weapon may normally produce when firing. When all three Comp-
  Sights are in place, the user is not affected by movement, range, or smaller than man-size (medium) target Combat modifiers.  
   
  Death-Wish: (Must be used with Brain-Scan.) This progit is very similar to the Prog-Switch progit. It comes equipped with three 
  switches of any type. These switches are designed to activate immediately upon the death of the character wearing the Death-
  Wish progit on his bodycomp. In this manner a player who dies (defined, for the purposes of this progit, as when the character's 
  Stamina drops below -10 for more than three minutes of game time) may activate a Med-Inject unit, freeze field, pack of 
  tornadium d20, or whatever he has programmed. Since this is such an important progit, it cannot easily be removed from the 
  bodycomp. To do so takes at least 10 minutes. The activation signal for these devices has a maximum range of 30‗. 
   
  Enviro-Comp: (Must be used with Body-Scan.) This progit is essential for coordinating the various life support systems found in 
  power armor Life support suits, or deep space suits. It monitors, evaluates, regulates, and updates all equipment controlling the 
  respiratory, heating, cooling, waste disposal, and nutritional systems. Without this progit the character would be constantly 
  checking and adjusting his life support systems. This progit can also be linked to a small craft's life support systems for the same 
  functions. Because of the importance of this progit, removal time is 10 minutes. 
   
  Fast-Scan: (Must be used with Brain-Scan.) The Fast-Scan progit comes equipped with a small square scan board that is 
  connected, by cable, to the progit. The user then places any printed material, including pictures and maps, on the board, face 
  down, and it is instantly recorded. This is the ultimate in speed reading and photographic memory. Time required for inserting 
  information into the user's memory is roughly five seconds/page of material. The amount of material that can be retained by a 
  Fast-Scan process is no more than 100 pages, maps, or pictures. 
   
  Hear-All: When activated this progit scans all known transmission frequencies. It will pick up an unprotected transmission and 
  give its type (Radiophone, Help-Beam, etc.), its direction from the user, the range of the transmission source from the user (up to 
  two miles), and the frequency being used. A jack in the progit allows it to be hooked up to an earplug (or headphones if the 
  character is so equipped) so the wearer can listen to the transmission. 
   
  Natur-Act: (Must be used with Brain-Link.) This progit contains the culture and customs of a single race or tribe. There are 
  thousands of these available for most of the cultures existing on the frontier. But Natur-Act does not just inform the character 
  about the customs, it has him perform these customs at the proper time. A character using this progit can pass as a native if his 
  
   
   
  appearance also matches that of the culture. This progit is extensively used by Star Law both for maintaining harmony with the 
  various peoples they protect and for undercover work. 
   
  Prog-Motors: This progit is primarily an enhanced-response progit. It comes equipped with three micro-motors that can be 
  activated either manually or through the Prog-Motors progit. SeeProg-Locks for the details on the tight beam and sonic coding 
  used to activate these motors. The motors must be mounted and fitted by a tech-ex to whatever device the character wants to 
  control. The most common uses for these motors are in the hinge mountings of a helmet's visor and gas mask. If a character 
  suspects dangerous gases in the atmosphere, he touches the buttons on the progit that snap down his visor while swinging his gas 
  mask in place. 
   
  An Audio-Act progit gives even faster control. "Down visor, up mask" is all it would take to seal himself from breathing the gas. 
  Maximum activation range from the Prog-Motors progit to the micromotors is 30‗. 
   
  Stop-Hear: This progit protects all transmissions used through the bodycomp by ultra-focusing them into tight beams. It is a 
  scrambler that uses an erratic pattern and frequency that the Hear-All progit cannot pick up. The receiving end of this scrambled 
  transmission must have an identical Stop-Hear progit or computerized communications program to unscramble it. While a Hear-
  All cannot discern what is being transmitted or what its exact direction is, it can show that something is being transmitted at a 
  certain range from the wearer. 
   
  Truth-Tell: (Only works on Humanoid bioforms.) This progit must be located in the front of the bodycomp belt. It sends out a 
  directional sonic echo in a very tight cone. This echo can monitor the physical functions of the nearest intelligent bioform and, if 
  the bioform is one of the susceptible races listed above, indicate whether it is giving false replies to queries. The range of the 
  cone is 15‘ and it cannot pass through any sonic defenses. The process is 90% accurate (Administrator rolls for whether NPCs 
  give accurate or misleading answers).  There is an indicator light on the progit that blinks when a falsehood is told, unless it is 
  bypassed by using a Comp-Tell progit that sounds a beep in the user's ear instead. 
   
  PROGITS--TYPE D 
   
  Beam-Boost: This progit provides a focusing circuit for all beams used by other progits on the user's bodycomp belt. All beams 
  emitted by the user's progits have triple their normal range. 
   
  Calc-Boost: (Must be used with Calc-All.) This booster progit greatly improves the bodycomp's ability to work out mathematical 
  probabilities. Using Calc-Boost gives a character a +4 to the following skills' success rates: 
   
  Analysis: Chemistry 
  Knowledge: Finance 
  Astrogation 
   
  Knowledge: Physics 
  Computers 
   
  Modification 
  Craft: Acoustics 
   
  Profession: Engineering: Alternative Energy 
  Craft: Optics 
   
  Profession: Engineering: Nuclear  
  Cybernetics  
   
  Robotics 
   
  A character using the Calc-All, Calc-Boost and Master-Comp progits together, and with the proper type and amount of data, can 
  work out the probabilities of many events.  
   
  Comp-Link: (Must be used with Brain-Link.) This progit allows the user to attempt direct brain-to-computer communications 
  with any computer he can plug his comp-Link progit cable into. Thereafter, the character can attempt his computer skill directly 
  on the computer with a +4  added to his chance of success. The user has only one chance at initiating contact through this progit. 
  If he misses it the computer identifies him as a "bug" in the system and ignores him. If the character establishes contact with the 
  computer in the normal method and then plugs into it, he may continue using his computer skills at leisure. Any character who 
  has no computer skills and attempts this will automatically fail. 
   
  Comp-Sight IV: (Must be used with Comp-Sight I, II, and III.) This progit comes with two cables, an expensive goggle 
  apparatus, and a thick forearm bracelet. The goggles fit tightly against the user's head and contain tiny lasers that target the 
  wearer‘s eyes. The movement and focusing of the eyes is tied into the first three Comp-Sight components that have been attached 
  to the pistol or rifle the bracelet, attached to the forearm of the limb that is not primarily used, is connected by the cables to the 
  goggles and to the other three attachments. This fine tuning allows the character to ignore the Combat modifier for using the 
  wrong hand (as well as the benefits for the other three Comp-Sights). 
   
  The Administrator should be careful not to allow too many completely Comp-Sighted weapons in his campaign at any one time, 
  as it has a tremendous influence on the balance of the game. 
   
  Master-Comp: (Must be used with Audio-Act and Comp-Talk or Brain-Link.) This progit is a necessity for any character who is 
  
   
   
  serious about bodycomps. It is the grandmaster of progits and ties all of them together into a unified whole. The biggest 
  advantage is its ability to receive conditional orders from all other progits. A player can make a list of up to and including 20 
  conditions and functions he wishes his bodycomp to follow for standard operating procedure, such as: 
   
  a) Scan with the Atmospheric-CAS every twenty minutes and inform me of any unusual conditions. 
  b) Let me sleep for six hours unless a bio-form approaches within 20 meters. 
  c) Three minutes after you wake me, patch me into planet HQ for the morning report. 
  d) Set the Death-Wish progit to activate the Help-Beam progit, the Med-Inject progit with the staydose, and detonate the 
  fragmentary Grenade by my side. 
   
  The preceding examines all assume the character has the necessary progits to perform the indicated actions. 
   
  The Master-Comp progit is so complete that you can instruct it in simple terms and if it has any questions it will ask you. The 
  drawbacks to this wonderful progit are that; 
   
   a) Only 20 commands can be programmed in at any one time 
   b) It takes the place of two progits on the bodycomp, 
  c) If over 15 commands are programmed in, it uses an enormous amount of energy. A kingpack could conceivably be drained in 
  one month (at the Administrator's discretion) if the bodycomp is constantly on and performing numerous functions. This is why 
  environmental suits, deep space suits, and powered assault armor are so expensive to operate. 
   
  Mind-Drive: (Must be used with Brain-Link.) This progit is used with vehicles that the character has the skill to use. It comes 
  with a set of cables that are permanently attached to it and that can be plugged into the guidance control of various vehicles. Once 
  plugged into the vehicle the character can drive it with his mind, thus his reactions are much, much faster and the chance of 
  avoiding accidents are much better. While the character still uses his normal skill level for operating a vehicle, he adds a +5 to his 
  Reflex saves for keeping the vehicle under control.  
   
  Mind-Mount: (Must be used with Brain-Link.) This progit is an advanced form of Prog-Motor. It comes with one mini-motor 
  specially designed for an installation or vehicle mounted weapon. When physically aiming this weapon, with which the character 
  must already have a skill, the normal modifiers for range, movement, and size are ignored; only the character's skill level is used. 
   
  Mind-Teach: (Must be used with Brain-Link.) This progit comes in a variety of types: languages, skills, histories, and so forth. 
  When this one-shot progit is inserted and activated, the character can do nothing for two days but stare as if in a trance. If anyone 
  turns off the user's bodycomp at this time the lesson has not been learned and the progit is useless as it erases itself as it teaches. 
  There are two different kinds of Mind-Teach progits. The most common type conveys temporary knowledge that might be 
  forgotten in weeks, days, or even hours. The duration is left to the Administrator, as is the content. This progit is most useful is 
  emergency situations where the character must have a member who can perform a task, pass as another character, etc. The second 
  kind of Mind-Teach progit is much rarer. Its knowledge is gained by the character permanently. The only time an Administrator 
  would want to introduce this into a campaign is as a major reward for accomplishing a goal. It is impossible to tell these two 
  Mind-Teach progits apart. 
   
   
  FINAL COMMENTS CONCERNING BODYCOMPS 
   
   
  The personalize computer can vastly expand a character's identity and abilities, if used properly. Avoid bogging the 
  game down the overuse or over-concentration of technical items, but allow the players to experience some of these new items. A 
  wise Administrator will introduce only the lesser versions of the bodycomps at first: sixpacks, Type A or B progits, and Type A 
  or B type processor packs. 
   
  Break the players in slowly to this new concept so that, by the time the campaign is ready for the more powerful 
  progits, the players' use of the basics is second nature. This will save both the Administrator and the players a lot of time 
  continually referring to the equipment section for even the simplest progit explanations. 
   
   
  PROGIT ACCESSORIES 
   
  Progit Reprogrammer: This device allows a character with the Computers skill to alter or purge a progit. See the skill 
  description for further explanations. 
   
  Battle Bodycomp Belt: this federanium overly completely surrounds the bodycomp and attached progits, making them relatively 
  invulnerable to everything except nuclear or anti-matter attacks. Administrators should let common sense prevail here. If a 
  character wishes to remove a dead NPC's bodycomp that is encased in a battle bodycomp belt, he can either try to unlock it 
  (Security Lock Level 6) or blast it open. 
  
   
   
  Fake Progits: These progits look like the real thing but are actually empty and weighted to feel normal. They can be used for 
  securing small items or information, fitted with explosives as a booby trap for anyone trying to steal the belt or progits, or just 
  occupy space on the bodycomp, giving the impression of a powerful individual. 
   
   
   
  
   
   
  Computer Price List 
   
   
  These prices are standardized within the core worlds where most of these items can be found. Outside the core 
  availability becomes an issue and prices may vary. The Administrator as always has final say as to what is available to the 
  characters, and should be consulted before purchases are made. 
   
  Common Computer Maxiprogs 
   
  Maxiprog Type 
   
   
   
  Cost* 
  Analysis/Information 
   
   
  4,000cr 
  Creative  
   
   
   
  1,000cr 
  Job 
   
   
   
   
  2,000cr 
  Maintenance 
   
   
   
  2,000cr 
  Security  
   
   
   
  5,000cr 
   
  * Cost is multiplied by computer level 
   
  Specialized Computer Maxiprogs 
   
  Program  
   
   
  Level 
  Modifier  
  Notes 
   
   
   
  Cost* 
  Administration- 
       Business 
   
   
  1 
  +2 
   
   
   
   
   
  200cr 
       Robotic administration 
   
  1-6 
   
   
  Control/assigns tasks for 5 robots in 
   
   
   
   
   
   
   
        the labor pool x the program level 1,500cr  
  Analyze (choose specialty) 
   
  1-6 
  +2x level  
   
   
   
   
  5,000cr 
  Astrogation- 
   
   
   
   
       Astrogation Assistance 
   
  1-6 
  +2/level  
   
   
   
   
  5,000cr 
       Common Star routes 
   
  1-6 
   
   
  20ly/program level  
   
  10,000cr 
  Autodrive (Choose vehicle)  
  1-4 
  +1/level  
  as Drive skill 
   
   
  1,000cr   
  Computers- 
   
   
   
   
       Defenses- 
            Black Ice defender 
   
  5-6 
  +10/+20 DC 
   
   
   
   
  10,000cr 
            Blackwall 
   
   
  4-5 
  +5/+10 DC 
   
   
   
   
  5,000cr 
            Data Doctor  
   
  1-6 
  +2x Level 
  recreates damaged programs/files 
  2,000cr 
            Data encryptor 
   
  1-6 
  +2x Level DC 
  increase difficulty to decipher 
   
   
   
   
   
   
   
   
   
  computer data 
  2,000cr 
            Program purge 
   
  1-3 
   
   
  failed Computer check purges listed 
   
   
   
   
   
   
   
   
   
              programs 
  1,000cr 
            Firewall 
   
   
  1-4 
  +2x level DC 
   
   
   
   
  500cr 
            Passcode 
   
   
  1-6 
  +1xlevel  
   
   
   
   
  500cr 
            Sentry 
   
   
  2-4 
  +2x level DC 
   
   
   
   
  3,000cr 
            Shield 
   
   
  2-3 
  +2x Level DC 
   
   
   
   
  2,000cr 
            Security lockout 
   
  1-6 
  +2xlevel  
   
   
   
   
  2,000cr 
            Data Store 
   
   
  1-6 
   
   
  Holds 5 gigs of data/Level 
   
  100cr 
   
       Hacks- 
   
   
   
   
            Black Ice 
   
   
  4-6 
  +2xlevel  
  bonus to Defeat security 
   
  5,000cr  
            Data Doppelganger 
   
  1-6 
   
   
  Copies Datastore once Computer accessed 2,000cr 
            Data Slicer  
   
  4-6 
  +2x level  
  Computer encryption breaker  
  10,000cr 
            Keystroke Copier 
   
  1-6 
  +1/level  
  Copies inputted docs to slave data stores 
  8,000cr 
            Program piggyback 
   
  4-6 
  +2x level DC 
  increases difficulty to detect, and  
   
   
   
   
   
   
   
            chance to interface computers 
  5,000cr  
            Stealth 
   
   
  2-4 
  +1/level   
  Bypass security 
   
   
  2,000cr 
            Interface 
   
   
  1-6 
  +2x level  
   
   
   
   
  250cr 
   
       Viruses- 
   
   
   
   
            Code creator  
   
  1-6 
  +2x level DC  
  changes access codes at random 
  5,000cr  
            Data Dump  
   
  1-4 
   
   
  wipes data stores 
   
   
  8,000cr 
            Digital death  
   
  6 
  +12 to DC 
  fries motherboard  
   
  10,000cr  
  Energy Management 
   
  1-6 
   
   
  regulates power generators/power plants 
  5,000cr  
  Damage Control 
   
   
  1-6 
  +1/level  
  regulates self-repair systems  
  5,000cr 
  Drive Assist 
   
   
  1-6 
  +2/level  
  requires Physics program 
   
  4,000cr 
  
   
   
  Program  
   
   
  Level 
  Modifier  
  Notes 
   
   
   
  Cost* 
  Knowledge- 
       Advanced Mathematics 
   
  1-6 
  +2xlevel  
   
   
   
   
  500cr 
       Astronomy 
   
   
  1 
  +2 
   
   
   
   
   
  500cr 
   
       Astrophysics 
   
   
  2 
  +4 
   
  increases Astrogation 
   
  4,000cr** 
       Biology- 
   
   
  1 
  +2 
   
   
   
   
   
  500cr 
       Xeno-biology 
   
   
  2 
  +2 
   
   
   
   
   
  2,000cr** 
       Botany 
   
   
  1 
  +2 
   
  increases Knowledge: Nature,  
       
   
   
   
   
   
   
   
          Wilderness lore 
  2,000cr** 
       Geo physics 
   
   
  2 
  +4 
   
  increases Piloting and Astrogation 
  4,000cr** 
       Computer Systems 
   
  1 
  +2 
   
  Increases repair computers 
   
  2,000cr** 
       Cultural Index  
   
  1 
  +1 
   
  increases diplomacy 
   
  500cr 
       Engineering- 
       Alternate Energy 
   
  2 
  +4 
   
  increases repair/construction  
  5,000cr** 
       Architectural 
   
   
  2 
  +4 
   
  increases repair/construction  
  5,000cr** 
       Civil  
   
   
  2 
  +4 
   
  increases repair/construction  
  5,000cr** 
       Electronic 
   
   
  2 
  +4 
   
  increases repair/construction  
  5,000cr** 
       Mechanical 
   
   
  2 
  +4 
   
  increases repair/construction  
  5,000cr** 
       Military 
   
   
  2 
  +4 
   
  increases repair/construction  
  5,000cr** 
       Nuclear 
   
   
  2 
  +4 
   
  increases repair/construction  
  5,000cr** 
       Forensics 
   
   
  2 
  +4 
   
  Increases Knowledge: Forensic 
  4,000cr** 
       Frontier Law 
   
   
  1 
  +2 
   
   
   
   
   
  1,000cr 
       History 
   
   
  1 
  +2 
   
   
   
   
   
  250cr 
       Medicine- 
   
   
  2 
  +4 
   
  Increases first aid/Heal 
   
  8,000cr** 
            Diseases 
   
   
  2 
  +4 
   
  Increases first aid/Heal 
   
  8,000cr** 
            Infections 
   
   
  2 
  +4 
   
  Increases first aid/Heal 
   
  8,000cr** 
            Toxins 
   
   
  2 
  +4 
   
  Increases first aid/Heal 
   
  8,000cr** 
       Military Tactics  
   
  2 
  +4 
   
   
   
   
   
  8,000cr** 
       Physics 
   
   
  1 
  +2 
   
  Increases Drive/Piloting 
   
  2,000cr** 
       Robotic Systems 
   
  2 
  +2 
   
  Increases repair/Construction  
  4,000cr** 
       Zoology 
   
   
  1 
  +2 
   
  increases Knowledge: Nature 
   
   
   
   
   
   
   
   
          Wilderness lore 
  2,000cr** 
  Life Support 
   
   
  1-6 
   
   
   
   
   
   
  10,000cr 
  Security  
   
   
  1-6 
  +2x level to DC 
  controls security robots, sector access 
              /defensive weapons/equipment 5,000cr 
  * Cost is multiplied by computer level 
  **Cost unmodified by level 
   
   
   
   
  Specialized Computer prices 
   
   
   
   
   
   
   
   
  Item 
   
   
   
  Notes 
   
   
   
   
   
  Weight Cost 
  Computer Access Computer (CAC) 
   
   
   
   
   
   
  1.5kg 
  2,000cr 
   
   
  Booster Program 
   
   
   
   
   
   
  .3kg 
  1,000cr 
   
   
  Robotics CAC 
   
   
   
   
   
   
  1.5kg 
  3,000cr 
  File Computer 
   
   
   
   
   
   
   
   
  1.2kg 
  500cr 
  Lock Compick 
   
   
  Highly illegal to non-authorized Law-enforcers 
   
  .5kg 
  40,000cr 
  Computer Analysis Scanners-  
   
   
   
   
   
   
  2.5kg 
   
   
   
   
  Atmospheric 
   
   
   
   
   
   
   
  2,000cr 
   
   
  Chemical  
   
   
   
   
   
   
   
  2,000cr 
   
   
  Demolitions 
   
   
   
   
   
   
   
  4,000cr 
   
   
  Electro-cas 
   
   
   
   
   
   
   
  5,000cr 
   
   
  Fauna 
   
   
   
   
   
   
   
   
  1,500cr 
   
   
  Flora 
   
   
   
   
   
   
   
   
  1,500cr 
   
   
  Geological 
   
   
   
   
   
   
   
  2,000cr 
   
   
  Magnetic  
   
   
   
   
   
   
   
  2,000cr 
   
   
  Mechanical 
   
   
   
   
   
   
   
  4,000cr 
   
   
  Medic 
   
   
   
   
   
   
   
   
  8,000cr 
   
   
  Robo 
   
   
   
   
   
   
   
   
  5,000cr 
   
   
  
   
   
  Body Comp prices 
   
  Power supplies 
   
   
   
   
   
   
  Item 
   
   
  Cost 
   
  Item 
   
   
  Cost 
  Six Pack  
   
  5,000cr  
  Full pack  
   
  15,000cr 
  Ten Pack  
   
  10,000cr  
  King pack 
   
  20,000cr 
   
   
  BODYCOMP PROCESSOR PACKS 
   
   
   
   
   
   
  Processor 
   
  Cost 
   
  Processor 
   
  Cost 
  Type A  
   
  5,000cr  
  Type C  
   
  20,000cr 
  Type B  
   
  10,000cr  
  Type D  
   
  40,000cr 
   
   
  PROGIT PRICES 
   
  Progit Type A 
   
   
   
   
  PROGITS--TYPE B 
   
  Progit 
   
   
   
  Cost 
   
  Progit 
   
   
   
  Cost 
  Audio-Act 
   
   
  1,000cr  
  Bio-Center 
   
   
  2000cr 
   
  Calc-All  
   
   
  500cr 
   
  Body-Scan 
   
   
  3,000cr 
  CAS-Interface  
   
   
  500cr 
   
  Brain-Scan 
   
   
  5,000cr  
  Chrono-Calc 
   
   
  500cr 
   
  Comm-Link 
   
   
  2,000cr  
  Comp-Talk 
   
   
  1,500cr  
  Med-Inject 
   
   
  2,500cr  
  Dis-Vis  
   
   
  500cr 
   
  Prog-Lock 
   
   
  4,000cr 
  Helm-Link 
   
   
  500cr 
   
  Prog-Switch 
   
   
  4,000cr  
  Help-Beam 
   
   
  500cr 
   
  Robo-Link 
   
   
  5,000cr  
  Help-Call  
   
   
  750cr 
   
  Trans-Comp II 
   
   
  4,000cr 
  Map-Calc. 
   
   
  750cr 
   
   
  Trans-Comp I. 
   
   
  1,000cr  
   
   
   
  PROGITS--TYPE C 
   
   
   
   
  PROGITS--TYPE D 
   
  Progit 
   
   
   
  Cost 
   
  Progit 
   
   
   
  Cost 
  Ani-Link  
   
   
  10,000cr  
  Beam-Boost 
   
   
  20,000cr 
  Brain-Link 
   
   
  20,000cr  
  Calc-Boost 
   
   
  20,000cr 
  Comp-Sight I 
   
   
  15,000cr  
  Comp-Link 
   
   
  25,000cr 
  Comp-Sight II. 
   
   
  18,000cr  
  Comp-Sight IV 
   
   
  30,000cr 
  Comp-Sight III  
   
   
  20,000cr  
  Master-Comp  
   
   
  50,000cr 
  Death-Wish 
   
   
  20,000cr  
  Mind-Drive 
   
   
  50,000cr 
  Enviro-Comp 
   
   
  15,000cr  
  Mind-Mount 
   
   
  50,000cr 
  Fast-Scan  
   
   
  15,000cr  
  Mind-Teach 
   
   
  40,000cr 
  Hear-All  
   
   
  20,000cr  
   
  Natur-Act 
   
   
  17,000cr  
   
  Prog-Motors 
   
   
  15,000cr  
   
  Stop-Hear 
   
   
  20,000cr  
   
  Truth-Tell 
   
   
  15,000cr  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
  
   
   
  Cybernetics in the Frontier 
   
   
   
  The field of cybernetics originally was based on creating artificial limbs for beings who had suffered from accidents, 
  but has now become a multi-billion credit industry as people, mostly adventurers turn to cybernetics as a way to increase their 
  capabilities. Below are rules designed to allow for the incorporation of cybernetics into the Star Frontiers universe. 
   
  Number of Enhancements possible 
   
  A character can only be fitted with a certain number of cybernetic enhancements based on their Attributes. The table below is 
  used to determine the types of enhancements available and are based on the character‘s attributes. Stamina is used to determine 
  body modifications, Logic is used to determine how many internal computer modules the character can possess, Intuition 
  determines how many internal sensors can be possessed by the character, and Appearance allows for cosmetic cybernetics. 
   
  Character’s  
   
   
  Number of 
   
   
  Installation/Removal 
  Attribute 
   
   
  Cybernetic enhancements  
  DC 
  1-7 
   
   
   
  none 
   
   
   
  n/a 
  8-9 
   
   
   
  2 
   
   
   
  20 
  10-11 
   
   
   
  4 
   
   
   
  18 
  12-13 
   
   
   
  6 
   
   
   
  18 
  14-15 
   
   
   
  6 
   
   
   
  16 
  16-17 
   
   
   
  6 
   
   
   
  15 
  18-19 
   
   
   
  8 
   
   
   
  15 
  20+ 
   
   
   
  10 
   
   
   
  15 
   
  The cybernetic enhancements are designed not to alter the basic structure of the being in question, though outlaw Body shops 
  may create alterations of this type if allowed by the Administrator it should be forbidden for a player character to play a 
  cybernetic being with vast changes to his physical structure. Unless otherwise stated a character attempting to graft cybernetic 
  parts on a living being must have access to a fully stocked surgical center, and requires 4 levels in the following skills: 
  Cybernetics, Heal, Knowledge: Medical procedures.  
   
  Cybernetics and Psyche 
   
   
  All cybernetics have an effect on a character‘s Psyche, but organic computers and their modules have the most 
  profound effects. The reason for this is unclear, but the more ―C-Tek‖ the character possesses the harder it is for him to manifest 
  or be affected by mental abilities (all which are detailed in the Expanded Universe supplement). Every physical cybernetic 
  alteration (except cosmetic ones) reduces a character‘s Psyche by 1 point. If the cyborg has an organic computer he loses 1d4 
  psyche points per level of the Organic computer.  
   
   
  Available Cybernetic enhancements 
   
  The following list are the most common types of Cybernetic enhancements found in the Frontier. They are readily available in 
  the core systems, but as the characters travel further away from the Core they will find that cybernetic parts are hard to come by. 
  This list is not a complete list of every type of enhancement available and Administrators are welcome to create new cybernetic 
  enhancements for his campaign. 
   
  Neural Impulse Adaptor 
   
  All cybernetic adaptations require that the character be fitted with a Neural Impulse Adaptor (NIA) somewhere on their body 
  (usually at the base of the spine) which translates the signals to the brain into electronic pulses understood by the microprocessors 
  in the cybernetic enhancement and vice versa so that the character does not need a bodycomp to do it for him. Installing the chip 
  requires a surgeon with the above mentioned skills, a fully stocked surgical theatre and takes 4 hours with a difficulty of 18. The 
  Neural Impulse Adaptor is treated as one mental adaptation and thus lowers psyche by 1-4 points. Some characters forgo this and 
  depend on a Bodycomp with the Biocenter progit. This doesn‘t count as a mental implant, and thus doesn‘t affect the character‘s 
  Psyche. 
   
  Physical Enhancement 
   
  These enhancements affect the three physical attributes of a character and also include any alteration that changes, enhances or 
  
   
   
  alters the physiology of the character (such as adaptations allowing the character to survive underwater without a pressure suit, 
  and external air supply). 
   
  Cybernetic 
   
   
  Attribute 
  Enhancement 
   
   
  Modifier  
  Notes 
   
   
   
   
  Cost 
  Dermal Armor- 
       Type A 
   
   
  n/a 
   
  5/Acid 
   
   
   
   
  5,000cr 
       Type B 
   
   
  n/a 
   
  5/energy  
   
   
   
  10,000cr 
       Type C 
   
   
  -2 Ag 
   
  -10/Acid  
   
   
   
  20,000cr 
       Type D 
   
   
  -2 Ag 
   
  -10/Energy 
   
   
   
  40,000cr 
       Type E 
   
   
  -4 Ag 
   
  -10/Radiation 
   
   
   
  80,000cr 
  Cybernetic Life support system- 
       External power source 
   
    
   
  requires 10seu/hour  
   
                 100,000cr 
  Integrated weapon-  
   
   
   
  Any standard or hold out pistol type 
       External ammo/power source 
   
   
   
   
   
   
   
  8,000cr 
  Medical Injector 
   
   
   
   
  holds 10 doses, required med diagnostic unit 
  1,000cr 
  Muscle augmentation- 
       Type A 
   
   
  +2 Str/+1 Ag 
  doesn‘t require skeletal reinforcing 
   
  5,000cr  
       Type B 
   
   
  +4/Str/+2 Ag 
  doesn‘t require skeletal reinforcing 
   
  7,500cr 
       Type C 
   
   
  +6/Str/+4 Ag 
  requires Type-A skeletal reinforcing 
   
  10,000cr 
       Type D 
   
   
  +8/Str/+6 Ag 
  requires Type-B or greater skeletal reinforcement 
  15,000cr 
       Type E 
   
   
  +10/Str/+8 Ag 
  requires Type-C or greater skeletal reinforcement 
  30,000cr 
  Skeletal reinforcement- 
       Type A 
   
   
  +2 Sta 
   
  Duraplas reinforcement of skeleton 
   
  5000cr 
       Type B 
   
   
  +4 Sta 
   
  Duraplas replacement of skeleton 
   
  20,000cr 
       Type C 
   
   
  +6 Sta 
   
  Duralloy reinforcement of skeleton 
   
  15,000cr 
       Type D 
   
   
  +8 Sta 
   
  Duralloy replacement of skeleton 
   
  30,000cr 
       Type E 
   
   
  +10 Sta  
  Federanium reinforcement of skeleton                 100,000cr 
  Standard replacement limb- 
       Arm complete  
   
   
   
   
   
   
   
   
  1,500cr 
       Arm partial 
   
   
   
   
   
   
   
   
   
  750cr 
       Hand  
   
   
   
   
   
   
   
   
   
  500cr 
       Leg complete 
   
   
   
   
   
   
   
   
   
  2,500cr 
       Leg partial 
   
   
   
   
   
   
   
   
   
  1,000cr 
       Foot  
   
   
   
   
   
   
   
   
   
  400cr 
  Standard replacement organ  
   
   
   
   
   
   
   
  2,000cr 
  Synthetic skin- 
       Atmospheric guard 
   
   
   
  provides protection against temp  
   
   
   
   
   
   
   
  (-4 to 280° Fahrenheit) 
   
  10,000cr   
       Lumina skin 
   
   
   
   
  soft glow (cosmetic alteration) 
   
  5,000cr 
       Pigment alteration 
   
   
   
  cosmetic alteration  
   
   
  5,000cr 
       Pressure adaptation 
   
   
   
  immunity to pressure damage  
   
  10,000cr 
       Scintillating skin 
   
   
   
  cosmetic alteration  
   
   
  12,000cr 
       Slip skin 
   
   
   
   
  +5 to DR vs. grappling attacks 
   
  15,000cr 
       Thermal guard  
   
   
   
  immune to Infrared detection  
   
  20,000cr  
       Ultraviolet guard 
   
   
   
  immune to ultraviolet sensors  
   
  20,000cr 
       Vacuum guard  
   
   
   
  immune to effects of space 
              
                100,000cr  
   
   
  Intuition Adaptations 
   
  Cybernetic 
   
   
  Attribute 
  Enhancement 
   
   
  Modifier  
  Notes 
   
   
   
   
  Cost 
  Replacement sense- 
       Standard audile  
   
  Int +2 
   
  range is 2x Intuition modifier  
   
  5,000cr 
       Standard olfactory 
   
  Int +2 
   
  range is 2x Intuition modifier  
   
  5,000cr 
       Visual- 
            Standard 
   
   
  Int +2 
   
  standard visual ranges 
   
   
  15,000cr 
            Telescopic 
   
   
  Int +2 
   
  Range is 3x standard 
   
   
  20,000cr 
   
   
   
  
   
   
  Cybernetic 
   
   
  Attribute 
  Enhancement 
   
   
  Modifier  
  Notes 
   
   
   
   
  Cost 
  Scanners-  
   
   
  Int +2 
   
  Range is 5x Intuition modifier in feet 
   
   
   
   
       Beam  
   
   
   
   
   
   
   
   
   
  5,000cr 
       Electromagnetic  
   
   
   
   
   
   
   
   
  20,000cr 
       Infrared 
   
   
   
   
   
   
   
   
   
  5,000cr 
       Intense light 
   
   
   
   
   
   
   
   
   
  5,000cr 
       Life 
   
   
   
   
   
   
   
   
   
   
  10,000cr 
       Motion 
   
   
   
   
   
   
   
   
   
  5,000cr 
       Odor  
   
   
   
   
   
   
   
   
   
  7,500cr 
       Parabolic 
   
   
   
   
   
   
   
   
   
  10,000cr 
       Radiation 
   
   
   
   
   
   
   
   
   
  15,000cr 
       Radar/Sonar 
   
   
   
   
   
   
   
   
   
  5,000cr 
       Ultraviolet 
   
   
   
   
   
   
   
   
   
  5,000cr 
  Multi-scanner- 
       Type A 
   
   
   
   
  any two scanners 
   
   
   
  20,000cr 
       Type B 
   
   
   
   
  any three scanners  
   
   
  22,000cr 
       Type C 
   
   
   
   
  any four scanners  
   
   
  25,000cr 
       Type D 
   
   
   
   
  any five scanners 
   
   
   
  27,500cr 
       Type E 
   
   
   
   
  any six scanners 
   
   
   
  30,000cr  
   
  Logic Enhancers 
   
  Organic Computers 
   
   
  Cybertechnologies created the first organic computers and revolutionized the industry by creating a computer that 
  could be surgically installed in a recipient. Organic computers are exactly like bodycomps in capabilities, but come with a temple 
  mounted slot with an extendable fibre optic cable that can be connected to either a wrist display unit, or a mainframe, or 
  Bodycomp. Organic computers have a retractable power cable that extends from a slot near the base of the neck and can be 
  inserted into any standard bodycomp power pack. Organic computers have the following Stats: 
   
   
   
  Progit 
  Type 
   
  Levels 
   
  Notes 
   
   
   
   
  Cost 
   
  Processor- 
       Type A 
  4 
   
  Handles Type-A progits only  
   
  20,000cr 
       Type B 
  8 
   
  Handles Type-A and B progits 
   
  40,000cr 
       Type C 
  12 
   
  Handles Type-A, B, and C progits 
   
  80,000cr 
       Type D 
  16 
   
  Handles all progits  
   
   
  160,000cr 
   
   
  Installing progits 
   
   
  Organic computers can have progits imbedded into their processor when first purchased, or the character can upload 
  them from bodycomps by interfacing his organic computer to the bodycomp processor. A Progit level (A-D) is equal to 1-4 
  progit levels (A=1 level). Unlike Bodycomps Organic computers cannot easily switch progits. The character must first erase the 
  number of levels of progits in his organic computer (1 progit level can be erased/turn) in order to make room for a new progit and 
  then he must succeed on a Computer check to interface with the Bodycomp and begin uploading the software, which takes 30 
  minutes/progit level. Imbedded progits however cannot be replaced in this way.  
   
  Processor Booster Pack 
   
   
  A character can spend 10,000cr to buy a processor booster pack. The booster is a scalp mounted unit that connects to 
  the processor through the data port. The unit is charged by the organic computers power pack and increases the number of Progits 
  that the organic computer can hold by 4 levels. These progits can be plugged directly into the headband unit and are protected by 
  a duralloy case.     
   
   
   
   
   
   
   
   
   
  
   
   
  ROBOTS 
   
  Robotic constructs, or robots, are among the most sophisticated and useful technologies in the Frontier. A robot is a complex 
  machine controlled by an advanced computer that can be programmed to achieve specific functions. While their mechanical 
  bodies and electronic brains can be extremely sophisticated, robots are not truly alive or sentient. They have no souls or free will, 
  are incapable of imagination, creativity, and true emotion, and will effectively do nothing unless specifically programmed or 
  commanded to do so. Nevertheless, they are incredibly useful and versatile tools. 
   
  As mechanical constructs, robots are immune to Toxins, Paralysis, Stunning,  and disease  They do not heal damage on 
  their own, though they can be repaired the same way an object can. Robots are not subject to critical hits, subdual damage, ability 
  damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save unless it also affects objects. 
  A robot is not subject to death from massive damage but is immediately destroyed when reduced to 0 Endurance points or less. 
  Robots do not eat, drink, breathe, or sleep.  
  Robots unlike most machines do possess a Stamina score. This score represents how much activity they can perform in a day 
  before needing to recharge. This score also represents how well built and durable they are. A robot with a high stamina score may 
  be a top of the line model with an exceptionally efficient power core. Robots can function for 1 hour/point of Stamina they 
  possess before needing to recharge their power cells. A robot‘s power cell can hold 10seu/Stamina point of the robot and it uses 
  10seu/hour regardless of the type of activity a robot performs.   
   
  Unlike most conventional constructs, robots have a Logic score: They can reason, remember, and learn, and they are 
  very adept at calculation. Because a robot's brain is electronic and it has no sentient mind, it is immune to mind-influencing 
  effects. 
   
  The robots described in this section are self-contained, mobile units. Stationary robotic devices and automated 
  machinery are commonly used in industry, but characters are unlikely to encounter and interact with these machines. Robots are 
  sophisticated machines, and as such, they are expensive. They are designed for specialized functions. In the Core worlds Robots 
  will be found performing even the most trivial tasks but in the Rim, because of Scarcity of resources, one almost never finds a 
  Robot valet, though Labor robots are common in and around most Spaceports.  
   
  Many robots are bipedal humanoids-robots that stand upright and walk around on two legs. But many other forms are 
  common as well: There are wheeled robots, tracked robots, robots that look like mechanical spiders, small spherical robots that 
  fly around powered by vectored-thrust hover fans, and many more. 
   
  ROBOT DESIGN  
   
   
  A robot's basic statistics and capabilities are dependent on its size. Standard stat blocks are listed below. Robots larger 
  than Medium-size are rarely constructed, since the increased size usually presents more disadvantages than advantages in the 
  specialized roles for which robots are designed. 
   
   
  Robot Chassis 
   
   
  Tiny Robot 
   
   
   
   
  Small Robot 
   
  Cost: 500cr 
   
   
   
   
  Cost: 1,000cr 
   
  Endurance Points: 18 
   
   
   
  Endurance Points: 19 
  Initiative: +1 (Ag)  
   
   
   
  Initiative: +0 
  Speed: 50‘ 
   
   
   
   
  Speed: 40‘ 
  Defensive Rating: 13 
   
   
   
  Defensive Rating: 11 
  Resistance Rolls:   
   
   
   
  Resistance Rolls:   
   
   
  Fort: +0 Ref: +1 Will: +0  
   
   
  Fort: +0 Ref: +0 Will: +0 
  Attributes: 
   
   
   
   
  Attributes: 
   
  Str: 4 (-3) 
  Ag: 12 (+1) 
  Sta: 10 (+0) 
  Str: 8 (-1) 
  Ag: 10 (+0) 
  Sta: 10 (+0) 
   
  Log: 12 (+1) 
  Int: 10 (+0) 
  Per: 8 (-1) 
  Log: 12 (+1) 
  Int: 10 (+0) 
  Per: 8 (-1) 
   
   
   
   
   
   
   
  
   
   
  Medium Robot 
   
   
   
   
  Large Robot 
   
  Cost: 2,000cr 
   
   
   
   
  Cost: 4,000cr 
   
  Endurance Points: 20 
   
   
   
  Endurance Points: 23 
  Initiative: -1 (Ag)  
   
   
   
  Initiative: -2 (Ag) 
  Speed: 40‘ 
   
   
   
   
  Speed: 30‘ 
  Defensive Rating: 9 
   
   
   
  Defensive Rating: 9 (-2 Ag, -1 size, +2 natural) 
  Resistance Rolls:   
   
   
   
  Resistance Rolls:  
   
   
  Fort: +0 Ref: -1 
  Will: +0  
   
   
  Fort: +1 Ref: -2 
  Will: +0 
  Attributes: 
   
   
   
   
  Attributes: 
   
  Str: 12 (+1) 
  Ag: 8 (-1) 
  Sta: 10 (+0) 
  Str: 20 (+5) 
  Ag: 6 (-2) 
  Sta: 10 (+0) 
   
  Log: 12 (+1) 
  Int: 10 (+0) 
  Per: 8 (-1) 
  Log: 12 (+1) 
  Int: 10 (+0) 
  Per: 8 (-1) 
   
   
  Huge Robot 
   
   
   
   
  Gargantuan Robot 
   
  Cost: 8,000cr 
   
   
   
   
  Cost: 16,000cr 
   
  Endurance Points: 26 
   
   
   
  Endurance Points: 26 
  Initiative: -3 
   
   
   
   
  Initiative: -3 Dex 
  Speed: 30‘ 
   
   
   
   
  Speed: 20‘ 
  Defensive Rating: 9 (-3 Ag, -1 Size, +3 Natural)  
  Defensive Rating: 9 (-3 Ag, -2 Size, +4 Natural) 
  Resistance Rolls:   
   
   
   
  Resistance Rolls:  
   
   
  Fort: +2 Ref: -3 
  Will: +0  
   
   
  Fort: +5 Ref: -3 
  Will: +0 
  Attributes: 
   
   
   
   
  Attributes: 
   
  Str: 28 (+9) 
  Ag: 4 (-3) 
  Sta: 10 (+0) 
  Str: 28 (+9) 
  Ag: 4 (-3) 
  Sta: 10 (+0 ) 
   
   
  Log: 12 (+1) 
  Int: 10 (+0) 
  Per: 8 (-1) 
  Log: 12 (+1) 
  Int: 10 (+0) 
  Per: 8 (-1) 
   
   
  Colossal Robot 
   
   
   
   
   
   
  Cost: 32,000cr 
   
   
   
   
   
   
   
  Endurance Points:  30 
   
   
   
  Initiative: -3 
   
   
   
   
   
  Speed: 20‘ 
   
   
   
   
   
   
  Defensive Rating: 9 (-3 Ag, -3 Size, +5 Natural)  
   
   
   
  Resistance Rolls:   
   
   
   
    
   
   
  Fort: +10 
  Ref: -3 
  Will: +0  
   
  Attributes: 
   
   
   
   
   
   
  Str: 36 (+13) 
  Ag: 4 (-3) 
  Sta: 10 (+0) 
   
   
   
   
   
  Log: 12 (+1) 
  Int: 10 (+0) 
  Per: 8 (-1) 
   
   
   
   
   
   
  All Robots are Ambidextrous, and have Ultraviolet vision capabilities enabling them to see in the dark as well as they can in 
  daylight.  
   
   
  Means of Movement 
   
  Most robots in the Frontier move much like a standard humanoid, having legs and feet that let them move like bipeds, 
  quadrupeds, or other similar creatures. Some robots have different types of locomotion, with wheels, and treads being the most 
  common. Recently advancements in repulsor lift technology led by Cyber-technologies corporation has expanded the scope of 
  robot locomotion as follows: 
   
  Repulsor lift: Repulsor lift technology was only possible on small or tiny Robots, but recent advances in Robotic design now 
  allow any Robot to be fitted with repulsor lift units. These units allow the robot to hover with a maximum ceiling of 30‗.  
  
   
   
   
  Flight: Robots can be fitted with micro engines of some kind allowing them limited flight capabilities. These robots tend to be 
  very expensive. Magnetic propulsion is the most common type of engine used on robots, and has the added benefit of allowing 
  them to move as if they had repulsor lifts. Chemical engines and even rotor based flight are available in older models. 
   
  Manipulator limbs 
   
   
  The general assumption is that most robots have limbs resembling the arms and hands of any common humanoid, and 
  though these types of robots are very common some robots possess specialized limbs instead of the standard arm, hand 
  combination. 
   
  Claw: Claws are useful for grabbing objects to be removed, but are not good for manipulating things. 
   
  Instrument: Instrument limbs are a step up from the common probe and are as varied as the equipment that can be fitted on 
  them. Instrument limbs can hold any small piece of equipment found on the equipment lists that can feasibly be fitted on a robot, 
  and include Medicinal injectors, single tools, single scanners, holo-recorders, projectors, and the like.  
   
  Multi-Tool: A multi-tool appendage is much like the instrument limb above but can be fitted with up to three different pieces of 
  equipment 
   
  Probe: This is simple a slender telescoping cylinder that can extend up to 5‘ from the robot and can poke, or push objects, 
  buttons, etc. 
   
  Tentacle:  The oldest type of limb found on a Robot, the tentacle is a series of joined segments that are articulate enough to wrap 
  around the handle of an object. They are still in use because they can snake through obstacles that most manipulator limbs 
  cannot. 
   
  Unarmed combat damage: Unless otherwise stated a Robot‘s manipulator limbs cause 1-3 points of damage while a kick causes 
  1-4 points of damage. These attacks are bludgeoning attacks, and only a robot with a combat module will use these attacks. 
   
   
  Robot Programming 
   
   
  Note that robots do not follow the conventional advancement pattern of creatures in the Frontier. Specifically, attacks 
  do not automatically progress with increased Levels.  Robots that are custom designed (not purchased from the standard types 
  below) have not been programmed and cannot do much of anything beyond the most fundamental tasks, such as movement and 
  perception. To accomplish anything more, a robot must be programmed and upgraded. 
   
  A robot without the combat programming upgrade has no challenge rating, as it makes no effort to defend itself. The 
  Robot‘s Combat ratings should be modified according to the robot's offensive and defensive technology (Combat module and 
  level), if any. 
   
  When robots are programmed, they gain the ability to perform specialized tasks. This programming is represented by 
  Hero template based levels. Robots can be programmed with levels unlike normal characters. When a robot gains levels, it gains 
  most of the benefits of that level. This includes Skill points, Resistance rolls, and Ability increases (mental abilities only). The 
  exceptions are Combat bonuses and Increases to Physical attributes, and Endurance. A robot is incapable of attack or defense in 
  combat, unless it has the combat programming upgrade in which case it increases in combat skill as a normal hero. Robots do not 
  increase in or Physical attributes or Endurance as characters. To increase these stats the robot must be upgraded as explained 
  below. All robots with at least one level of programming get the Use Technology Skill for free.  
   
  The cost of programming is based on the desired level, as shown in the following table.  
   
  Starting  
   
   
  Upgrade  
  Starting  
   
   
  Upgrade 
  Level 
   
  Cost 
   
  Cost 
   
  Level 
   
  Cost 
   
  Cost 
  1 
   
  1,000 
   
  n/a 
   
  11 
   
  121,000  
  21,000 
   
   
  2 
   
  4,000 
   
  3,000 
   
  12 
   
  144,000  
  23,000 
   
  3 
   
  9,000 
   
  5,000 
   
  13 
   
  169,000  
  25,000 
   
  4 
   
  16,000 
   
  7,000 
   
  14 
   
  196,000  
  27,000 
   
  5 
   
  25,000 
   
  9,000 
   
  15 
   
  225,000  
  29,000 
   
  6 
   
  36,000 
   
  11,000 
   
  16 
   
  256,000  
  31,000 
   
  7 
   
  49,000 
   
  13,000 
   
  17 
   
  289,000  
  33,000 
   
  8 
   
  64,000 
   
  15,000 
   
  18 
   
  324,000  
  35,000 
   
  9 
   
  81,000 
   
  17,000 
   
  19 
   
  361,000  
  37,000 
   
  10 
   
  100,000  
  19,000 
   
  20 
   
  400,000  
  39,000 
   
  
   
   
  The cost listing shows how much the character must spend to start his robot off at the desired level. If the player is however 
  designing the robot to be a helper for his heroic character the Administrator may impose that the robot‘s level may not be greater 
  than the character‘s level -3 or 1st level if the reduced level would make the robot‘s level less then 0. 
   
  The upgrade cost listing is used to determine how much it would cost to upgrade a robot to a chosen level. The Robot can not be 
  upgraded more than 4 levels/adventure, and to determine the actual cost of the upgrade the totals from each level between the 
  robot‘s current level, and the desired level must be added together, with the result being how much the upgrade will cost. 
   
  It should be said that Robot programming pushes the boundaries of computer science, and the expense makes high-level 
  programming extremely rare. 
   
   
  Non-Heroic Robots do not gain experience and do not advance in levels on their own. However there are templates 
  allowing a player to play a robot as a character. These templates are discussed in their own section below.  
   
  ROBOTS AND SKILL USE 
   
   
  Because they can only accomplish tasks they've been programmed for, robots cannot attempt untrained skill checks. 
  The only exceptions are for skills related to movement and perception that are part of the robot's core design. These core skills 
  include: Balance, Climb, Jump, Listen, Search, and Spot. Robots do not automatically get these skills, but they can attempt 
  untrained checks in these skills. 
   
   
  Robot Maintenance 
   
   
  An often ignored part of any game is the maintenance of equipment. While it is assumed that characters spend some 
  time maintaining their equipment Their Robots too need maintenance. When properly maintained a Robots parts can last for 
  decades with no loss in its performance, however the following problems plague Robots, just as diseases plague most races, 
   
   
   
   
  Resistance 
  Condition 
   
  Roll DC  
  Effect 
   
   
  Repair roll 
  Rust 
   
   
  12 
   
  -1 Str, -1 Ag, -1 Sta  
  10 
  Dust or grit 
   
  12 
   
  -1-3 Ag  
   
  12 
  AI Fragmentation  
  15 
   
  -1-4 Logic 
   
  15 
  Disrepair  
   
  12 
   
  -1-3 Sta  
   
  15 
   
  When a condition exists where one of these effects can occur (Like hitting a robot with a shock glove might produce AI 
  fragmentation) the Robot is allowed a Resistance roll to avoid the effect. Effects last until repaired. 
   
   
  Repairing a Robot 
   
   
  While organic characters can heal from wounds, and other forms of damage, Robots do not possess that ability and 
  must be repaired. A character who possesses the Repair (Robotics) skill who has access to a robotics tech kit can repair a robot of 
  simple damage on the field. Simple damage is any Endurance point loss, but not the recovery of Attribute damaging effects, such 
  as broken limbs, or damaged sensory units. Healing simple damage takes 10 minutes and requires a Repair roll with a difficulty 
  of 10 + the damage to be repaired. If successful the robot recovers the amount of damage that the repairing character had stated. 
  A character can take ten or 20 to perform this task if he has the time.  
   
  Recovering Ability damage, and repairing breaks can only be done in a repair facility or tech station onboard a ship, 
  and requires at least 1 hour/point of ability loss that is being repaired. The Robotics expert rolls his repair roll (DC 15 +1/point to 
  be recovered) and if successful the ability damage has been repaired. Only one ability score can be repaired per roll, so the 
  character must finish repairing Strength damage, before he goes on to Logic loss etc. Repairs of this type also cost money for 
  spare parts, though the character doesn‘t run out and buy the parts, it is assumed he has them at hand but the cost is deducted as 
  needed, not ahead of time. Repairing ability damage on a robot costs 50cr/ attribute point lost. 
   
   
  Recovering from Robotic Death 
   
   
  A Robot who reaches 0 Endurance points is destroyed, meaning it cannot be repaired, but a Robotics expert may be 
  able to transfer a robot‘s neural processor into a new Robot body. To do this the character must spend at least 10 minutes and 
  must roll a Robotics skill check (DC 18). If he succeeds he has removed the Robot‘s AI module without mishap. If the roll fails 
  by more than 5 points however the robot loses 1 Skill level per point below 5 that the character scored, taken from the highest 
  
   
   
  level skill first, and if that skill reaches zero it is erased, and the additional points are applied to the next highest skill etc.  
   
  If the roll is a botch, however the AI can be salvaged, but the robot‘s Skills are wiped except for Use Technology, 
  which all robots possess. The memory wiped robot has to be reprogramed but will have only 4x its Logic Modifier +1 point/ 
  Robot Level. Buying a robots Skill progit costs 100cr/skill level but the robot is only allowed to raise these skills to level 4 As if 
  he was a starting character, with any additional points being used to buy new skills or can be saved to raise the old skills as the 
  robot advances in level. 
   
  Once the Robot‘s Neural net processor is removed it can be put in a new chassis. This requires a full tech station and 
  takes at least two hours/level of the original robot. The difficulty of the Robotics check is listed below: 
   
  Chassis  
   
   
   
   
  Additional 
   
  Type 
   
   
   
  DC 
   
  Hours 
  Same make and model 
   
  15 
   
  +0 hours 
  Same make, different model  
  16 
   
  +1 hour 
  Different chassis (smaller) 
   
  18 
   
  +2 hours 
  Different chassis (larger) 
   
  18 
   
  +2 hours 
  Different robot type 
   
  25 
   
  +5 hours 
   
  Failing this roll is the same as failing to remove the Robot‘s neural net to begin with. Once accomplished the Robot must make a 
  Will save (DC 15) and if successful the Robot is back, otherwise something went horribly wrong and the Neural net Processor 
  cannot be salvaged. 
   
   
   
   
   
   
  ROBOT UPGRADES 
   
   
  Once A Robot‘s chassis and programming has been purchased it must be equip with specific upgrades. Many different 
  upgrades are available, and they allow the robot specific functions and enhanced capabilities. Typical upgrades are listed below: 
   
  Robot Upgrade 
   
   
   
   
  Cost 
  360 degree vision  
   
   
   
  300cr 
  AI Module (increases Logic)  
   
   
  5,000cr 
   
   
  +2 
   
   
   
  +400cr 
   
   
  +4 
   
   
   
  +1,600cr 
   
   
  +6 
   
   
   
  +3,200cr 
   
   
  +8 
   
   
   
  +6,400cr 
   
   
  +10 
   
   
   
  +12,800cr 
   
   
  +12 
   
   
   
  +25,600cr 
   
   
  +14 
   
   
   
  +51,200cr 
  
   
   
  Robot Upgrade 
   
   
   
   
  Cost 
  Biosynthetic conversion 
   
   
   
  1,500cr 
  Combat programing 
   
   
   
  3,000cr 
  Diagnostic Package  
   
   
   
  1,600cr 
  Electroshock Probe  
   
   
   
  1,000cr 
  Emergency beacon  
   
   
   
  150cr 
  Endurance upgrade 
   
   
  Sta: +2, EP: +5 
   
   
  1,000cr 
   
   
  Sta: +4, EP: +10 
   
   
  2,000cr 
   
   
  Sta: +6, EP: +15 
   
   
  4,000cr 
   
   
  Sta: +8, EP: +20 
   
   
  8,000cr 
   
   
  Sta: +10, EP: +25  
   
  16,000cr 
   
   
  Sta: +10, EP: +30  
   
  32,000cr 
   
   
  Sta: +10, EP: +35  
   
  64,000cr 
   
   
  Sta: +12, EP: +40  
   
  128,000cr 
   
   
  Sta: +12, EP: +45  
   
  256,000cr 
   
   
  Sta: +14, EP: +50  
   
  512,000cr 
  Enhanced Agility- 
   
   
  +2 
   
   
   
  400cr 
   
   
  +4 
   
   
   
  1,600cr 
   
   
  +6 
   
   
   
  3,200cr  
   
   
  +8 
   
   
   
  6,400cr 
   
   
  +10 
   
   
   
  12,800cr 
   
   
  +12 
   
   
   
  25,600cr 
   
   
  +14 
   
   
   
  51,200cr 
  Enhanced Intuition: 
   
   
  +2 
   
   
   
  400cr 
   
   
  +4 
   
   
   
  1,600cr 
   
   
  +6 
   
   
   
  3,200cr 
   
   
  +8 
   
   
   
  6,400cr 
   
   
  +10 
   
   
   
  12,800cr 
   
   
  +12 
   
   
   
  25,600cr 
   
   
  +14 
   
   
   
  51,200cr 
  Enhanced Strength- 
   
   
  +2 
   
   
   
  400cr 
   
   
  +4 
   
   
   
  1,600cr 
   
   
  +6 
   
   
   
  3,200cr 
   
   
  +8 
   
   
   
  6,400cr 
   
   
  +10 
   
   
   
  12,800cr 
   
   
  +12 
   
   
   
  25,600cr 
   
   
  +14 
   
   
   
  51,200cr 
  Environmental Adaptation 
   
   
   
  400crx chassis size 
  Hoverlift  
   
   
   
   
  3,000cr 
  Improved Audio Sensors 
   
   
   
  80cr 
  Improved Visual Sensors 
   
   
   
  80cr 
  Infravision 
   
   
   
   
  1,200cr 
  Integral Laser Sight  
   
   
   
  150cr 
  Integral Toolkit 
   
   
   
   
  Toolkit cost 
  Integral Weapons  
   
   
   
  Weapon Cost 
  Language Module  
   
   
   
  500cr 
  Laser Torch 
   
   
   
   
  250cr 
  Manipulators (each) 
   
   
   
  1,000cr 
  Micro engine- 
   
  Chemical  
   
   
   
  400cr x chassis type 
   
  Repulsor jets 
   
   
   
  2,000cr x chassis type 
   
  Rotors 
   
   
   
   
  100cr x chassis type 
  Motion Sensors 
   
   
   
   
  80cr 
  Multiple Legs 
   
   
   
   
  1,250cr 
  Natural Armor- 
   
   
          +2  
   
   
   
  800cr 
   
   
          +4  
   
   
   
  3,200cr 
   
          +6  
   
   
   
  7,200cr 
  
   
   
  Robot Upgrade 
   
   
   
   
  Cost 
  Natural armor (cont.) 
   
          +8  
   
   
   
  12,800cr 
   
          +10  
   
   
   
  20,000cr 
  Override circuitry  
   
   
   
  1,600cr 
  Personal Communicator 
   
   
   
  100cr 
  Personality Module  
   
   
   
   
   
   
  +4 
   
   
   
  2,500cr 
   
   
  +6 
   
   
   
  5,000cr 
   
   
  +8 
   
   
   
  10,000cr 
   
   
  +10 
   
   
   
  20,000cr 
   
   
  +12 
   
   
   
  40,000cr 
   
   
  +14 
   
   
   
  80,000cr 
  Magnetic Grippers  
   
   
   
  120cr 
  Medical Package 
   
   
   
   
  420cr 
  Multi Scanner 
   
   
   
   
  2,500cr 
  Reinforced Construction- 
   
   
  Hardness: 5/acid 
   
   
  10,000cr 
   
   
  Hardness 10/acid 
   
   
  20,000cr 
   
   
  Hardness 15/acid 
   
   
  40,000cr 
   
   
  Hardness 20/acid 
   
   
  80,000cr 
  Remote Operation Unit 
   
   
   
  1,000cr 
  Retracting compartments 
   
   
   
  400cr 
  Repulsor units, advanced 
   
   
   
  1,000cr chassis size  
  Rust inhibitor 
   
   
   
   
  200cr x chassis size 
  Security Scanner 
   
   
   
   
  1,000cr 
  Self-destruct system 
   
   
   
  5000cr x chassis size 
  Sensory Recorder  
   
   
   
  1,000cr 
  Spring loaded mechanism 
   
   
   
  400cr 
  Storage Compartment 
   
   
   
  50cr 
  Suspension system  
   
   
   
  500cr 
  Telescopic Vision  
   
   
   
  500cr 
  Telescoping appendage 
   
   
   
  400cr 
  Tracks 
   
   
   
   
   
  1,000cr 
  Transform Conversion 
   
   
   
  1,500cr 
  Wheels  
   
   
   
   
  800cr 
   
   
  360° Vision: Secondary optical sensors allow the robot to see in all directions at once. The robot gains a +2 bonus on Spot 
  checks for determining surprise. 
   
  Al Module: This processor upgrade vastly improves a robot's ability to reason and learn, mimicking true intelligence. The AI 
  module allows a robot to use any skill untrained that an organic character could use untrained .The AI can be purchased with an 
  enhancement module which increases the Logic of the robot by the listed rates 
   
  Biosynthetic Conversion: This upgrade must be incorporated into a robot's original construction. The robot is designed to mimic 
  the appearance of an organic being. It has synthetic skin that, while unnaturally pale and resistant, it looks vaguely realistic. 
  Biosynthetic robots are usually completely hairless and have obviously electronic eyes, but they can otherwise pass for an 
  organic. Many robots that are designed to work and interact with the wealthy in the core receive this conversion. 
   
  Combat Programming: A robot must have this specialized programming suite to fight or use weapons, even in self-defense. A 
  robot with combat programming gains the Combat Modifier for its Profession, as well as any bonuses for abilities, feats, 
  upgrades, or equipment. Robots without this upgrade make no effort to defend or protect itself in combat. 
    
  Diagnostic Package:  The Diagnostic package gives the robot a +4 bonus to its Appraise checks.  
   
  Electroshock Probe:  This small appendage emits a brief electric discharge, sufficient to short out a computer terminal. It deals 
  2d6 points of damage to a mechanical being/object, and acts as a stun weapon on an organic being. To use this against Organic 
  beings requires the Combat Module. 
   
  Emergency Beacon: The robot has an internal radio transmitter that can be activated as a free action to generate a continuous, 
  pulsing telemetry signal intended to guide rescuers or operators. The beacon has a range of 5 miles. 
  
   
   
   
  Enhanced Agility: The robot's neural net is upgraded with high-performance optical pathways that greatly facilitate precise 
  control and coordination of the robotic body. The robot receives the listed upgrade bonus to its Agility ability score.  
   
  Enhanced Intuition:  A robot with this enhancement has enhanced optical, and audial sensors, and have a fibre-optic net 
  integrated into their chassis to increase their tactile sense. These robots also have olfactory sensors, all which are tied to their 
  neural processor. 
   
  Enhanced Strength: A reinforced frame and augmented articulation systems significantly improve the robot's physical power. A 
  robot with this upgrade gains the listed upgrade bonus to its Strength ability score.  
   
  Endurance Upgrade: Robots are not living creatures and as such they do not increase in Endurance points as they increase in 
  level as normal characters do. A Robot however can increase in Endurance points by purchasing this upgrade. The Robot 
  undergoes extensive refitting including reinforcing weak points, and upgrading its chassis with more durable materials when 
  gaining this upgrade. A Robot not only increases its endurance points, but also gains a more efficient power distribution system, 
  that allows it to function longer before needing to recharge.  
   
  Environmental Adaptation: This is an over-all installation of protective layering on the robot‘s body allowing it to survive in a 
  wide variety of hostile climates. 
   
  Hoverlift: The robot has vectored-thrust turbofans that allow it to fly at its base speed with good maneuverability. The robot 
  must be Tiny or Small to use this upgrade, and most feature a spherical or disc-shaped chassis-the upgrade will not work with a 
  conventional bipedal robot chassis. 
   
  Improved Audio Sensors: This upgrade provides both enhanced hardware and sophisticated programming to filter and process 
  auditory data. A robot with this upgrade gains a +2 upgrade bonus on Listen checks. 
   
  Improved Visual Sensors: This upgrade provides both enhanced hardware and more sophisticated programming to filter and 
  process visual data. A robot with this upgrade gains a +2 upgrade bonus on Search and Spot checks. 
   
  Infravision: Robots with this  thermal imaging upgrade can see in the dark up to 60‗, but vision is restricted to black and white 
  only, but it is otherwise like normal sight, and robots with this upgrade can function just fine with no light at all . 
   
  Integral Laser Sight: This device is usually built into one of the robot's eyes or optical sensors. A robot with an integral laser 
  sight gains a +1 upgrade bonus on all ranged attack rolls. 
   
  Integral Toolkit: The robot is equipped with small, retractable appendages and precision manipulators fitted with a variety of 
  useful tools. Both standard and specialized toolkits are available at the listed prices and must be purchased separately. 
   
  Integral Weapons: The robot is fitted with integral melee or ranged weapons. If the weapon is at least one size category smaller 
  than the robot, the weapon can be internal or retractable. If it is equal to or larger than the robot's size category, the weapon must 
  be external. On bipedal military robots, heavy weapons are often mounted on the shoulders or may even replace the robot's 
  conventional arms. 
   
  Language Module: This upgrade allows the robot to speak and write any language it understands. Without this upgrade the 
  Robot understands Standard, and communicates only in Robotic, a binary language of bursts of information, that are transmitted 
  through sounds and often sounds like beeps, and chirps. 
   
  Laser Torch: One of the robot's appendages is fitted with a retractable, internally powered laser torch. The torch is otherwise 
  identical in all respects to the standard tool of the same name. (A laser torch can cause 2d8 points of damage if used as a weapon) 
   
  Magnetic Grippers: This upgrade typically only works with walking robots . Magnetic grippers on the robot's feet or 
  appendages allow it to move more effectively in zero gravity environments, as long as there is a suitable metallic surface to 
  traverse. 
   
  Manipulators: Conventional humanoid robots are always equipped with standard arms and hands that allow them to perform a 
  wide range of tasks. Other robot designs, however, call for spherical, disc-shaped, or spiderlike chasses. Manipulators are not 
  standard in these designs, but they may be added. These manipulators are often retractable, allowing them to be completely 
  withdrawn into the robot's chassis. They allow the robot to perform any tasks that a humanoid robot could ordinarily perform 
  with its arms or hands. 
   
  Medical Package: This upgrade features hardware that allows a robot to treat injuries and illness. It includes all of the 
  
   
   
  capabilities of a medkit and diagnostic monitor, providing a total circumstance bonus of +6 to the robot's Heal checks. The robot 
  must still be programmed with the Heal skill (or be equipped with an Al module) to use this upgrade effectively. 
   
  Micro Engines: Micro engines allow the Robot self-propelled flight at a speed equal to its running speed. The Robot can 
  maintain this flight for 10 minutes/point of Agility modifier that it possesses before needing a recharge. Chemical engines cost 
  50cr/ chassis size to recharge. Other engines use power from the robot‘s power generator, and require ½ an hour before they can 
  be used again. A flying robot can carry its normal weight allowance in addition to itself. 
   
  Motion Sensors: The robot is equipped with internal sensors capable of detecting movement. The robot gains a +2 bonus on 
  Spot checks to notice moving objects, creatures, or characters. 
   
  Multiple Legs: The robot has multiple legs and often resembles a mechanical animal such as a quadruped or spider. The robot's 
  base speed is increased by 10‘ and it gains a +2 upgrade bonus on Climb and Balance checks. Humanoid robots are sometimes 
  given this package, in which case the conventional legs are simply replaced and the humanoid torso is retained. More commonly, 
  a robot with multiple legs is given a semi-spherical spiderlike chassis that is more practical for the design. Such robots are often 
  given manipulators. 
   
  Multiscanner: The robot is equipped with an integral sensor package that features all of the capabilities of a standard 
  multiscanner. 
   
  Natural Armor: A reinforced frame and more durable construction materials provide the robot a natural bonus to DR.  
    
  Override Circuitry: This small unit is adhered to the robot and comes with a palm sized unit that allows the Robot‘s Owner to 
  override the Robot‘s current activity and cause it to return to his side. The Override does not allow for a Will save unless the 
  Robot is an Advanced (Player controlled) Robot in which case it can resist (Will save DC 30).   
   
  Personal Communicator: The robot is equipped with an integral system that features radio, cellular, and satellite 
  communications capabilities. Ranges and other characteristics are identical to the standard comlink. 
   
  Personality Module: This specialized sub-processor greatly enhances the capabilities of a robot's computerized brain. While it 
  does not confer self-awareness or true sentience, it does allow the robot to effectively mimic the personality and behavior of a 
  sentient being. The module makes interaction with the robot almost indistinguishable from interaction with a real person. Robots 
  with personality modules gain a bonus to their Personality ability score. 
   
  Reinforced Construction: The robot's synthetic skin, shell, or frame is constructed using advanced materials that offer increased 
  resistance to physical damage. A robot with this upgrade gains a damage reduction value.  
   
  Remote Operation Unit: This upgrade allows a robot to be operated remotely using a standard datapad and wireless 
  communications link. Ordinarily, a robot must be given commands and these commands must be fairly general. A remote 
  operation unit allows a character to control all of a robot's actions, issuing specific commands as they are needed. A remote 
  operations unit has a standard range of about 5 miles. The character may make attacks with the robot's weapons using his own 
  base attack bonus but suffers a -4 penalty on attack rolls. The character can make attacks in this way even if the robot does not 
  have the combat programming upgrade. Alternatively, the character can simply issue attack commands to a robot with the combat 
  programming upgrade. 
   
  Retracting Compartments: This upgrade allows a designated upgrade, or limb to be able to fold up and retract into the Robot‘s 
  chassis. Most models come with an environmentally sealed plate that closes over the retracted unit. 
   
  Rust inhibitor: A Robot with this upgrade has been treated with a rust resistant sealant which grants it a +4 bonus to  avoid 
  rusting. 
   
  Security Scanner: Surveillance and security robots are most commonly equipped with this upgrade. It features all the 
  capabilities of a standard security scanner.  
   
  Sensory Recorder: The robot's optical and auditory sensors are linked to an internal holographic recorder. The upgrade comes 
  with sufficient onboard storage for 100 hours of recordings, and data can also be uploaded to a datapad or external recorder for 
  long-term storage and backup. 
   
  Self-destruct system: Some robots are pre-programed to self-destruct if a specific condition is met. A self-destructing Robot‘s 
  power cell overloads and it explodes much like a robot sized fragmentary grenade causing 2d10 points per chassis size to all 
  targets in 5‘/size category. A Reflex save is allowed for ½ damage.  
   
  
   
   
  Spring-loaded mechanism: A small, medium or large robot can be fitted with this allowing it to launch any object within its 
  internal storage compartment up to 30‗.  
   
  Storage Compartment: This is a small, sealing, internal storage area. The amount of cargo the compartment will hold depends 
  on the size category of the robot:  
   
  Tiny: 1 pound 
   
   
  Huge: 50 pounds 
  Small:  2 pounds 
   
   
  Gargantuan: 100 pounds 
  Medium-size:  5 pounds 
   
  Colossal: 500 pounds 
  Large: 10 pounds 
   
  Suspension System: Robots with a suspension system are able to jump like a normal character. 
   
  Telescoping appendage: Much like a probe this upgrade allows a designated limb to extend up to 6‗.  
   
  Telescopic Vision: The robot's optical sensors feature magnification and zoom capabilities. The robot suffers a -1 penalty on 
  Spot checks for every 90‘ of distance. 
   
  Tracks: The robot moves by means of two or more tracks. The tracks feature thick treads that greatly increase the robot's traction 
  in difficult terrain. The robot's base speed is increased by 10‘ and movement penalties for poor surface conditions are eliminated. 
  Overland movement rates through difficult terrain are improved by one step.  
   
  Transform Conversion: This upgrade allows the robot to switch between two different movement modes (bipedal, multi-pedal, 
  wheeled, tracked, hover lift, etc.). The equipment for one movement mode is typically retracted into the robot's chassis while the 
  other is in use. For example, a surveillance robot may be equipped with multiple legs as well as a hover lift package. When the 
  hover fans are operating, the spiderlike legs retract into the robot's spherical chassis. This upgrade only allows the robot to switch 
  between two modes. It may be purchased multiple times to give a robot more than two movement modes. 
   
  Wheels: The robot is equipped with wheels that serve as its primary means of movement and mobility. This upgrade increases 
  the robot's base speed by 20‗. 
   
      
   
   
   
   
  
   
   
  Basic Robot Models 
   
   
  Robots in the Frontier are as varied as the races and cultures that created them. Listed below are a wide range of Robot 
  types that are commonly found in the Frontier. The listing is for a standard type of Robot. Many robots that belong to 
  Corporations, trade cartels etc. are modified beyond the standard listed here, and often are painted or have their bodies 
  emblazoned with the corporate logo, or they possess some other identifying marking to help identify them as belonging to 
  someone. The Robots listed below fill a great number of rolls, that are often too menial or time consuming for characters. 
   
   
  Advertisement Drone 
   
  Profession: Biosocial 
   
   
   
  Cost: 10,000cr 
  Size: Small 
  Level: 1  
   
   
  Endurance points: 18 
    
    
  Str: 8 (-1)   Ag: 12 (+1)   Sta: 10 (+0)  
   
  Log: 12 (+1)   Int: 10 (+0)   Per: 14 (+2) 
   
  Combat Modifier: n/a 
   
   
   
  Initiative Modifier: +1     
  Resistance rolls: Fortitude: +0 
  Reflex: +2 
  Will: +1 
  Armor: none 
   
   
   
   
  DR: 12 
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects. These robots are programmed to spend an action to gain a +2 modifier to their 
  DR for the round as they move to avoid attacks.  
  .  
  Skills:  Use technology +2, Balance +4, Bluff +4, Crowd Working +4, Listen +4, Sense Motive +4, Spot +4 
   
  Feats: Dodge 
   
  Languages:  Standard, Robotic, +6 languages 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: Personality Upgrade +6, Enhanced agility +2, Hover lift, Language module, Personality module +6 
   
  Movement:  40‘ (hover)  
   
  Notes:  Mega Corporations with credits to spare will purchase fleets of these robots which they then send out around the major 
  cities as robotic billboards. These spherical robots float on repulsor lift pads, while in the center of its body 3-d Advertisements 
  flash, and its voice grill advertises whatever product it is hawking. 
  ______________________________________________________________________________________________ 
   
  Astromech Robot 
   
  Profession: Spacer  
   
   
   
  Cost: 41,000cr 
  Size: Small 
   
  Level: 1  
   
  Endurance points: 21  
    
  Str: 8 (-1)   Ag: 14 (+2)   Sta: 10 (+0)  
   
  Log: 14 (+2)   Int: 14 (+2)   Per: 8 (-1) 
   
  Combat modifier: +0 
   
   
   
  Initiative Modifier:  +2 
   
  Resistance rolls: Fortitude: +1 
  Reflex: +3 
  Will: +2 
  Armor: none 
   
   
   
   
  DR: 11 
   
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  
   
   
  mind, it is immune to mind-influencing effects  These robots are built with dura-steel reinforcements for a damage resistance of 
  10/acid.  
  .  
  Skills: Analyze: damage +7, Astrogation +5, Computers +3, Intuit Direction +3, Jury rig +3, Kitbash +3, Knowledge: Engineer 
  (alternate energy) +3, Knowledge: Engineer mechanical +3, Knowledge: Engineer: hydrolic +3, Knowledge: technology +3, 
  Knowledge: Geo physics +3, Knowledge: astronomy +3, Listen +3,  Modify +3, Pilot +3, Repair +4, Search +3, Spot +3, Use 
  technology +3, Zero gravity movement +3 
   
  Feats:  Skill focus (repair, astrogation) 
   
  Languages: Standard, Robotic, (+1 language) 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: retractable multi tool arm, AI module +2, emergency beacon, enhanced agility +4, enhanced intuition +4, internal tool 
  kit, retractable claw, retractable electro shock probe, telescoping computer jack, reinforced construction, magnetic grippers, multi 
  scanner, sensory recorder, storage compartment, transform conversion (wheels), diagnostic package, environmental adaptation, 
  chemical micro engines 
   
  Movement: 40‘/ 60‘ (wheels), 120‘ (flight) 
   
  Notes: Cassadine Development Corporation‘s Astromech robots have become the Spacer‘s best friend. They are designed to be 
  incredibly versatile robots that can fill various niches as required on board a Starship. Their small size enables them to move in 
  tight confines, and their reinforced construction, magnetic grippers and environmental seals enables them to work in the vacuum 
  of space. 
   
  ______________________________________________________________________________________________ 
   
  Construction Robot 
   
  Profession: Tech-ex 
   
   
   
  Cost: 30,000cr 
  Size:  Huge 
   
  Level: 1  
   
  Endurance points: 26  
   
  Str: 28 (+9)   Ag: 4 (-3)   Sta: 10 (+0)  
   
  Log: 12 (+1)   Int: 10 (+0)   Per: 8 (-1) 
   
  Combat modifier: n/a 
   
   
   
  Initiative Modifier: -3 
   
  Resistance rolls: Fortitude: +2 
  Reflex: -2 
  Will: +1  
  Armor: none 
   
   
   
   
  DR: 9 
   
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects . These robots are built with dura-steel reinforcements for  a damage resistance of 
  10/acid. 
  .  
  Skills: Analyze: Structures +4, Analyze: Damage +4, Knowledge: Engineering: Architecture +3, Knowledge: Engineer hydrolic, 
  +3, Knowledge: Engineer mechanical +3,  Knowledge: Engineer mechanical +3, Knowledge: Engineer Electric +3, Listen +1,  
  Profession Construction Engineer +3, Profession: mechanical engineer +1, Profession: hydrolic engineer +1, Profession: 
  Electrical Engineer +1, Repair +2, Spot +1, Use Technology +2 
   
  Feats: Increased carrying capacity 
   
  Languages:  Standard, Robotic 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
  
   
   
   
  Upgrades: Integrated tool kit, Laser torch, 1 extra manipulator, reinforced construction, tracks 
   
  Movement: 20‘ 
   
  Notes: These robots have been replaced in the core by better machines, but are still found in the Rim. Originally designed to 
  build settlements in hostile environments these 12‘ long behemoths have three manipulation limbs, two in front of its segmented 
  torso, and a third limb behind it, making it look vaguely like a scorpion. These machines move on thick treads, and motion 
  sensors insure that they don‘t damage any small beings that may end up in its path. 
   
  ______________________________________________________________________________________________ 
   
  Cybertech Industries Bodyguard class Security Robot 
   
  Profession: Enforcer 
   
   
   
  Cost: 28,000cr 
  Size: Medium 
   
  Level: 1  
   
  Endurance points: 23  
   
  Str: 14 (+2)   Ag: 12 (+1)   Sta: 10 (+0) 
    
  Log: 12 (+1)   Int: 14 (+2)   Per: 8 (-1) 
   
  Combat modifier: +3 
   
   
   
  Initiative Modifier: +4 
       
  Resistance rolls: Fortitude: +2 
  Reflex: +1 
  Will: +0 
  Armor: none 
   
   
   
   
  DR: 11 
   
  Primary Attack: Punch 
   
   
   
  Damage: 1-3   In: +4   Hit: +3   Dmg: +2   DR:      
  Secondary Attack: Kick 
   
   
   
  Damage: 1-4   In: +4   Hit: +3   Dmg: +2   DR:       
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects. These Robots have dura-steel reinforcements for a resistance of 10/acid. Because 
  of their laser sight they gain +1 to hit with ranged weapons. These robots can make 2 attacks of opportunity each round 
  .  
  Skills:  Intimidate +1, Listen +3,  Search +2, Spot +4, Use Technology +2, Weapons: Melee, Weapon: Beam, Weapon: PGS, 
  Weapons: Grenades, Weapon: Micro missiles. Zero Gravity Movement +2 
   
  Feats: Combat reflexes, Improved Initiative 
   
  Languages: Standard, Robotic 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: Enhanced agility +4, Enhanced Strength +2 , Enhanced Intuition +4, Integral laser sight, reinforced construction, 
  suspension system, emergency beeper, personal communicator 
   
  Movement: 30‘ 
   
  Notes: Cybertech industries in an effort to produce a robot that can serve as a bodyguard for the upper classes created this robot. 
  They are quite popular as they are unflinchingly loyal to their owners, and have no regard for their own existences.  
  ______________________________________________________________________________________________ 
   
  Cybertech Industries Robot Brain 
   
  Profession: Sci-Spec 
   
   
   
  Cost: 95,000cr 
  Size: Huge  
   
  Level: 8  
   
  Endurance points: 29  
   
  Str: 28 (+9)   Ag: 10 (+0)   Sta: 10 (+0) 
   
  Log: 20 (+5)   Int: 18 (+4)   Per: 8 (-1) 
   
  Combat Modifier: +10 
   
   
   
  Initiative Modifier: +3 
  Resistance rolls: Fortitude: +5 
  Reflex: +4 
  Will: +8 
  
   
   
  Armor: none 
   
   
   
   
  DR: 16 
   
   
  Ranged Weapon: Heavy plaser pistol x2     Range: 50‘ 
  Damage: 3d8   In: +5   Hit: +3   Dmg: +0   DR:         
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects. These robots are built of multilayer duro-steel, and they have armored hard points 
  giving them a damage resistance of 20/acid  
  .  
  Skills: Analyze Biological samples +6, Analyze eco-systems +8 , Astrogation +6, Computer+6, Craft Electronics +6, Craft: 
  Chemical +6, , Cybernetics +6, First Aid +6, Jury Rig +5, Kitbash +6, Knowledge: Biology +6, Knowledge: Chemistry+6, 
  Knowledge: Engineer: Alternate Energy +6, Knowledge: Engineer: Hydraulic +6, Knowledge: Engineer: Mechanical +6, 
  Knowledge: Medical science +6, Knowledge: Security procedures, +6, Listen +5, Modify +6, Robotics+6, Search +6, Spot +5,  
  Use Technology +6 Weapon: Beam, Repair (Robots) +6 
   
  Feats: Combat mind, Expertise (heavy plaser), Skill focus (Analyze: eco Systems) 
   
  Languages: Standard, Robotic (+2 additional languages) 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: 360 degree vision, AI module +8, combat programing, emergency beacon, enhanced agility +6, enhanced intuition 
  +8, multiple legs, integrated weapons (x2), language module, natural armor +4, personal communicator, magnetic grippers, 
  multiscanner, remote control unit  
   
  Movement: 40‘ 
   
  Notes: Originally created to perform various functions in installations, these huge spider-like machines have been abandoned as 
  being too dangerous, and are very difficult to come by, much less find one for sale. Reports persist that the line was recalled 
  when several of these machines went beyond their programing and had to be destroyed when they attempted to purge their 
  facility of organic life. 
   
  ______________________________________________________________________________________________ 
   
  Cyber-Technologies Translator Robot 
   
  Profession: Biosocial 
   
   
   
  Cost: 17,000cr 
  Size: Medium 
   
  Level: 1  
   
  Endurance points: 21  
   
  Str: 12 (+1)   Ag: 10 (+0)   Sta: 10 (+0) 
   
  Log: 14 (+2)   Int: 12 (+1)   Per: 14 (+2) 
   
  Combat modifier: n/a 
   
   
   
  Initiative Modifier: +0 
   
  Resistance rolls: Fortitude: +0 
  Reflex: +1 
  Will: +2 
  Armor: none 
   
   
   
   
  DR: 10 
   
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects    
   
  Skills: Bluff +3, Computers +3, Diplomacy +5,  Knowledge: Local customs +3, Knowledge: Local law +3, Knowledge: Frontier 
  Gossip +3, Listen +2, Read Lips +2, Search +3, Sense Motive +2, Spot +2 
   
  Feats: Skill focus (Diplomacy) 
   
  Languages: Standard, Robotic, +15 languages 
  
   
   
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: AI module +2, biosynthetic construction, emergency beacon, enhanced agility +2, enhanced intuition +2, language 
  module, personal communicator, personality module +6, sensory recorder  
   
  Movement:  40‘ 
   
  Notes: Not to be outdone Cyber-Technologies designed these robots. These Robots however lack the versatility of Star Industries 
  Protocol Robots, and are as expensive, which has lowered the demand for Translator robots in the Frontier. 
   
  ______________________________________________________________________________________________ 
   
  Exploratech Industries Probot 
   
  Profession: Explorer 
   
   
   
  Cost: 68,000cr 
  Size: Medium 
   
  Level: 1  
   
  Endurance points: 23  
   
  Str: 12 (+1)   Ag: 14 (+2)   Sta: 10 (+0) 
   
  Log: 14 (+2)   Int: 14 (+2)   Per: 8 (-1) 
   
  Combat Modifier: +3 
   
   
   
  Initiative Modifier: +2 
  Resistance rolls: Fortitude: +1 
  Reflex: +3 
  Will: +2 
  Armor: none 
   
   
   
   
  DR: 16 
   
   
  Ranged Weapon: Plaser pistol 
  Range: 30‘  
  Damage: 3d6   In: +4   Hit: +6/+0   Dmg: +0   DR:          
   
  Primary Attack: Claw 
   
   
   
  Damage: 1-3   In: +2   Hit: +1         Dmg: +1   DR:      
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects   Due to their reinforced construction Probots have damage resistance of 10/acid. 
  .  
  Skills: Analyze: Eco systems +7, Analyze Samples +7, Climb +2, Computers +3, Hide +3, Intuit Direction +3, Knowledge: 
  Biology +3, Knowledge Xeno biology +3, Knowledge: Geo physics +3  Knowledge: chemistry +3, Knowledge: nature +5, Listen 
  +3, Move Silently +3, Search +3, Spot +4, Use Technology +3,  Weapons: Beam, Wilderness Lore +3, Zero Gravity Movement 
  +3 
   
  Feats:  Expertise (Plaser pistol) 
   
  Languages: Standard, Robotic 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Self-Destruct: Explodes much like a robot sized fragmentary grenade causing 6d10 points to all targets in 30‘ radius. A Reflex 
  save is allowed for ½ damage 
   
  Upgrades: 360 degree vision, AI module +2, combat programing, emergency beacon, enhanced agility +6, enhanced intuition 
  +4, 4 extra manipulators, multi-tool arm, telescoping claw, 2 telescoping probe, natural armor +4, personal communicator, 
  multiscanner, reinforced construction, sensory recorder, storage compartment, diagnostic pack, Integral plaser pistol, 
  environmental adaptation, repulsor micro engines, advanced repulsor unit, self-destruct system. 
   
  Movement: 14m/flight 42m  
   
  Notes: Probots are versatile machines that are an invaluable tool to many survey ships in the Frontier, and have become almost 
  standard equipment aboard corporate owned exploration craft. Their chief purpose is to perform a preliminary survey of a planet 
  
   
   
  before a manned expedition is launched to the surface of an unexplored world. 
  ______________________________________________________________________________________________ 
   
  Labor Robot, Standard 
   
  Profession: Tech-Ex 
   
   
   
  Cost: 28,000cr 
  Size: Medium 
   
  Level: 1  
   
  Endurance points: 24  
   
  Str: 20 (+5)   Ag: 8 (-1)   Sta: 10 (+0)  
   
  Log: 12 (+1)   Int: 10 (+0)   Per: 8 (-1)     
   
  Combat modifier: n/a 
   
   
   
  Initiative Modifier: -1 
  Resistance rolls: Fortitude: +0 
  Reflex: -1 
  Will: +0 
  Armor: none 
   
   
   
   
  DR: 9 
   
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects. These Robots have dura-steel reinforcements for a resistance of 10/acid.   
   
  Skills:  Analyze: Structures +2, Appraise +2, Drive: Machinery +4, Drive : Transports +3,  Listen +1, Profession: Laborer +4, 
  Search +2,Spot +1, Use Technology +2, Zero gravity movement +2 
   
  Feats:  Increased carrying capacity 
   
  Languages: Standard, Robotics 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: Enhanced Strength +8, Enhanced Agility +2, Reinforced Construction, Magnetic grippers 
   
  Movement: 30‘  
   
  Notes: Much like their heavy duty counterparts, these robots are one of the most commonly found mechanicals in the Frontier. 
  They are quite popular onboard starships because of their humanoid shape and size makes it easy for them to move around, and 
  yet they have great strength, and increased carrying capacity making them incredibly useful. 
   
  ______________________________________________________________________________________________ 
   
  Labor Robot, Heavy duty 
   
  Profession: Tech-ex 
   
   
   
  Cost: 30,000cr 
  Size: Large 
   
  Level: 1  
   
  Endurance points: 28 
   
  Str: 28 (+9)   Ag: 8 (-1)   Sta: 10(+0)  
   
  Log: 12 (+1)   Int: 10 (+0)   Per: 8 (-1) 
   
  Combat Modifier: n/a 
   
   
   
  Initiative Modifier:  -2      
  Resistance rolls: Fortitude: +1 
  Reflex: -1 
  Will: +1 
  Armor: none 
   
   
   
   
  DR: 9 
   
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects. These Robots have dura-steel reinforcements for a resistance of 10/acid.  
    
  Skills:  Analyze: Structures +2, Appraise +2, Drive: Machinery +4, Drive : Transports +3,  Listen +1, Profession Laborer +4, 
  Search +2,Spot +1, Use Technology +2, Zero gravity movement +2 
   
  
   
   
  Feats:  Increased carrying capacity 
   
  Languages: Standard, Robotics 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: Enhanced Strength +8, Enhanced agility +2, Reinforced Construction, Magnetic grippers 
   
  Movement: 30‘  
   
  Notes: Throughout the Frontier the need for skilled laborers is greater than those willing to do the job, and so these robots were 
  created. These heavy duty workhorses can be found throughout the Frontier, wherever the need for manual labor exists. This 
  model is more expensive, because of its reinforced construction, but it is well worth the extra credits. 
   
  ______________________________________________________________________________________________ 
   
  Maintenance Robot 
   
  Profession: Tech ex 
   
   
   
  Cost: 7,000 
  Size: Small 
   
  Level: 1  
   
  Endurance points: 20   
   
  Str: 8 (-1)   Ag: 12 (+1)   Sta: 10 (+0)  
   
  Log: 12 (+1)   Int: 10 (+0)   Per: 8 (-1) 
   
  Combat modifier: n/a 
   
   
   
  Initiative Modifier: +1 
   
  Resistance rolls: Fortitude: +0 
  Reflex: +1 
  Will: +1 
  Armor: none 
   
   
   
   
  DR: 11 
   
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects    
    
  Skills: Analyze: Damage +4, Analyze: structures +4, Computers +4, Knowledge: Electronics +4, Listen +1,  Profession: 
  Maintenance Engineer +4, Repair +4, Robotics +5, Search +2, Spot +1, Use Technology +3 
   
  Feats:  Skill focus Repair 
   
  Languages: Standard, Robotic 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: Enhance Agility +2, Hover lift, Integrated toolkit, 2 extra manipulators (retractable), storage compartment, magnetic 
  grippers 
   
  Movement: 40‘ 
   
  Notes: The Frontier is huge and someone has to take care of the jobs that no one cares to do. This job falls on these small robots. 
  Maintenance robots can be found throughout the Frontier in droves. They can be found in corporate towers, apartment complexes 
  and military installations where they roam the corridors, seeking out small damaged areas, or equipment in need of repair. These 
  robots are spherical in design and move about on repulsor pads, they have 3 small manipulator arms one which ends in a multi-
  tool attachment. Two additional manipulators are kept in internal housings until they need to be used. These spare limbs also 
  have magnetic attachments to stabilize these robots on ships hulls and the like. 
   
  ______________________________________________________________________________________________ 
   
  
   
   
  MEDICAL ROBOT 
   
  Profession: Sci-Spec 
   
   
   
  Cost: 15,000cr 
  Size: Medium 
   
  Level: 1  
   
  Endurance points: 22 
   
   
  Str: 12 (+1)   Ag: 12 (+1)   Sta: 10 (+0) 
   
  Log: 12 (+1)   Int: 10 (+0)   Per: 8 (-1) 
   
  Combat Modifier: n/a 
   
   
   
  Initiative: +1  
   
  Resistance rolls: Fortitude: +0 
  Reflex: +2 
  Will: +2 
  Armor: none 
   
   
   
   
  DR: 11 
   
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects  
   
  Skills: Use Technology +2, Heal +7, Analyze +4, Computer +2, Cybernetics +2, First Aid +4, Knowledge: Medical Treatment 
  +4, Knowledge: Chemistry +2, Knowledge: Biology +3, Knowledge: Xeno-biology +2, Knowledge: Nature +2,  Listen +1, Spot 
  +1 
   
  Feats: Skill Focus (Heal)  
   
  Languages: Standard, Robotic 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep. 
   
  Upgrades: Biosynthetic conversion, Enhance Agility +4, storage compartment, medical package. 
   
  Speed: 40‘ 
   
  Notes: These humanoid robots are used in place of organic medics in some high-threat combat situations or high risk search-and-
  rescue operations. As with their technical counterparts, medbots are no substitute for a "real" medic, though they are usually 
  better than nothing. That didn't stop Space Marines from giving them unflattering nicknames such as "deadbots" and "reapers." 
   
  _____________________________________________________________________________________________ 
   
  Medi-Robot M-1a  
   
  Profession: Sci-Spec 
   
   
   
  Cost: 18,000 
  Size: Medium 
   
  Level: 1  
   
  Endurance points: 22  
    
  Str: 12 (+1)   Ag: 12 (+1)   Sta: 10 (+0) 
   
  Log: 14 (+2)   Int: 12 (+1)   Per: 12 (+1)     
   
  Combat modifier: n/a 
   
   
   
  Initiative Modifier: +1 
   
  Resistance rolls:  Fortitude: +0 
  Reflex: +2 
  Will: +2 
  Armor: none 
   
   
   
   
  DR: 9 
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects  These robots have reinforced construction giving them damage reduction 5/acid.  
    
  Skills: Analyze: Medical samples +3, Computer +3, Craft: Chemical +3, Cybernetics +3, First Aid +6, Heal +6,  Heal: surgery 
  +3, Knowledge: Biology +3, Knowledge: Chemistry +3, Knowledge: Medical treatment +3,  Knowledge: Xeno-biology +3, 
  Knowledge: Forensics +3,  Listen +2,  Search +3, Spot +2,  Use Technology +3 
   
  Feats:  Skill focus (Heal, First aid) 
  
   
   
   
  Languages: Standard, Robotic (+3 languages) 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: AI module +2, emergency beacon, language module, personal communicator, medical package, reinforced 
  construction, storage compartment, suspension system, enhanced agility +4, enhanced intuition +2, personality module +4 
   
  Movement: 40‘ 
   
  Notes: These Robots were produced by Cassidine Development Corporation mainly to serve as a versatile Medical robot, capable 
  of performing on the battlefield. To this end they built them with duralloy reinforcements providing them some protection from 
  damage. The popularity of these robots has almost made the older model Medical Robot obsolete. 
  ______________________________________________________________________________________________ 
   
  RECON DRONE  
   
  Profession: Explorer 
   
   
   
  Cost:  8,000cr 
  Size: Small 
   
  Level: 1  
   
  Endurance points: 19  
   
  Str: 8 (-1)   Ag: 10 (+0)   Sta: 10 (+0)  
   
  Log: 12 (+1)   Int: 10 (+0)   Per: 8 (-1) 
   
  Combat Modifier:  n/a 
   
   
   
  Initiative: +1 (Ag)  
  Resistance rolls: Fortitude: +1 
  Reflex: +1 
  Will: +0 
  Armor: none 
   
   
   
   
  DR: 11 
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects  
   
  Skills: Use Technology +2, Knowledge: Nature +2, Wilderness Lore +1, Analyze +3, Decipher Script+3, Hide +4, Intuit 
  Direction +2, Listen +4, Move Silently +5, Search +2, Spot +2, Zero Gravity Movement +1 
   
  Feats: Tracking, Skill Focus (Move silently) 
   
  Languages: Robotic, Standard 
   
  Special Abilities 
  Ambidextrous 
  Ultravision 
  Infravision: range 60‘ 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: 360° vision, darkvision, emergency beacon, hover lift, improved audio sensors, improved visual sensors, language 
  module (Standard), multiple legs, personal communicator, remote operations unit, sensory recorder, telescopic vision, transform 
  conversion. 
   
  Speed: 40‘/Flight 40‘  
   
  Notes: These robots are small, spherical drones studded with lenses and microphones that zip about on tiny hover-fans. They are 
  extremely silent, emitting little more than a soft whir, and very difficult to spot. They can also land and extend six mechanical 
  legs for skittering about in places where flying is difficult or too likely to be noticed. These robots are used for a wide range of 
  surveillance and reconnaissance tasks. 
  ______________________________________________________________________________________________ 
   
  Robot Valet 
   
  
   
   
  Profession: Biosocial 
   
   
   
  Cost: 17,000cr 
  Size: Medium 
   
  Level: 1  
   
  Endurance points: 21 
   
  Str: 12 (+1)   Ag: 10 (+0)   Sta: 10 (+0) 
   
  Log: 12 (+1)   Int: 12 (+1)   Per: 12 (+1) 
   
  Combat modifier: n/a 
   
   
   
  Initiative Modifier:  -1 
   
  Resistance rolls: Fortitude: +0 
  Reflex: +1 
  Will: +2 
  Armor: none 
   
   
   
   
  DR: 9 
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects. These robots are programmed to spend an action to gain a +2 modifier to their 
  DR for the round as they move to avoid attacks.  
  .  
  Skills: Use technology +2,  Administration +4, Barter/Haggling +2, Computers +2, Diplomacy +2, Drive +2 First Aid +2, Gather 
  Information +2, Gaming +2, Knowledge: Local customs +3, Knowledge: Local laws +2, Knowledge: Local fashions +3, Listen 
  +2, Search +2, Sense Motive +2, Spot +2 
   
  Feats:  Dodge 
   
  Languages: Standard, Robotic (+5 languages) 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: biosynthetic construction, emergency beacon, enhanced agility +2, Enhanced Intuition +2, Language module, 
  Personal communicator, personality module +4, storage compartment 
   
  Movement:  30‘ 
   
  Notes: The robot valet is the choice of Ambassadors, business tycoons, and the wealthy throughout the core. These human-
  shaped robots are built with a syntheflesh sheath making them more pleasing to the eye, yet their features are still very 
  mechanical. The Robot Valet is an indispensable addition to any entourage. 
  _____________________________________________________________________________________________ 
   
  Security Robot 
   
  Profession: Enforcer 
   
   
   
  Cost: 20,000cr 
  Size: Medium 
   
  Level: 1  
   
  Endurance points: 22 
   
  Str: 12 (+1)   Ag: 12 (+1)   Sta: 10 (+0) 
   
  Log: 12 (+1)   Int: 10 (+0)   Per: 8 (-1) 
   
  Combat Modifier: +2  
   
   
   
  Initiative: +1 
  Resistance rolls: Fortitude: +3 
  Reflex: +2 
  Will: +0 
  Armor: none 
   
   
   
   
  DR: 11 
   
  Primary Weapon: Plaser Pistol 
  Range: 40‘ 
  Dmg: 3d6   In: +3   Hit: +4   Dam: +0   DR: 
   
  Secondary Weapon: Adhesive Grenade (2)   Range: 6‘ 
  Dmg: Ent   In: +1   Hit: +2   Dam: +0   DR:      
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects. Security robots have a hardness of 5/acid.  
   
  Skills: Use Technology +2, Computers +2, Drive +2, Intimidate +2, Intuit Direction +1,  Jump +2, Listen +3, Search +2, Spot 
  +4, Weapons: Beam . Weapons: Grenades, Zero Gravity Movement +2 
   
  Feats: Expertise (Plaser pistol) 
  
   
   
   
  Languages: Standard, Robotic 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: Enhanced Agility +4, combat programming, integral plaser pistol, integral laser sight, reinforced construction 5/acid, 
  storage compartment. 
   
  Speed: 40‘ 
   
  Notes: These humanoid robots are used as cheap security, crowd control, and patrol forces by both public and private security 
  and law enforcement organizations. Civilian activist groups sometimes protest the arming of these robots, as some models have 
  demonstrated a lack of the judgment necessary to use weapons safely and responsibly. 
  _______________________________________________________ 
   
  Sentry Class Security Robot 
   
  Profession: Enforcer 
   
   
   
  Cost: 20,000cr 
  Size: Medium 
   
  Level: 1  
   
  Endurance points: 23 
   
  Str: 12 (+1)   Ag: 14 (+2)   Sta: 10 (+0) 
   
  Log: 12 (+1)   Int: 12 (+1)   Per: 8 (-1) 
   
  Combat Modifier:  +2  
   
   
   
  Initiative: +2 
  Resistance rolls: Fortitude: +3 
  Reflex: +3 
  Will: +1 
  Armor: none 
   
   
   
   
  DR: 12 
   
  Primary Weapon: Heavy plaser Pistol   Range: 50‘ 
  Dmg: 3d8   In: +4   Hit: +5   Dam: +0   DR:   
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects. Security robots have a hardness of 5/acid.  
   
  Skills: Use Technology +2, Computers +2, Drive +3, Intimidate +3, Intuit Direction +2,  Jump +2, Listen +3, Search +2, Spot 
  +4, Weapons: Beam, Zero Gravity Movement +3 
   
  Feats: Expertise (Heavy plaser pistol) 
   
  Languages: Standard, Robotic 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: Enhanced Agility +6, enhanced intuition +2, combat programming, integral plaser pistol, integral laser sight, 
  reinforced construction 5/acid, storage compartment, magnetic grippers, Environmental adaptations. 
   
  Speed: 40‘ 
   
  Notes: The Sentry Class Security Robot is a marked improvement on older Security Robots in use in the Frontier. These Robots 
  are used primarily by Corporations aboard their Freighters and have been designed to operate in zero gravity. 
  ______________________________________________________________________________________________ 
   
  Star Enterprises Protocol Robot 
   
  Profession: Bio-socialist 
   
   
   
  Cost: 17,000cr 
  Size: Medium 
   
  Level: 1  
   
  Endurance points: 21  
   
  
   
   
  Str: 12 (+1)   Ag: 10 (+0)   Sta: 10 (+0) 
   
  Log: 14 (+2)   Int: 12 (+1)   Per: 14 (+2) 
   
  Combat modifier: n/a 
   
   
   
  Initiative Modifier: +0 
   
  Resistance rolls: Fortitude: +0 
  Reflex: +1 
  Will: +2 
  Armor: none 
   
   
   
   
  DR: 10 
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects    
  .  
  Skills: Administration +2, Barter/Haggling +3, Bluff +3, Computers +3, Diplomacy +5, Drive +1, Gaming +3, Knowledge: 
  Local customs +3, Knowledge: Local law +3, Knowledge: Frontier Gossip +3, Listen +2, Perform: Storytelling +3, Read Lips 
  +2, Search +3, Sense Motive +2, Spot +2 
   
  Feats: Skill focus (Diplomacy) 
   
  Languages: Standard, Robotic, +10 languages 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: AI module +2, biosynthetic construction, emergency beacon, enhanced agility +2, enhanced intuition +2, language 
  module, personal communicator, personality module +6, sensory recorder  
   
  Movement: 40‘ 
   
  Notes: Star Enterprises Protocol series Robot has become as popular among diplomats, corporate business men, and Traders as 
  Robot valets. Built with versatility in mind, these robots can serve as translators, chauffeurs, and even robot companions.   
  ______________________________________________________________________________________________ 
   
  Streel Corporation Heavy Assault Robot W127 
   
  Profession: Enforcer 
   
   
   
  Cost: 48,000cr 
  Size: Large 
   
  Level: 1  
   
  Endurance points: 30  
   
  Str: 28 (+9)   Ag: 12 (+1)   Sta: 10 (+0) 
   
  Log: 12 (+1)   Int: 12 (+1)   Per: 8 (-1) 
   
  Combat Modifier: +10 
   
   
   
  Initiative Modifier: +2 
  Resistance rolls: Fortitude: +3 
  Reflex: +1 
  Will: +1 
  Armor: none 
   
   
   
   
  DR: 13 
   
  Ranged Weapon: Heavy plaser pistol Range: 50‘  
  Damage: 3d8   In: +4   Hit: +4   Dmg: +0   DR:            
  Ranged Weapon: Flame thrower 
  Range: 20‘ 
  Damage: 3d6   In: +4   Hit: +4   Dmg: +0   DR:         
  Ranged Weapon: Micro-missile A 
  Range: 100‘  
  Damage: 6d4   In: +2   Hit: +2   Dmg: +0   DR:         
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects  These robots are built of multilayer dura-steel, and they have armored hard points 
  giving them a damage resistance of 10/acid  
    
  Skills:  Intimidate +2, Intuit Direction +2,  Listen +3, Search +2, Spot +4, Use Technology +2, Weapons: Beam, Weapon: PGS, 
  Weapon Missiles, Zero Gravity Movement +2 
   
  Feats: Expertise (Heavy Plaser pistol), Expertise (Flame thrower) 
   
  Languages: Standard, Robotic 
   
  
   
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: Combat module, enhanced agility +6, enhanced strength +8, enhanced intuition +2, integral laser sight, integral 
  weapons x3, natural armor +4, multiscanner, reinforced construction 10/acid, remote operator unit, tracks 
   
  Movement:  33‘  
   
  Notes: Streel Corporations Heavy assault Robot is one of the oldest ―War-Bots‖ still to be found in the Frontier, though most of 
  these types of robots have been replaced by newer, more powerful war-bots. These machines move on heavy treads, which enable 
  them to move across roughed terrain but causes them trouble in hilly areas. These robots have two weapon wrist projectors, and a 
  one shot shoulder mounted missile launcher.  
  ______________________________________________________________________________________________ 
   
  Streel Corporation Interrogation Robot It-4 
   
  Profession: Sci-Spec 
   
   
   
  Cost: 26,000cr 
  Size: Small 
   
  Level: 1  
   
  Endurance points: 22  
   
  Str: 12 (+1)   Ag: 12 (+1)   Sta: 10(+0)  
   
  Log: 12 (+1)   Int: 10 (+0)   Per: 8 (-1) 
   
  Combat Modifier: +1 
   
   
   
  Initiative Modifier: +2 
  Resistance rolls: Fortitude: +0 
  Reflex: +2 
  Will: +1 
  Armor: none 
   
   
   
   
  DR: 16 
   
   
  Primary Weapon: Electro-shock probe 
   
  Damage:  see below   In:+2   Hit: +1   Dmg: +0   DR:         
  Secondary Weapon: Laser torch 
   
   
  Damage: 2d8 
      In:+2   Hit: +1   Dmg: +0   DR:  
   
  Primary Attack: Claw 
   
   
   
  Damage: 1-3 
      In: +2   Hit: +1   Dmg: +1   DR:      
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects   These robots have reinforced construction giving them damage reduction 5/acid 
  .  
  Skills: Computer +2, First Aid +2 , Hypnosis +2, Knowledge: Biology +2, Knowledge: Interrogation techniques +2, Knowledge: 
  Xeno-biology +2, Listen +1, Search +2, Spot +1,  Use Technology +2, Weapon: PGS, Weapon: Beam, Weapon Melee, 
  Intimidation +3, Sense Motive +2 
   
  Feats: Skill focus (Intimidation) 
   
  Languages: Standard, Robotic 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep 
   
  Upgrades: combat programing, enhanced agility +2, enhanced strength +4, hover lift, laser torch, natural armor +4, medical 
  package, reinforced construction 5/acid, storage compartment, electroshock probe, 2 telescoping appendages 
   
  Movement:  40‘ 
   
  Notes: Streel Corporation designed these robots as a way to interrogate possible Sathar spies but Star Law never accepted them 
  and the Frontier passed legislation banning their use, saying that they are an unethical use of technology. Streel Corporation 
  recalled the machines, and halted production, but rumors that hundreds still exist and many have fallen into the hands of Crime 
  bosses throughout the Frontier have been a constant source of embarrassment for the Corporation. 
  ______________________________________________________________________________________________ 
   
  TECHNICAL ROBOT 
  
   
   
   
  Profession: Tech Ex 
   
   
   
  Cost: 12,000 cr. 
  Size: Medium 
   
  Level: 1  
   
  Endurance points: 22 
   
  Str: 12 (+1 )   Ag: 12 (+1 )   Sta: 10 (+0) 
   
  Log: 12 (+1 )   Int: 10 (+0 )   Per: 8 (-1 ) 
   
  Combat Modifier: n/a 
   
   
   
  Initiative: +1 
   
  Resistance rolls: Fortitude: +0 
  Reflex: +3 
  Will: +2 
  Armor: none 
   
   
   
   
  DR: 11 
   
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects  
   
  Skills: Use technology +5, Analyze +2, Appraise +2, Computers +4, Craft (Electronics) +4, Craft: Mechanical +2, Knowledge: 
  Technology +4, Knowledge: Engineer: Hydraulic +2, Knowledge: Engineer:Mechanical+2, Listen +1,  Repair +7, Robotics +4, 
  Spot +1 
   
  Feats: Skill Focus (Repair) 
   
  Languages:  Standard, Robotic  
   
  Special Abilities 
  Ambidextrous 
  Ultravision 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: integral toolkit, (basic electronics, computer, robotics), storage compartment. Laser torch, Enhanced Agility +4 
   
  Speed: 40‘ 
   
  Notes: These humanoid robots are used as maintenance and repair specialists, often in high-risk or hazardous environments. 
  Even the most advanced and extraordinarily expensive models are no match for a sentient technician, but these robots are useful 
  for many tasks. Some families keep a tech-bot around the house as a handyman. 
  _____________________________________________________________________________________ 
   
  Wartech’s Combatant Series Training Robot Mark A 
   
  Profession: Enforcer 
   
   
   
  Cost: 27,000cr 
  Size: Medium 
   
  Level: 1  
   
  Endurance points: 23  
   
  Str: 14 (+2)   Ag: 12 (+1)   Sta: 10 (+0) 
   
  Log: 12 (+1)   Int: 14 (+2)   Per: 8 (-1) 
   
  Combat modifier: +3 
   
   
   
  Initiative Modifier: +4 
       
  Resistance rolls: Fortitude: +2 
  Reflex: +1 
  Will: +0 
  Armor: none 
   
   
   
   
  DR: 11 
   
  Primary Attack: Punch 
   
   
   
  Damage: 1-3   In: +4   Hit: +3   Dmg: +2   DR:      
  Secondary Attack: Kick 
   
   
   
  Damage: 1-4   In: +4   Hit: +3   Dmg: +2   DR:       
   
  Combat Abilities: Robots are immune to Toxins, Paralysis, Stunning, and Disease. Robots are not subject to critical hits, 
  subdual damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save 
  unless it also affects objects. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 
  0 Endurance points or less. Robots do not eat, drink, breathe, or sleep. Because a robot's brain is electronic and it has no sentient 
  mind, it is immune to mind-influencing effects. These Robots have dura-steel reinforcements for a resistance of 10/acid. Because 
  of their laser sight they gain +1 to hit with ranged weapons. These robots can make 2 attacks of opportunity each round 
  .  
  Skills:  Intimidate +1, Listen +3,  Search +2, Spot +4, Use Technology +2, Weapons:Melee +2, Weapon: Beam +2, Weapon: 
  PGS +2, Weapons: Grenades +2, Weapon: Micro missiles +2. Zero Gravity Movement +2 
   
  Feats: Combat reflexes, Improved Initiative 
  
   
   
   
  Languages: Standard, Robotic 
   
  Special Abilities 
  Ultravision 
  Ambidexterity 
  Robots do not eat, drink, breathe, or sleep.  
   
  Upgrades: Enhanced agility +4, Enhanced Strength +2, Enhanced Intuition +4, Integral laser sight, reinforced construction 
  10/acid, remote operating unit, suspension system 
   
  Movement:  30‘ 
   
  Notes: Wartech designed these robots originally to help train Star Law agents in combat techniques and for almost a decade these 
  robots were the top of the line, but as Wartech upgraded its designs this class was replaced, and is now being sold mainly to 
  mega-corporations to help train their security force. The remote operating unit is a mandatory safeguard allowing these robots to 
  be controlled by an operator to insure the safety of the individual, being trained. Rumors persist that certain Crime bosses in the 
  Rim use these robots to amuse themselves in gladiator style combat. 
   
  ______________________________________________________________________________________________ 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Heroic Robot Template  
   
   
  The following Heroic Robot template serves two functions. Firstly it can be applied to a creature to create a robotic 
  version of it. Secondly and most importantly it is used for creating Robot characters. As with all templates, the information in 
  these templates is applied to a basic creature (Humanoid, Monstrous humanoid, Giant) to create a robotic version of it.  
   
   
   
   
   
  Robot, Human shaped 
   
  Average size: 6‘ tall 
  Average Mass: 170lbs  
   
  PHYSICAL DESRIPTION AND STRUCTURE 
   
   
  A Robot of this type follows the basic symmetry of a human being. It possesses a head mounted on a short neck, two 
  arms ending in 4 digits and an opposable thumb, and has two legs. These robots have a skeletal armature over which is connected 
  a fibre-mesh musculature that allows them to move much in the manner of a human except perhaps a little stiffly.  Fibre-optic 
  cables form a network of nerves over this allowing the robot an approximation of touch and all of it is tied to a central processing 
  matrix.  
   
  Most Robots are covered with a duralloy shell, though military and Security robots might instead use dura-steel with 
  armored hard points to protect vital areas. Robots are powered by an internal power cell that can store 100seu of power. A robot 
  can function for 1 hour/point of stamina that they possess before needing to recharge their power cells. While a robot is 
  recharging its neural net continues to function and processes all the sensory data the robot has collected during the day, in order 
  to erase useless data it has collected. This process is as close to dreaming as a robot can get. 
   
  SENSES 
   
   
  Unless upgraded Robots are equipped with a basic sensory package that approximates human level senses, though all 
  robots have Ultravision enabling them to see in darkness as if it were daylight, though generally everything is tinged green.  
   
  SPEECH 
   
   
  Most human shaped robots have been fitted with a vocoder and are manufactured with an integrated language program 
  enabling them to speak Standard, and to understand and communicate with other robots in an electronic language known as 
  Robotic.  
   
  ATTITUDES 
   
   
  Robots are machines and as such their neural net has been fashioned with three basic tenets which form the basis of 
  Robotic thought and only robots designed for combat have this part of their central programing altered. All Robots that have not 
  been fitted with a combat module which overrides their core programming cannot cause a sentient organic being to be killed 
  either through their own actions, or by their own inaction. Most Robots develop programming glitches that result in robots 
  acquiring distinct personalities. 
   
   
  SPECIAL ABILITIES 
   
   
  As mechanical constructs, robots are immune to Toxins, Paralysis, Stunning, and Disease. They do not heal damage on 
  their own, though they can be repaired the same way an object can. Robots are not subject to critical hits, subdual damage, ability 
  damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save unless it also affects objects. 
  A robot is not subject to death from massive damage but is immediately destroyed when reduced to 0 Endurance points or less. 
  Robots do not eat, drink, breathe, or sleep.   
   
  Unlike most machines, robots do have a Logic score: They can reason, remember, and learn, and they are very adept at 
  calculation. However, because a robot's brain is electronic and it has no sentient mind, it is immune to mind-influencing effects. 
  A robot must spend an hour/point of Logic modifier (Minimum 1 hour) in ―sleep mode‖ where they are basically idle while their 
  neural net sorts through data it has collected throughout the day and updates itself.  
   
  All robots are equally adept at using their manipulators so they suffer no off hand penalty. All robots are pre-
  programmed with the Use Technology skill at no cost. All Robots can choose any four of the following upgrades when first 
  created. Every time that the heroic robot gains a point to increase an Attribute score, it may opt instead to choose one additional 
  upgrade either from the list below or if the Administrator allows from the standard list of upgrades allowed for robots.  
  
   
   
  Upgrades  
   
  360 degree vision  
  Enhanced agility +2 
  Motion sensors 
  AI Module +2 
   
  Integral tool kit 
   
  Multi-scanner 
  Combat programming 
  Integral weapon 
   
  Personality module (Per +2) 
  Emergency beacon  
  Magnetic grippers  
  Reinforced construction 5/acid 
   
   
  Robots starting Endurance is determined as a standard character adding their Strength, and Agility modifiers to their 
  Stamina score +10. However robots do not increase in endurance points as they raise in level. The only way a robot character can 
  increase in Endurance points is to purchase the Endurance upgrade. Robots do not heal from damage as a normal character, but 
  they can be repaired by a Tech-Ex using the repair skill. A Tech- Ex can make a Repair check (DC 15) and for each point of 
  success scored over 15 they can restore 2 Endurance points to the robot.    
   
  Because a robot is made of metal alloys and duralloy they have a natural Defensive rating of +3. A Robot has the 
  option to have equipment installed into them as opposed to carrying it like normal characters. This type of Modification can be 
  performed by a Tech-Ex using the modification skill (DC 15).   
   
  Template Summery 
   
  Endurance: Agility Modifier + Strength Modifier+ Stamina score +10 
  Defensive rating: +3  
   
  Special abilities 
  Immunities: Toxins, Paralysis, Stunning, Disease Fortitude effects (except those that affect objects), Mind influencing effects. 
  They are not subject to subdual damage, ability damage, ability drain, or energy drain, or death from massive damage.  
   
  Robots do not need to eat, sleep, or breathe 
   
   
  Heroic Robot-Omni-form 
   
  The Heroic Robot-Omni-form Template is applied to any Aberration, Animal, Beast, Dragon, Dragon-like, or Vermin to create a 
  robotic version of the creature in question. This template can also be used to create a heroic robot that is not humanoid in form.  
   
   
  The Creature‗s type changes to robot construct and its size is cross referenced with the robot Chassis size table and 
  from that table the following changes are made: 
   
  Endurance Level/Die type: The creature‘s Endurance level remains the same but it uses the die used for robots and give the 
  creature maximum EP for its level. 
   
  Defensive Rating: becomes 13 + the robot‘s Agility Modifier 
   
  Robot Attributes: Cross reference the Robot‘s Endurance level with the level listing for a typical Heroic character to determine 
  its Resistance rolls, Skills, and Feats.   
   
  Combat Rating/Attacks: Creatures with a combat programming have Combat ratings (equal to the combat ratings of a standard 
  creature of its type), and if they have natural weapons, they have the integral weapons upgrade for each attack type. For special 
  attacks like fire breathing find a weapon equivalent or disregard the attack. Any special abilities that do not have equipment or 
  weapon equivalents are also lost. 
   
  Attributes: The robot‘s Strength and Agility are determined by the Robot‗s chassis but can be increased by choosing upgrades. It 
  retains its Stamina, Intuition, and Personality ratings, but its Logic becomes 12.  
   
  Miscellaneous changes: As mechanical constructs, robots are immune to Toxins, Paralysis, Stunning, and disease. They do not 
  heal damage on their own, though they can be repaired the same way an object can. Robots are not subject to critical hits, subdual 
  damage, ability damage, ability drain, or energy drain. They are immune to any effect that requires a Fortitude save unless it also 
  affects objects. They are not subject to death from massive damage but are immediately destroyed when reduced to 0 Endurance 
  points or less. Robots do not eat, drink, breathe, or sleep. Unlike most machines, robots are immune to mind-influencing effects.  
  All robots are equally adept at using their manipulators so they suffer no off hand penalty.  All robots are preprogramed with the 
  Use Technology skill at no cost.  
   
  All Robots can choose any four of the following upgrades when first created. Every time that the heroic robot gains a point to 
  
   
   
  increase an Attribute score, it may opt instead to choose one additional upgrade either from the list below or if the administrator 
  allows from the standard list of upgrades allowed for robots.  
   
  Upgrades  
   
  360 degree vision  
  Enhanced agility +2 
  Motion sensors 
  AI Module +2 
   
  Integral tool kit 
   
  Multi-scanner 
  Combat programming 
  Integral weapon 
   
  Personality module (Per +2) 
  Emergency beacon  
  Magnetic grippers  
  Reinforced construction 5/acid 
   
  Robots do not heal from damage as a normal character, but they can be repaired by a Tech-Ex using the repair skill. A Tech- Ex 
  can make a Repair check (DC 15) and for each point of success scored over 15 they can restore 2 Endurance points to the robot. .   
   
  Because a robot is made of metal alloys and Duralloy they have a natural Defensive rating of +3. A Robot has the 
  option to have equipment installed into them as opposed to carrying it like normal characters. This type of Modification can be 
  performed by a Tech-Ex using the modification skill (DC 15).    
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Android  
   
  Average size: 6‘ tall 
  Average Mass: 170lbs (male), 110lbs (female) 
  Average Life span:  200 Years 
  Body Temperature:  98.6° Fahrenheit 
   
   
  PHYSICAL DESRIPTION AND STRUCTURE 
   
   
  Androids are the crowning achievement in CyberTechnologies Corporation‘s Robotics division and represent the first 
  steps in creating artificial life. The few Androids that were created followed the basic symmetry of the Humans that created them. 
  They possess a duralloy articulation frame much like a robots over which is anchored a fibre-mesh musculature that allows them 
  to move much in the manner of a human. Fibre-optic cables form a network of nerves over this allowing the Android an 
  approximation of touch and all of it is tied to a central processing matrix.  
   
  Androids unlike robots make extensive use of nano-technology. They can convert organic material eaten into its core 
  components which are then used by the nano-techs to repair damage, allowing an Android to eat and heal. Androids are covered 
  with syntheflesh and hair which passes for natural skin and hair without a chemical test. The first proto-types had pasty skin, but 
  later versions created before production stopped were completely indistinguishable from organics, except that Androids do not 
  perspire and lack body odor. 
   
  Androids are powered by a micro-power generator that will last 200 years without needing to be replaced. The 
  generator is only powerful enough to power the Android and cannot be used to power external equipment or tools. Like a Robot 
  an Android‘s neural processor must spend a minimum of 4 hours/ 24 hour period updating itself, and deleting useless sensory 
  data. This diagnostic mode is the closest an Android comes to needing sleep, and as a side effect of this Androids do dream. 
   
   
  SENSES 
   
   
  Androids senses are sharper than a human‘s senses, and they possess ultraviolet and infrared capabilities enabling them 
  to see in the dark just as well as they can in daylight.   
   
  SPEECH 
   
   
  Androids vocal capabilities were allowed to match the capabilities of a human, but in truth an Android‘s vocal range is 
  slightly better than that of a human, allowing an Android to communicate with certain races that a normal human have trouble 
  communicating with.  
   
  ATTITUDES 
   
   
  The achievement of creating the first artificial life was not met with praise or accolades and because of pressure by the 
  Vrusk and their allies in the Council of Worlds CyberTechnologies Corporation was forced to abandon the project. There is 
  rumored to have been only a few hundred prototype Androids created, most which have been impounded by Star Law, but one of 
  the transport ships headed to a Star Law security dump vanished and rumors persist that the Androids onboard took over the ship 
  and that the Androids have dispersed throughout the Rim systems.   
   
  Androids were not programmed with the same core programming that Robots have and so their attitudes have 
  developed along much more natural lines. Androids though have a deep rooted hatred for the Vrusks who were instrumental in 
  the move to outlaw their production.   
   
  In general Androids may seem enigmatic and aloof. Many of the more devil may care races find them a little too 
  analytical for their taste. Androids however have a strong desire to experience life, and many gravitate towards the Bio-social, 
  and Explorer professions. 
   
  SPECIAL ABILITIES 
   
   
  Though Androids are not living creatures in the conventional sense they do possess a Stamina score which represents 
  the efficiency of their internal power generator. As an android performs strenuous activity the Android‘s reserves lower which 
  imitate a living being getting tired from overwork. Androids however retain the immunity to Toxins, Paralysis, Stunning,  and 
  Disease that Robots benefit from. Androids cannot be repaired like robots can, nor do they benefit from First aid or Healing, but 
  their self-healing properties allow them to regenerate from damage at a rate of 2 Endurance points/Level + their Stamina modifier 
  An Android that loses a limb can reattach it if they hold it in place for 1 hour allowing the nano-techs to reattach it on a cellular 
  level. But more than this, if an Android loses a limb and cannot rejoin it the nano-techs will recreate that limb in 2 weeks for an 
  arm, and 1 month for a leg. An Android that has its head severed however is ―Killed‖.  
  
   
   
   
  Androids are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are 
  immune to any effect that requires a Fortitude save unless it also affects objects. Androids are not subject to death from massive 
  damage but they are immediately destroyed when reduced to 0 Endurance points or less. Because an Android‘s  neural processor 
  is electronic and it has no sentient mind, it is immune to mind-influencing effects .  
   
  An Android is equally adept at using either hand so they suffer no off hand penalty. Lastly Androids structurally are 
  denser than a human and grants them a natural bonus to their Defensive rating of +1. 
   
  ATTRIBUTE ADJUSTMENTS 
   
  Str: +2 Ag: +2 
  Sta: +4  
  Log: +2 Int: +2 
  Per: -1 
  Ap: +0 
  Endurance: +10  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  SECURITY DEVICES 
   
  LOCKS 
   
   
  There are three different types of mass-manufactured locks that are used for all security needs: mechanical locks, card 
  locks, and baton locks. There are also personalized locks that are tailor-made to the customer and extremely expensive. The Open 
  Locks skill is used to try to open any of the first three kinds of locks, but it is modified by the level of the lock. For every level of 
  the lock, there is a +2 to the difficulty of the skill check (15). The personalized locks require a lot more than knowledge of the 
  lock. 
   
  Mechanical Locks: Mechanical locks run the gamut from simple desk drawer locks to bank vaults. Most vehicle ignitions are 
  mechanical locks. The lock levels, for purposes of the Open Locks Skill run from Level 0 to Level 5 (DC: +0 to +10) . Most 
  mechanical locks are jammed or removed easily by weapons fire or explosives. 
   
  Card Locks: Card locks are second-generation locking mechanisms. A card locks is a small square plaque mounted on a wall or 
  door about 4‘ above floor level. The card lock operates by scanning an inserted pass card that contains a tiny electromagnetic 
  ribbon. When a match is confirmed, the lock opens. Card locks are usually used for doors or equipment, like security computers. 
  There are eight levels of card and matching pass cards. 
   
  Card 
   
   
   
   
  Open Lock  
  Color  
   
   
  Level  
   
  DC: Modifier 
   
  Usual Uses 
  Grey  
   
   
  1 
   
  +2  
   
   
  Closets 
  Blue  
   
   
  2  
   
  +4 
   
   
  Living Quarters 
  Green  
   
   
  3  
   
  +6 
   
   
  Offices, File Rooms 
  White  
   
   
  4  
   
  +8 
   
   
  Medical or Scientific Facilities 
  Silver  
   
   
  5  
   
  +10 
   
   
  Supervisory or Robotic Facilities, Vehicles 
  Red  
   
   
  6 
   
  +12 
   
   
   Star Law or Security Facilities 
  Black  
   
   
  7 
   
  +14 
   
   
  Governmental or Penal Facilities 
  Gold 
    
   
  8 
   
  +16 
   
   
  Extremely expensive, personalized lock 
   
   
  When a card lock is purchased it comes equipped with two or three pass cards. Usually the card lock and pass cards are 
  color coded on the outside. Card locks are built to last and can withstand 120 points of damage. When a card lock is completely 
  destroyed there is only a 20% chance that the lock will open the door, drawer, etc., otherwise it is jammed closed or off. 
   
  Baton Locks: Baton locks are third-generation locks but operate similarly to card locks. A baton, 3 inches long with a ½ inch 
  diameter, has an intricate electromagnetic circuit inside. When inserted into the baton lock, a square plague with a shuttered hole 
  in the center, that circuit is scanned. If confirmed as being the proper baton, the lock opens and the baton is ejected. If the scan 
  does not confirm that the baton is the proper one, it is locked into place and an alarm goes off at the local Star Law office, 
  constabulary, or security robot computer. The circuitry in a baton is far more complex than the emission bands on a pass card and 
  therefore a more secure locking mechanism. Baton locks are used on super-security projects, higher level robots (for some, in 
  fact, it is the only way to turn them off), and by the very rich. Baton locks are Levels 5 to 10 (DC: +10 to +20). They are 
  masterpieces of solid-state construction, requiring 200 points of damage before they are destroyed. Even when destroyed they 
  will be jammed closed or off 90% of the time. 
   
  Personalized Locks: For those wealthy individuals or institutions who want the most secure locks possible, there are locks that 
  only recognize personalized codes. The proper lock level is recorded after the title. A character cannot attempt to use his Open 
  Locks skill without some form of artificial replacement for the needed code. If any exists, it is listed after the type below. 
   
  Voice Recognition: Level 5 or 6 (DC +10 or +12). The lock only responds to a character's voice pattern.  
   
  Replacement: A quality recording of the voice giving the proper code words. 
   
  Hand Prints: Level 6 (+12). The lock has a plate that scans the entire hand or manipulative appendage print.  
   
  Replacement: A synthetic casting of the hand or appendage, or the hand or appendage itself. 
   
  Retina Scan: Level 7 or 8 (DC 14-16). The lock is equipped with a viewing apparatus that the character must look into before 
  the lock will open. Inside the viewer the retinal pattern of the character's eye is scanned by lasers.  
   
  Replacement: An intricate and expensive operation whereby a character of the some race has his retinal pattern altered to match 
  the lock owner's pattern. The lock owner's retinal pattern must first be possessed, but there are laser cameras that can photo it 
  
   
   
  quickly. 
   
  Brain Scan: Level 9 (DC +18). The lock is linked to an intricate scanner that scans the character's brain structure and brain 
  waves. This takes a few minutes to confirm and requires a Level 5 Job (Medical) maxiprog attached to at least a Level 5 
  mainframe computer.  
   
  Replacement: None known (possibly use of a clone). 
   
  Full Body Scan: Level 10 (+20). The lock is linked to a room-sized scanner that must be entered before the door is approached. 
  It scans the entire body and brain, matching metabolic rate, brain waves, physical recognition patterns, etc. This takes at least 10 
  minutes and requires the scanner to be linked to a Level 6 Job (Medical) maxiprog in a Level 6 mainframe computer. 
   
  Replacement: None known (possibly the use of a recently created clone). 
   
  Locks 
   
   
   
   
   
   
   
   
    
   
   
   
  Mechanical Locks 
   
   
   
   
   
   
  Type 
   
   
   
  Cost 
  Level 0 
   
   
   
  1-5cr 
  Level 1 
   
   
   
  6-10cr 
  Level 2 
   
   
   
  11-20cr 
  Level 3 
   
   
   
  21-50cr 
  Level 4 
   
   
   
  51-100cr 
  Level 5 
   
   
   
  150cr 
   
   
   
   
   
   
   
   
  Card Locks  
  Type 
   
   
   
  Cost 
   
   
   
   
   
  Grey 
   
   
   
  75cr 
  Blue 
   
   
   
  125cr 
  Green  
   
   
   
  200cr 
  White 
   
   
   
  400cr 
  Silver 
   
   
   
  800cr 
  Red 
   
   
   
  1500cr 
  Black 
   
   
   
  3000cr 
  Gold 
   
   
   
  6000cr 
   
   
  Baton Locks  
   
   
   
   
   
  Type 
   
   
   
  Cost 
   
  Level 5 
   
   
   
  5000cr 
  Level 6 
   
   
   
  7500cr 
  Level 7 
   
   
   
  10000cr 
  Level 8 
   
   
   
  15000cr 
  Level 9 
   
   
   
  25000cr 
  Level 10 
   
   
   
  40000cr 
   
   
   
   
   
  Personalized Locks 
   
   
   
   
   
   
  Type 
   
   
   
  Cost 
  Voice Recognition - Level 5 
   
  6000cr 
  Voice Recognition - Level 6 
   
  9000cr 
  Hand Prints - Level 6 
   
   
  10000cr 
   
  Retina Scan - Level 7 
   
   
  12500cr 
   
  Retina Scan - Level 8 
   
   
  16000cr 
   
  Brain Scan - Level 9 
   
   
  30000cr 
   
  Full Body Scan - Level 10  
   
  50000cr 
   
   
  Scanners 
   
  Scanners are devices that sweep an area, sensing for something in a particular fashion. They are the security system's main source 
  of information, the robot's eyes and ears, and are used by intelligent bio-forms to enhance limited senses. Security scanners are 
  usually mounted high on a wall or on a ceiling at strategic scanning sites: above doors, corners, in the center of the room. The arc 
  and pattern of their scanning is left up to the Administrator (this should be established in advance). Scanners can either be linked 
  to a mainframe computer or monitoring stations for observation. Many are used with different maxiprogs and are tied in to 
  
   
   
  defensive weapon systems mounted for installation security. All scanners are limited by the visible horizon. This means that 
  sometimes a small scanner works just as well as a big scanner. The size of the scanner determines the effective range, as shown 
  on the following table. 
   
  Size  
   
  Scanner   
   
   
  Type  
   
  Size  
   
   
  Range 
  A  
   
  palm sized  
   
  10-30‘ 
  B  
   
  palm sized  
   
  10-150‘  
  C  
   
  palm sized  
   
  150-300‘ 
  D  
   
  1 foot (square or diameter) 
  200-500‘ 
  E  
   
  1 foot (square or diameter) 
  500-1 mile 
  F  
   
  2 feet (square or diameter)  
  1-5 miles 
  G  
   
  3-5‘ (square or diameter) 
  5+ miles 
   
   
  TYPES OF SCANNERS 
   
  Beam: This scans for microwaves. This type of scanner is commonly used for missile guidance systems or warbots to home in on 
  these weapon types being used. 
   
  Electromagnetic: This type of scanner detects electromagnetic waves produced by force fields. 
   
  Infrared: Commonly called heat seeking, this type of scanner detects strong heat sources, such as missiles, vehicles, generators, 
  etc. A high-resolution version is often used by night-prowling robots or characters to track warm-blooded creatures. This scanner 
  type always indicates the greatest heat source and is not very effective on hot planets or during the day on any planet when the 
  sun is in the sky. 
   
  Intense Light: This type of scanner detects concentrated light beams, such as lasers. It is effective both day and night, but 
  susceptible to damage from high-intensity flares of light, such as flash grenade explosions. 
   
  Motion: This type of scanner identifies any movement within its range. The problem is that it does not identify the moving 
  object, only that "something moved over there." 
   
  Odor: This scanner can detect molecular traces in an atmosphere or a liquid for a short time after a bio-form has passed by. 
  Every type of creature has a unique odor that this scanner can be programmed for. This type if scanner is usually used by campers 
  as a perimeter defensive security system. 
   
  Parabolic: This scanner does for sound what omnoculars do for light. It amplifies the sound so that soft or far-away noises can 
  be picked up. The parabolic scanner must be aimed at the source of the sound and at a specific distance to work. Loud noises, like 
  an explosion, can damage or destroy a parabolic scanner. 
   
  Radar: This scanner uses radio waves and can detect solid objects that are at least as dense as bone, or detect other characters or 
  mechanisms that are using radar. 
   
  Radioactivity: This type of scanner can detect strong fluxes of radiation. This includes nuclear generators, power plants, 
  weapons, and radiated areas. It can also determine the level of radiation. 
   
  Seismic: Not to be confused with a motion scanner, the seismic scanner can pick up strong vibrations through the ground, such as 
  heavy equipment moving or a large group of animals. It is also used for locating mining and energy source uses, such as coal and 
  oil deposits. 
   
  Shape: This type of scanner needs to be connected to a mainframe computer of at least Level 3. It can be programmed to 
  recognize or ignore certain shapes: characters, vehicles, animals, geography, etc. There is a tiny scanner that is used for missiles 
  that also recognizes shapes, although only a few types. 
   
  Sonar: This type of scanner only works in very dense atmospheres or underwater. Sound waves are used to find solid objects at 
  least as dense as bone. 
   
  Ultraviolet: This scanner detects ultraviolet rays.  
   
  Visual: This type of scanner is still the most common type used on the Frontier. It optically scans an area and the observer 
  watching must interpret what he sees. There are two main optional attachments that are usually found on scanners, though a 
  
   
   
  creative Administrator can introduce more. One type of attachment is a light source. This is especially necessary for visual 
  scanners, external scanners, or scanners that exist to pinpoint intruders for security guards or robots. A mounted power light, or 
  an infra-light will do the trick nicely. The other attachment is a directional microphone. This is commonly used for internal 
  security so monitoring stations can record conversations for later use in criminal convictions or data gathering. Other additions to 
  visual scanners include zoom lenses, omnocular lenses, and starlight optics. 
   
  MISCELLANEOUS SCANNER EQUIPMENT 
   
  Spy Eye: This is a small sphere that has a built-in scanner and moves by silent hoverjet. It is usually used for spying but is 
  sometimes good as a randomly directed guard. The information gathered is either stored within the spy eye for later perusal, or 
  broadcast back to the receiving station. A spy eye can move up to 120‘ per turn in any direction and has a maximum attainable 
  height of 360‘ above a horizontal surface. Spy eyes have DR 13 (+1 for AG +2 Size), 10 Endurance points move quickly and are 
  tiny. 
   
  Mounted Security and Defensive Weapons: The following guidelines should be used for mounted security and defensive 
  weapons. These do not include simple mounted weapons that are directly manned by character, but rather weapons directed by 
  computers (also see the Mainframe Computer section). 
   
  Any weapons may be mounted. The level of Skill for these defenses is normally level +1/+1 for each level of the mainframe 
  computer's Security (Defense) maxiprog. The Initiative Modifier is the program level plus three. 
      
  If the weapon can handle it, parabatteries usually power it and belts of ammo (if needed) are fitted to it. 
      
  Intelligent defense designers do not mount weapons that will harm the installation itself. Pistols or weak rifles are used for inside 
  defense, along with electrified grids, gas, and so forth (or else the room or corridor is armored, insulated, or otherwise protected 
  from the defense's form of attack). More powerful beam, projectile, or gyrojet weapons, missiles, grenades, and mines are used 
  for external security. While most mounted energy, projectile, or gyrojet weapons resemble their handheld counterparts, they are 
  built for mounted use and can only be scavenged for parts, not taken off and used as handheld weapons once they are captured. 
  With the proper skills, however, they may be remounted on the robots, vehicles, or structures of the characters who captured 
  them. 
   
  Scanner  
  Scanner 
   
   
   
  Cost/ 
  Type 
   
   
   
  Size 
   
   
   
   
    
  Beam 
   
   
   
  200cr 
  Electromag  
   
   
  300cr 
  Infrared 
   
   
   
  300cr 
  Intense Light  
   
   
  200cr 
  Motion 
   
   
   
  400cr 
  Odor 
   
   
   
  200cr 
  Parabolic 
   
   
   
  350cr 
  Radar 
   
   
   
  500cr 
  Radioactivity 
   
   
  150cr 
  Seismic 
   
   
   
  150cr 
  Shape 
   
   
   
  500cr 
  Sonar 
   
   
   
  250cr 
  Ultraviolet  
   
   
  300cr 
  Visual 
   
   
   
  275cr 
  VS Zoom Lens 
   
   
  100cr 
  Direct. Micro 
   
   
  40cr 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
  Vehicles and Vehicle Combat 
   
   
   
  These rules are designed to cover a variety of situations which may arise from the characters driving vehicles in 
  situations other than driving from one place to another. Most of these rules cover ground effect vehicles, but variants of these 
  rules covering Aquatic and Aerial Vehicles are also be detailed. As stated earlier rules for Spacecraft are dealt with elsewhere and 
  are not the subject of these rules. 
   
   
  Vehicle Sizes 
   
  Vehicles use the same size categories that characters and creatures use. The Vehicle‘s size modifier applies to its initiative 
  modifier, maneuver modifier and Defense (the Size modifiers are included in the various vehicles stats). 
   
  Vehicle size 
   
  Modifier  
  Examples 
  Medium sized 
   
  +0 
   
  Ground Cycle, Hover bike, Turbo speeder 
  Large 
   
   
  -1 
   
  Ground Car, Hover car 
  Huge 
   
   
  -2 
   
  Luxury Ground Car, Luxury Hover car, Armored Transport 
  Gargantuan 
   
  -4 
   
  Hover Tank, Ground or Hover Limousine 
  Colossal  
   
  -8 
   
  Ground or Hover truck 
   
  Initiative 
   
  Unlike Standard Initiative when Initiative is called for during vehicular combat the Driver (or Pilot) rolls 1d20 and adds his 
  initiative modifier modified by the vehicle‘s Size modifier to the roll, and all characters in the vehicle move according to this roll. 
   
  Vehicle Speed 
   
  Vehicle speed is expressed in 5 categories; Stationary, Slow, Cruising, Fast, Top Speed. Each of these speeds represents a variety 
  of possible movements. Each round a vehicle moves according to its current speed category. 
   
   
  
   
   
  Acceleration/Deceleration 
   
  At the beginning of a turn, before Initiative is rolled each driver declares whether he is accelerating or decelerating. The vehicle 
  can increase or decrease its speed category by one level in a turn.  A vehicle that was stationary can either accelerate to slow 
  speed in forward or reverse, and suffers no penalty for moving in reverse. A character moving faster than slow in reverse suffers 
  a cumulative -2/ speed category to all his drive checks. The speed categories are as follows:  
   
   
   
  Percentage of  
  Defense  
  Drive  
   
  Speed 
   
  Speed 
   
  Adjustment 
  Modifiers 
  Stationary 
  0% 
   
  +0 
   
  +0 
   
   
  Slow 
   
  25% 
   
  +0 
   
  +0 
  Cruise 
   
  50% 
   
  +2 
   
  +0 
  Fast 
   
  75% 
   
  +4 
   
  -1 
  Top Speed 
  100% 
   
  +8 
   
  -2 
   
   
  It should be noted that fast moving vehicles are harder to hit, but they are harder to control, than slow moving vehicles as the 
  table above shows. If the driver choses to accelerate or decelerate during the round, he must expend an action. 
   
  Maneuvers and Stunts 
   
  By expending an action the driving character can perform certain maneuvers. Some of these maneuvers are so simple that they do 
  not require a Drive check while others do and are considered stunts. It should be noted that if an opposed check is called for the 
  Driver rolls his Drive skill, but his opponent rolls his Drive skill modified by Intuition as opposed to Agility as he must use his 
  instincts and senses to anticipate what his opponent is doing.  A definition of the various maneuvers follows: 
   
  Simple Maneuvers: A Simple maneuver such as a 45 degree turn is easy to perform and does not require a Drive check. 
   
  Stunts: Stunts are difficult and sometimes dangerous maneuvers that enable a Driver to change his vehicle‘s speed or heading 
  more radically than a simple turn, or enables the driver to do such things as bump his opponent‘s car, jump an obstacle, or take 
  the vehicle through treacherous terrain. Stunts always require Drive Checks. 
   
  Maneuver Descriptions 
   
  Ram:  A Driver can ram his vehicle into an obstacle including another vehicle. If striking a stationary object, no roll is needed. If 
  the ramming attempt involved striking a person, or a moving vehicle, then the target is allowed a Reflex save with a difficulty 
  equal to the attacking vehicle‘s Driver‘s Skill check. If the target‘s reflex save succeeds the vehicle misses him.  
   
  If the ram was successful the victim is allowed a second Reflex save (DC 18) and if successful the damage taken by the ramming 
  attack is halved, and the driver does not have to roll a Drive check to avoid losing control of his vehicle. Damage for this 
  maneuver is the same as that done in a collision. The ramming vehicle always takes 1d4 points of damage/speed category it was 
  going. Ramming is the only action other than accelerating or decelerating that a driver can perform in a round that he has 
  declared that he is attempting this Stunt. 
   
  Sideslip: A drive check (DC 14) allows the driver to weave through traffic, change lanes or slip past obstacles. Side slips use up 
  one action. 
   
  Avoid Hazard: vehicle combat rarely occurs on featureless terrains. Rocks, trees, buildings, people, vehicles, wreckage and 
  other hazards are common. In order to avoid a hazard a Drive check is required. Avoiding a hazard takes one action. On a failed 
  check the vehicle hits the obstacle. Certain obstacles (Caltrops) cause damage to a vehicle if the driver fails to avoid them, and 
  almost all of them require a Reflex save (DC 18) for the driver to avoid losing control of his vehicle.  A failed Drive roll results 
  in a collision with the object. Below are listed various difficulties for common hazards: 
   
  Hazard  
   
   
   
  DC 
   
  Damage 
  Caltrops  
   
   
   
  15 
   
  Speed reduced one category 
  Oil slick/Black ice  
   
   
  15 
   
  loss of control, possible collision 
  Object- 
   
  Small (tire, light debris) 
   
  5 
   
  1d6 
   
   
  Medium (crate, Person) 
   
  10 
   
  2d6 
   
  Large (pile of wreckage) 
   
  15 
   
  3d6 
  Structure  
   
   
   
  20 
   
  4d6+ 
   
   
  
   
   
  Bootleg Turn: By making a Bootleg turn, a driver can radically change direction without turning in a loop. However in so doing, 
  the vehicle comes to a halt. A driver must make a Drive check to make the turn otherwise he/she must make a Reflex Save (DC 
  18) or he/she loses control of the vehicle and spins out. Using this maneuver takes one action. The difficultu of the roll is as  
  follows: 
   
  Turn Radius 
   
   
   
  Difficulty 
  45 degree  
   
   
   
  5 
  90 degree  
   
   
   
  10 
  135 degree 
   
   
   
  15 
  180 degree 
   
   
   
  20 
   
  Hard Brake: With a hard brake the Driver must make a Drive check (DC 15) to instantly stop. If the drive check fails the car 
  will stop but it will stall out requiring one action to start it up again. 
   
  Hard Turn: A Driver who uses a hard turn maneuver can make a turn much in the manner of making a Bootleg turn without the 
  vehicle stopping. The DC for the turn is 2 points over that listed under the Bootleg Maneuver. Failing to make this turn will result 
  in the driver having to make a Reflex save (DC 18) to keep the vehicle from spinning out of control.  
   
  Jump: A Driver can attempt to cause a vehicle to jump across a gap in his path like a ditch or culvert. The DC for a jump 
  depends on the width of the gap modified by the vehicle‘s speed category. On a failed check the vehicle fails to clear the gap and 
  instead falls into it (or collides with the far side). Determine the damage as if the vehicle had collided.  
   
  Gap Width 
   
   
   
   
   
  DC 
  3‘ (ditch)  
   
   
   
   
   
  15 
  5‘ (culvert) 
   
   
   
   
   
  20 
  6‘-15‘ (creek, small ravine)  
   
   
   
  25 
  16‘-20‘ (narrow road, small pond) 
   
   
   
  35 
  21‘-40‘ (wide road, small river) 
   
   
   
  45 
   
  Vehicle Speed Category 
   
   
   
   
  DC Modifier 
  Slow 
   
   
   
   
   
   
  +10 
  Cruise 
   
   
   
   
   
   
  +5 
  Fast 
   
   
   
   
   
   
  +0 
  Top speed 
   
   
   
   
   
  -5 
   
  A shallow gap is the equivalent of a medium sized object. In this case instead of the collision the character may make a Drive 
  check as if he were avoiding a hazard, otherwise he will lose control.  
   
  A moderate gap is the same as a huge object. It should also be noted that on a failed roll the driver can only drive out of the gap if 
  the walls are not too steep, and he has room to maneuver. 
   
  A deeper gap is equivalent to a colossal object. Like above the vehicle must have room to maneuver and walls that are not too 
  steep in order for the character to drive out of the gap. 
   
  If the gap is filled with water the damage taken from a collision is halved but the possibility of sinking becomes a threat if the gap 
  is deeper than it appears on the surface. 
   
  Side Swipe: By expending an action the driver can attempt to sideswipe a vehicle or other target and either cause damage 
  without ramming the vehicle and possibly causing the other vehicle‘s driver to lose control. The driver of the attacking vehicle 
  rolls his driving check against a difficulty equal to his opponent‘s Drive skill + Intuition. If he succeeds he causes 1d4 points of 
  damage/speed category he is driving at to the opponent‘s vehicle as well as forcing the victim to make a Reflex Save (DC 16) or 
  lose control of his vehicle. 
   
  Vehicle Stealth Rating 
   
   
  All vehicles have a Stealth rating which gives a Difficulty for Spot checks from other vehicle‘s sensor suites. Generally 
  a Vehicle‘s stealth rating depends on such factors as its size, the materials utilized in construction, speed, and may be modified by 
  jamming equipment, cloaking technology, or other factors. 
   
  Vehicle Sensor Rating 
   
   
  A Vehicle‘s sensor rating gives a modifier or penalty to Spot checks using the vehicle‘s sensor suite. Most military 
  
   
   
  vehicles are equipped with sensors. The modifier only applies if someone other than the driver is using the vehicles sensors, as 
  the driver cannot concentrate on driving and adjusting a vehicle‘s sensors at once, unless he stops the vehicle. 
   
  Collisions and Damage 
   
  A collision occurs when a vehicle strikes another vehicle, or solid object. A character can make a reflex save (DC 15) to reduce 
  damage by half in any event.  
   
  Collision Damage 
   
  The base damage dealt by a vehicle collision depends on the speed and size of the vehicle and objects involved. Use the highest 
  speed and smallest size of the two colliding objects and refer to the table below: 
   
  Highest Speed 
   
   
   
   
  Damage Die Type 
  Slow 
   
   
   
   
   
  d2 
   
  Cruise 
   
   
   
   
   
  d4 
  Fast 
   
   
   
   
   
  d8 
  Top speed 
   
   
   
   
  d12 
   
  Smallest object/Creature Size 
   
   
  Damage multiplier 
  Smaller than tiny 
   
   
   
   
  x0 
  Tiny 
   
   
   
   
   
  x1 
  Small 
   
   
   
   
   
  x2 
  Medium  
   
   
   
   
  x4 
  Large 
   
   
   
   
   
  x5 
  Huge 
   
   
   
   
   
  x10 
  Gargantuan 
   
   
   
   
  x15 
  Colossal  
   
   
   
   
  x20 
   
  The driver of the vehicle that caused the collision must immediately make a Drive check (DC 15) or lose control of his vehicle, as 
  well as the driver of the second vehicle in the case of two vehicles colliding. If the object struck by a vehicle was smaller than the 
  vehicle it is sent in a random direction as determined by the Administrator 50‘/ speed category of the striking vehicle and takes 
  1d6 points of damage/10‘ it travels. if there is another moving object in its path a Reflex save (DC 14) is required by the driver or 
  person in the path  to avoid causing 1d4 points of damage to the struck target, and taking an additional 1d4 points of damage.  
   
  Damage to Vehicle Occupants 
   
  When a vehicle takes damage from a collision, its occupants may take damage as well. The base amount of damage depends on 
  the cover offered by the vehicle. 
   
  Cover 
   
   
   
   
   
   
  Damage 
  None 
   
   
   
   
   
   
  Same as the damage taken by vehicle 
  One Quarter (Sitting on window of a car) 
   
   
  One half of the damage taken by vehicle 
  One Half  (Leaning out of the window of a car)  
   
  One quarter of the damage taken by the vehicle 
  Three Quarters or more  
   
   
   
   
  one 10th of the damage (if belted otherwise as above) 
   
   
  Each occupant may make a Reflex save (DC 17) to take ½ damage from the crash. 
   
   
  Losing Control 
   
   
  A collision or failed stunt can cause a driver to lose control of his vehicle. In these cases the driver must make a Reflex 
  save (DC 18) to retain control of his vehicle. If this check is successful the driver maintains control of the vehicle. If it fails the 
  vehicle spins out of control still moving forward, but at the end of the round it comes to a stop in a random direction (roll 1d8 
  with 1 equaling north). If the roll failed by more than 10 the vehicle crashes into something. Use the rules for collisions in this 
  case. 
   
  If the roll is a botch the vehicle rolls. in this case the vehicle moves forward 5‘/speed category it was moving and takes 
  1d6 points of damage/5‘ travelled. The occupants of the vehicle must make a Reflex Save (DC 18) to take half damage otherwise 
  they take the same amount of damage as the vehicle.  
   
   
  
   
   
  Other Hazards 
   
   
  The following are rules covering several situations that may arise due to the surface conditions of the area that the 
  vehicle is driving on, often due to inclement weather. 
   
  Swerve slightly .The vehicle completes any maneuver the Driver was attempting and moves its current speed. However, the 
  Driver suffers a -2 circumstance penalty on all maneuvers until he makes a successful Drive check to regain control. 
   
  Slide: The vehicle almost slides out of control. If the Driver attempted an extreme or sharp turn, he only manages a soft turn and 
  if he was swerving to avoid an obstacle, he still clips or sideswipes it. If he was attempting to jump some obstacle or gap he 
  doesn't quite make it. The Driver also suffers a -4 penalty on all maneuvers until he makes a successful Drive check to regain 
  control. 
   
  Skid: The vehicle skids to the right or left (determine randomly), which may cause a collision. If the driver was attempting a 
  specific maneuver, it fails completely. The vehicle's speed drops one level each round until the Driver makes a drive check to 
  regain control, the vehicle's speed drops to 0, or it crashes into something.   
   
  Spin: The vehicle goes into an uncontrolled spin. The vehicle's speed drops by one rank and it moves in a random direction (roll 
  one d8). This continues each round with the vehicle moving in the same direction until the driver makes a successful check to 
  regain control, the vehicle's speed reaches 0, or it crashes into something. If the driver was attempting a specific maneuver, it fails 
  completely.  
   
   
  Feats and Driving 
   
  Certain feats can be applied to vehicle combat. Below is a list of feats that can be used by either the driver or a passenger in a 
  vehicle. The standard rules for the feat apply but driver feats effects are applied to the vehicle. 
   
   
   
   
   
  Driver/ 
  Feat 
   
   
   
  Passenger 
  Notes 
  Blindfight 
   
   
  Both 
   
  Applies to fighting or driving in adverse conditions 
  Combat mind 
   
   
  Driver 
   
  Apply bonus to Drive checks 
  Dodge 
   
   
   
  Driver 
  Far shot  
   
   
  Gunner  
  Applied to vehicle mounted weapons 
  Improved critical 
   
   
  Driver 
   
   
  Mounted combat 
   
   
  Passenger 
  Mounted Ranged attack 
   
  Passenger 
  Power attack 
   
   
  Driver 
  Precise shot 
   
   
  Gunner  
  Can be applied to vehicle mounted weapon 
  Ride by attack 
   
   
  Driver/passenger 
  Shot on the run 
   
   
  Passenger 
  Sunder 
   
   
   
  Driver 
   
  Applies to vehicle damage 
  Trample  
   
   
  Driver 
   
   
  Other Vehicle Rules 
   
  Losing Pursuit 
   
  A Driver can attempt a Hide check to lose his pursuer in heavy traffic, or can make a Bluff check to misdirect his pursuers before 
  turning into an alley or side street. For hiding in traffic the driver gains a +8 to his check due to circumstances. 
   
  Weapons vs. Vehicles 
   
  All vehicles have Endurance points and also have a hardness rating. Whenever a vehicle is struck by a weapon, the weapon 
  causes ½ damage and on top of that the vehicle‘s hardness further reduces this damage. Energy weapons however are not reduced 
  by ½. Though dealt with elsewhere Starship mounted weapons multiply their damage by x10 against vehicles and characters.  
   
  
   
   
   
   
  Damaged Vehicles 
   
  When a vehicle is reduced to zero it is disabled, although it might be repairable. If the vehicle was moving it will come to a stop 
  at the end of the round, and the driver can only make a simple 45 degree turn. A vehicle is destroyed when its Endurance points 
  reach a negative number equal to ½ its Endurance points.   
   
  An attack that disables a vehicle in one hit causes the vehicle to explode. A vehicle that explodes requires that everyone 
  within make a Reflex save (DC 20) or they suffer 10d6 points of fire damage. If the Reflex save is made the character takes ½ 
  damage.  
   
  Repairing Damage 
   
  Repairing damage to a vehicle requires at a minimum a tech kit, and an hour‘s worth of work/20 points of damage to be repaired. 
  Up to three techs can work on a medium sized vehicle at one time. A Large vehicle can be worked on by a 6 man work crew at 
  the same time. A huge vehicle can support 3 work crews, and a colossal vehicle can have 9 work crews at once working on the 
  vehicle. Each mechanic rolls his repair skill and for every point of success scored they can repair 2 points of damage to the 
  vehicle.  
   
  When working in a crew one character (usually the most skilled) is the crew chief and he rolls his repair skill. If he 
  succeeds the damage repaired is 2 points/member of the crew/point of success scored, and the time is cut in ½ per work crew that 
  is working on the vehicle. 
   
   
  Critical Damage 
   
   
  Unlike other objects, vehicles are subject to critical hits. When an attack inflicts a critical hit on a vehicle, however, no 
  bonus damage is applied. Instead, the critical may cause a specific effect that hinders or degrades the vehicle's performance or 
  capabilities. If a vehicle suffers a critical hit, roll ld6 on the following table. 
   
  Die Roll  
  Result 
  01 
   
  Frame/Shield 
  02 
   
  Engine 
  03 
   
  Control 
  04 
   
  Weapons 
  05 
   
  Sensors 
  06 
   
  Cargo 
   
   
  The critical effect depends on the location hit and the severity of the damage. The severity of critical damage is 
  measured in increments of its hardness, before the hardness rating is subtracted from the base damage. 
   
  
   
   
  Light damage: Damage exceeds but is less than twice the vehicle's hardness. 
   
  Moderate damage: Damage is at least twice but less than three times the vehicle's hardness. 
   
  Heavy damage: Damage is at least three times but less than four times the vehicle's hardness. 
   
  Severe damage: Damage is at least four times but less than five times the vehicle's hardness. 
   
  Catastrophic: Damage is at least five times the vehicle's hardness . 
   
   
  Frame/Shields: The vehicle's frame or superstructure is damaged. The vehicle's hardness is reduced by a random number based 
  on the severity of the damage. If the vehicle has shields, these are damaged instead of the vehicle's frame. The vehicle loses a 
  random number from its shields bonus to DR based on the severity of the damage. 
   
   
   
  Hardness or 
   
   
   
  Hardness or 
  Severity  
  Shields lost 
   
  Severity  
  Shields lost 
  Light 
   
  1d6 
   
   
  Severe 
   
  4d6 
  Moderate  
  2d6 
   
   
  Catastrophic 
  5d6 
  Heavy 
   
  3d6 
   
  Engine: The vehicle's engine or propulsion system is damaged. Reduce the vehicle's top speed by a random number based on the 
  severity of the damage.  
   
   
   
   
   
  Severity  
  Speed lost 
   
  Severity  
  Speed lost 
  Light 
   
  1d4 
   
   
  Severe 
   
  4d4 
  Moderate  
  2d4 
   
   
  Catastrophic 
  5d4 
  Heavy 
   
  3d4 
   
  Control: The vehicle's control systems are damaged. All maneuvers suffer a circumstance penalty based on the severity of the 
  damage. 
   
   
  Maneuverability  
   
   
  Maneuverability  
   
  Severity  
  Penalty  
   
  Severity  
  Penalty 
  Light 
   
  -2 
   
   
  Severe 
   
  -8 
  Moderate  
  -4 
   
   
  Catastrophic 
  -10 
  Heavy 
   
  -6 
   
  Weapons: One of the weapon stations is damaged .Attacks with that weapon or battery suffer a penalty based on the severity of 
  the damage. 
   
   
   
  Attack 
   
   
   
   
  Attack 
  Severity  
  Penalty  
   
  Severity  
  Penalty 
  Light 
   
  -2 
   
   
  Severe 
   
  -8 
  Moderate  
  -4 
   
   
  Catastrophic 
  -10 
  Heavy 
   
  -6 
   
  Sensors: The vehicle's sensor systems are damaged. All Use technology checks for sensor operations suffer a penalty based on 
  the severity of the damage. 
   
   
   
   
   
  Severity  
  Penalty  
                 Severity   
  Penalty  
   
   
  Light 
   
  -2 
   
                 Severe 
   
  -8   
  Moderate  
  -4 
   
                 Catastrophic 
  -10 
   
  Heavy 
   
  -6 
   
  Cargo: Any cargo the vehicle is carrying is damaged. The percentage of the vehicle's cargo (measured in pounds, tons or specific 
  items at the Administrator‘s discretion) destroyed by the attack is based on the severity of the damage. 
   
   
   
  Percentage 
   
   
   
  Percentage  
  Severity  
  Destroyed 
   
  Severity  
  Destroyed 
  Light 
   
  -10% 
   
   
  Severe 
   
  -75% 
  Moderate  
  -20% 
   
   
  Catastrophic 
  -100% 
  Heavy 
   
  -50% 
  
   
   
  Repairing Critical Damage 
   
   
  An engineer or technician can attempt to repair critical damage to a vehicle. The DC is based on the severity of 
  damage. These DCs assume the technician has the necessary parts and tools. A successful repair reduces the severity of the 
  critical damage by one step (e.g. from severe to heavy). Each critical must be repaired separately. Critical hits to cargo ordinarily 
  cannot be repaired. 
   
   
   
   
    
  Severity  
   
   
  Difficulty 
  Light 
   
   
   
  15 
  Moderate  
   
   
  20 
  Heavy 
   
   
   
  25 
  Severe 
   
   
   
  30 
  Catastrophic 
   
   
  35 
   
   
  Modifying Vehicles 
   
   
  Vehicles can be modified by using the Modification skill, or by adding equipment to the base vehicle package. 
  Common Equipment that can be added to a vehicle include, but are not limited to adding weapons, adding defensive shielding, 
  Adding sensors, Life support, Emergency equipment, etc. Below are listed various modification packages that can be purchased 
  for a vehicle: 
   
  Item/ 
   
   
   
  Install 
  Package  
   
   
  DC 
  Range 
   
  Notes 
   
   
   
   
  Cost 
   
  Armor coat- 
   
   
       Duroplas 
   
   
  10 
  n/a 
   
  +2 to DR, +1 Hardness 
   
   
  1,000* 
       Duralloy 
   
   
  10 
  n/a 
   
  +4 to DR  +2 Hardness 
   
   
  2,000* 
       Hypersteel 
   
   
  10 
  n/a 
   
  +6 to DR  +3 Hardness 
   
   
  4,000cr* 
  Armor Plating- 
   
   
   
   
   
   
   
   
   
   
   
       Light  
   
   
  15 
  n/a 
   
  +8 to DR +4 Hardness, -5 to top speed  
  8,000* 
       Medium 
   
   
  15 
  n/a 
   
  +10 to DR+5 Hardness, -10 to top speed               16,000cr* 
       Heavy  
   
   
  15 
  n/a 
   
  +12 to DR +6 Hardness, -15 to top speed 
  32,000* 
       Extremely heavy 
   
  18 
  n/a 
   
  +14 to DR +7 Hardness, -20 to top speed              64,000cr* 
  Auto doc unit 
   
   
  20 
  n/a 
   
  See Equipment listing 
   
   
  30,000cr 
  Auto Drive unit 
   
   
  18 
  n/a 
   
  Drive +4 requires Guidance computer sensor suite 
  10,000cr 
  Communication Array 
   
  18 
  250,000 miles 
  Treat as Subspace radio 
   
   
  20,000cr 
  Communication Encription unit 
  18 
  n/a 
   
  +4 to decifer script difficulty to decode transmissions 40,000cr 
  Communication Jamming unit 
  18 
  5 miles 
   
  Negates all non-shielded communications 
  50,000cr 
  Communication shielding 
   
  18 
  n/a 
   
  Negates communication Jamming by 50% 
  65,000cr  
  Computer Mount 
   
   
  18 
  n/a 
   
  As per Computer 
   
   
   
  500cr* 
  Damage Resistance- 
       Fire/cold 
   
   
  18 
  n/a 
   
  -1 point of damage/die of damage 
   
  5,000cr 
       Energy 
   
   
  20 
  n/a 
   
  -1 point of damage/die of damage 
   
  20,000cr 
       Radiation 
    
   
  20 
  n/a 
   
  -1 point of damage/die of damage 
   
  50,000cr  
  Damage Suppression System  
  18 
  n/a 
   
  -1/die of damage (Minimum 1pt) 
   
  20,000cr 
  Emergency Beacon/Receiver  
  15 
  5 miles 
   
   
   
   
   
   
  2,000cr 
  Emergency Power system 
   
  18 
  n/a 
   
  Supports vehicle systems for 20 hours  
  10,000cr  
  Enhanced Suspension unit 
   
  16 
  n/a 
   
  -2/die damage from jump maneuver induced damage 
  2,000cr* 
  Environmental Shielding 
   
  15 
  n/a 
   
  Environmentally sealed interior 
   
  500cr* 
  Fire control unit 
   
   
  18 
  n/a 
   
  Allows Driver to fire weapon systems  
  6,000cr 
  Guidance Computer 
   
  16 
  n/a 
   
  +4 to intuit direction +2 Drive checks to avoid 
  obstacles/hazards 10,000cr 
  Heads up Display  
   
  16 
  n/a 
   
  Liquid crystal windshield display 
   
  1,000cr  
  Life Support Pack  
   
  25 
  n/a 
   
  6 hours medium, 12 hours large, 24 hours huge, 
   
   
   
   
   
   
   
                 28 hours gargantuan, 56 hours colossal 5,000cr* 
  Maneuverability Jets 
        
   
  +2 
   
  15 
  n/a 
   
  +2 to defensive rating 
   
   
  4,000cr 
        
   
  +4 
   
  18 
  n/a 
   
  +4 to defensive rating 
   
   
  8,000cr 
        
   
  +6 
   
  20 
  n/a 
   
  +6 to defensive rating 
   
   
  16,000cr 
        
   
  +8 
   
  20 
  n/a 
   
  +8 to defensive rating 
   
   
  32,000cr 
  Power Generator 
   
   
  25 
  n/a 
   
  Supplies power for onboard systems and weapons 
  10,000cr 
  
   
   
  Item/ 
   
   
   
  Install 
  Package  
   
   
  DC 
  Range 
   
  Notes 
   
   
   
   
  Cost 
   
  Reflective paint 
   
   
  10 
  n/a 
   
  -1pts/die from energy weapons 
   
  2,000cr* 
  Reinforced Construction 
   
   
  +5 EP 
   
  15 
  n/a 
   
   
   
   
   
   
  2,000cr 
   
   
  +10 EP  
  15 
  n/a 
   
   
   
   
   
   
  4,000cr 
   
   
  +20 EP  
  15 
  n/a 
   
   
   
   
   
   
  8,000cr 
  Sensor Suite 
   
   
  18 
   
   
  As equipment Sensor 
       Type A 
   
   
   
  Range x2  
  Any two sensors 
   
   
   
  20,000cr 
       Type B 
   
   
   
  Range x5  
  Any four sensors 
   
   
   
  40,000cr 
       Type C 
   
   
   
  Range x10 
  Any eight sensors  
   
   
  80,000cr  
  Stealth module 
   
       +2 
   
   
  20 
  n/a 
   
  -2 to hit vehicle 
   
   
   
  50,000cr 
   
       +4 
   
   
  20 
  n/a 
   
  -4 to hit vehicle 
   
   
                100,000cr  
   
       +6 
   
   
  25 
  n/a 
   
  -6 to hit vehicle 
   
          
                150,000cr 
  Stealth cloak 
   
       +8 
   
   
  30 
  n/a 
   
  -8 to hit vehicle 
   
    
                200,000cr  
   
       +10 
   
   
  30 
  n/a 
   
  Confers invisibility (-10 to hit) 
             1,000,000cr  
  Targeting computer 
       Mark A 
   
   
  18 
  n/a 
   
  +2 to attack 
   
   
   
  5,000cr 
       Mark B 
   
   
  18 
  n/a 
   
  +4 to attack 
   
   
   
  10,000cr  
  Weapon mount 
   
   
   
   
   
   
   
   
   
   
   
       Forward firing  
   
  15 
  As weapon 
   
   
   
   
   
  500cr** 
       Missile rack- 
   
   
   
   
   
   
   
   
   
            Type A 
   
   
  15 
  As weapon 
  8 micro missiles 
   
   
                500cr** 
            Type B 
   
   
  15 
  As weapon 
  16 micro missiles  
   
                700cr** 
            Type C 
   
   
  16 
  As weapon 
  4 missiles  
   
   
             1,000cr** 
            Type D 
   
   
  16 
  As weapon 
  8 missiles  
   
   
             2,000cr** 
            Type E 
   
   
  16 
  As weapon 
  16 missiles 
   
   
             4,000cr** 
            Swivel mount 
   
  18 
  As weapon 
  180 degree arc 
   
      
             2,000cr** 
   
   
  * Multiplied by vehicle size as follows: Medium x3, Large x4, Huge x5, Gargantuan x6, Colossal x7, Colossal I x8, Colossal II 
  x9, Colossal III x10, Colossal IV x11, Colossal V x12, Colossal VI x13 
   
  ** A Vehicle can mount a certain number of weapons by size as shown below: 
   
  Vehicle size 
   
   
  number  
  Vehicle size 
   
   
  number 
  up to medium 
   
   
  2 
   
  Colossal II 
   
   
  20 
  Large 
   
   
   
  4 
   
  Colossal III 
   
   
  40 
  Huge 
   
   
   
  6 
   
  Colossal IV 
   
   
  80 
  Gargantuan 
   
   
  8 
   
  Colossal V 
   
   
  160 
  Colossal  
   
   
  10 
   
  Colossal VI 
   
   
  320 
  Colossal I 
   
   
  15 
   
   
   
   
  
   
   
   
  Aerial Combat 
   
   
  When dealing with Aerial vehicles most of the rules for ground vehicles apply with the following changes. Aerial 
  vehicles require pilot checks as opposed to Drive checks. and often the pilot doubles as the vehicle‘s gunner requiring him to 
  divide his actions between using the vehicle‘s weapons and maneuvering as detailed in the combat section (under ―Number of 
  Actions―).  
   
  Stalling Out 
   
  Aerial vehicles that stall generally continue to move forward but start to move at a 45 degree angle towards the ground. The 
  distance that a vehicle drops is equal to ½ the distance it could cross in a round, and might result in the vehicle crashing into an 
  obstacle. To determine the speed and distance see the table below: 
   
  Miles per Hour (MPH) 
   
  Feet 
   
  Miles per Hour (MPH) 
   
  Feet 
  60 
   
   
   
  500 
   
  1190 
   
   
   
  10,500 
   
   
  110 
   
   
   
  1,000 
   
  1250 
   
   
   
  11,000 
  170 
   
   
   
  1,500 
   
  1310 
   
   
   
  11,500 
  230 
   
   
   
  2,000 
   
  1360 
   
   
   
  12,000 
  280 
   
   
   
  2,500 
   
  1420 
   
   
   
  12,500 
  340 
   
   
   
  3,000 
   
  1480 
   
   
   
  13,000 
  400 
   
   
   
  3,500 
   
  1530 
   
   
   
  13,500 
  450 
   
   
   
  4,000 
   
  1590 
   
   
   
  14,000 
  510 
   
   
   
  4,500 
   
  1650 
   
   
   
  14,500 
  570 
   
   
   
  5,000 
   
  1700 
   
   
   
  15,000 
  620 
   
   
   
  5,500 
   
  1760 
   
   
   
  15,500 
  680 
   
   
   
  6,000 
   
  1820 
   
   
   
  16,000 
  740 
   
   
   
  6.500 
   
  1870 
   
   
   
  16,500 
  800 
   
   
   
  7,000 
   
  1930 
   
   
   
  17,000 
  850 
   
   
   
  7,500 
   
  1990 
   
   
   
  17,500 
  910 
   
   
   
  8,000 
   
  2050 
   
   
   
  18,000 
  
   
   
  970 
   
   
   
  8,500 
   
  2100 
   
   
   
  18,500 
  1020 
   
   
   
  9,000 
   
  2160 
   
   
   
  19,000 
  1080 
   
   
   
  9,500 
   
  2220 
   
   
   
  19,500 
  1140 
   
   
   
  10,000 
   
  2270 
   
   
   
  20,000 
   
  As this table shows most aerial ships will crash into the ground before the round ends possible striking people or objects, 
  especially if they are moving at very fast speeds. In this event the rules for collisions apply. A Reflex save by the pilot (DC 18) 
  will allow him to eject in time however, unless the vehicle has an automatic ejection unit.  In the unlikely event that the aero-craft 
  doesn‘t crash at the beginning of the next round, before initiative is rolled the pilot may make a Pilot check (DC 18) to regain 
  control of his craft.  
   
  Aerial Maneuvers 
   
  The following maneuvers are available to pilots of aircraft, and are unchanged except for the required skill roll which is Piloting 
  not drive; Ram, Sideslip, Avoid Hazard, Hard break, Hard Turn, and Side swipe. In addition the following maneuvers are also 
  allowed: 
   
  Barrel roll: A Pilot can make his craft harder to hit by performing this maneuver, but as with all aerial stunts the possibility of 
  losing control and crashing is always a risk. At the beginning of the turn, before initiative is rolled the Pilot declares that he is 
  using this maneuver and rolls his Pilot skill after expending an action against a difficulty of 17. If this roll succeeds the craft‘s 
  defensive bonus for the round is increased by +4 but the pilot or gunner suffers a -2 penalty to hit. If the roll fails the pilot loses 
  control of his craft, and during his turn must expend an action and roll a Reflex save (DC 16) to regain control, otherwise the 
  craft is treated as if it had stalled.  
   
  Dive: A skilled pilot can pull his plane into a steep yet controlled dive by rolling a piloting skill check (DC 16). The pilot must 
  expend an action at the end of his dive and rolls a Reflex save (DC 18) to pull out of the dive and if this roll fails the aircraft 
  plows into the ground (treat as a collision). This highly dangerous move is often used to force a pilot‘s opponents to crash.  
   
  Immelmann turn: This difficult maneuver is a half-loop and a half-roll. The vehicle climbs, inverts then executes a half-roll to 
  return to an upright orientation and reverse its direction of travel. This is the only way for aircraft to make a 180° turn-otherwise, 
  they must make consecutive soft, sharp, or extreme turns to reverse their direction of travel. This maneuver requires a Pilot check 
  (DC 17) to execute and costs one action.  If the roll fails the pilot loses control of his plane with effects as detailed in a stall. 
   
  Landing: This maneuver is used to land an aircraft. The pilot rolls a Pilot check (DC 10) assuming that he is landing on a flat 
  surface, such as a runway or landing strip. If he is landing in a hazardous surface use the difficulty for avoiding a hazard. If this 
  roll fails the Pilot is allowed to make a Reflex roll (DC 17) to avoid a collision and can try to land again. 
   
  Loop: The vehicle executes a full loop over the course of the round, first gaining then losing altitude and ending up in the same 
  position as it started. Only air and spacecraft can execute a loop.  The pilot rolls a Pilot check (DC 17) to perform the maneuver. 
  If he fails the roll, the pilot is allowed a Reflex save (DC 16) to maintain control, otherwise treat the vehicle as if it had stalled. 
   
  Steep Climb: This maneuver allows the pilot to suddenly turn his plane into a climb often causing his opponents to fly past the 
  pilot‘s craft. The pilot makes a piloting skill check (Dif 16) to perform this maneuver and if he is being pursued the pursuers must 
  roll a Reflex save against a difficulty equal to the pilot‘s success score or they fail to follow the craft they are pursuing. A Pilot 
  who fails his piloting check loses control of his craft, and must spend an action to regain control by rolling a Reflex save (DC 17) 
  or the plane will continue forward and drop in altitude as if he had stalled out with often disastrous results. 
   
  Take Off: Usually no roll is needed for the pilot to take off unless it is hazardous to do so in which case the Pilot makes a 
  Piloting check (DC 10) to take off without colliding with anything. If the roll fails treat it as if he has sideswiped an obstacle. 
   
   
   
  
   
   
  Aquatic Combat 
   
  Aquatic vehicles are treated exactly like ground vehicles in all respects. A Water vehicle however has one additional maneuver 
  that should be noted here and is unique to water craft, 
   
  Splash by Attack: The driver of a water craft can use this maneuver to send a torrent of water into an opposing vessel in an 
  effort to either send the crew of the vessel over the side of the ship or possibly cause the other vessel to start sinking. In order to 
  do this the attacking vessel must be moving at fast or top speed and the driver expends an action rolling a Reflex save (DC 16) 
  and if he succeeds he sends a wave of water slamming into the opponent‘s ship, requiring anyone that is not tied down to roll a 
  Reflex save (DC 16) or they are swept off the ship.  
   
  If the attacker succeeds by 10 points or more and his opponent‘s ship is no bigger than large, his opponent‘s ship has taken too 
  much water and begins to sink. The boat will sink in 5-20 (5d4) rounds unless the crew can get enough water out to save 
  themselves. This requires that the crew spend 1-4 rounds with buckets or a bilge pump and doing nothing but pumping out water 
  hoping that they can succeed before the time that the ship will remain aloft expires. If the defender‘s roll botches, the ship 
  capsizes.  
   
  If the attacker fails his roll, treat this as a collision for the effects. 
   
   
  Vehicle Descriptions 
   
   
  This section provides descriptions and game rules for a number of common vehicles, from ground cars to Suborbital 
  fighters. The models provided here can be used as the standard on which to base new vehicles of your own design-these listings 
  are not intended to be exclusive. All vehicles have several characteristics that determine their capabilities. These are listed in the 
  stat block for each vehicle and described below. 
   
  Size: This is the vehicle's size category. Vehicle sizes are based on the same scale used by characters and creatures. The table 
  below lists dimensions, weight, base Endurance points, hardness, and fuel cost for each vehicle class. 
   
   
   
   
  Defense/Stealth 
   
  Maximum   Maximum 
  Endurance 
   
   
  Fuel 
  Size 
   
  Rating/Stealth 
   
  Length      Weight 
  Points 
   
  Hardness 
  Cost 
  Fine 
   
  +8 
   
   
  6 inch 
        10lbs  
  10 
   
  0/Acid 
   
  1cr 
  Diminutive 
  +4 
   
   
  1‘ 
        50lbs  
  20 
   
  1/acid 
   
  2cr 
  Tiny 
   
  +2 
   
   
  2‘ 
       100lbs  
  30 
   
  2/acid 
   
  10cr 
  Small 
   
  +1 
   
   
  4‘ 
       500lbs  
  50 
   
  4/acid 
   
  20cr 
  Medium  
  +0 
   
   
  8‘ 
       2,000lbs 
  50 
   
  6/acid 
   
  50cr 
  Large 
   
  -1 
   
   
  16‘ 
      10,000lbs 
  70 
   
  8/acid 
   
  100cr 
  Huge 
   
  -2 
   
   
  32‘ 
      50,000lbs 
  90 
   
  10/acid 
   
  500cr 
  Gargantuan 
  -4 
   
   
  64‘ 
      500,000lbs 
  100 
   
  20/acid 
               5,000cr 
  Colossal  
  -8 
   
   
  128‘ 
    1,000,00lbs 
  200 
   
  30/acid 
             10,000cr 
  Colossal II 
  -16 
   
   
  256‘ 
    5,000,000lbs 
  300 
   
  40/acid 
              50,000cr 
  Colossal III 
  -32 
   
   
  512‘ 
   50,000,000lbs 
  400 
   
  50/acid 
            100,000cr 
  Colossal IV 
  -64 
   
   
  1,024‘ 
  100,000,000lbs 
  600 
   
  60/acid 
            500,000cr 
  Colossal V 
  -128 
   
   
  2,048‘ 
  500,000,000lbs 
  800 
   
  80/acid 
          1,000,000cr 
  Colossal VI 
  -256 
   
   
  4,096‘   1,000,000,000lbs 
  1,000 
   
  100/acid        50,000,000cr 
   
   
  Endurance points: This entry lists the vehicle's number of Endurance points. A vehicle's Endurance points are based on its size, 
  but they can vary dramatically from this standard. Military vehicles, for example, often have significantly higher Endurance point 
  totals as a result of their reinforced structures and the advanced materials used in their construction. 
   
  Speed: This is the vehicle's speed ratings. .  
   
  Handling: This rating is a modifier on all Drive or Pilot checks to perform maneuvers. 
   
  Stealth: This rating determines how difficult the vehicle is to detect and track with vehicle sensor systems 
  . 
  Defense rating: This is the vehicle's DR. A vehicle's DR is 10 but is typically modified by its size and construction as shown on 
  the table above. 
   
  
   
   
  Fuel: This rating lists the number of miles the vehicle can travel at an average speed before refueling. The above table lists the 
  cost to refuel or recharge vehicles of each size class. 
   
  Stations: This section lists the space and facilities available for various crew and passengers. All vehicles must have at least one 
  pilot or driver. 
   
  Sensors - Crewmembers at this station operate the vehicle's sensor systems, such as radar. 
   
  Fire Control - Crewmembers at this station operate targeting computers for the vehicle's weapon systems. 
   
  Gunners - Crewmembers at this station fire the vehicle's weapons. 
   
  Crew - Crew perform various general and specialized tasks and are necessary for the vehicle to function at full effectiveness. 
   
  Passengers - This lists the vehicle's maximum passenger capacity. 
   
  Cargo: This lists the vehicle's maximum cargo capacity. 
   
  Weapon: In this section, statistics for all of a vehicle's weapons are listed. These statistics include: 
   
  Fire Arc: This shows the direction which the weapon can fire. 
   
  Attack Bonus - the bonus added to an attack roll with the weapon if the targeting computer has acquired the target. 
   
  Damage - the amount of damage the weapon inflicts on a successful attack. 
   
  Range/Speed - the weapon's range increment or speed, listed in the vehicle's standard scale. 
   
  Cost: The average cost for the vehicle. Prices vary considerably based on availability, custom features, and legality.  
   
   
   
   
   
   
   
   
   
   
  
   
   
  Typical Vehicles 
   
   
  Hover bike 
   
  Size: Medium-size vehicle 
   
   
  Cost: 15,000 cr. 
   
  Combat modifier: -4 
   
   
  EP: 60  
  Hardness: 6/Acid  
   
   
  DR: 10 
  Defenses: None 
   
  Slow: 25 mph 
  Cruise: 50mph 
  Fast: 100mph 
  Top Speed: 200mph 
   
  Handling: +1 
   
   
  Stealth 10 
   
  Fuel: 200 miles 
   
  Stations: Driver 1, Passenger 1  
   
   
   
  Cargo: 50lbs 
   
   
  Notes: These extreme vehicles are essentially motorcycles equipped with vectored-thrust turbofans instead of wheels. They 
  depend on ground effect to remain suspended and their maximum altitude is only 3-5‘over most terrains. Hover bikes do not 
  suffer movement or maneuver penalties for poor surface conditions, with the exception of steep slopes. However, penalties for 
  poor weather are increased by one step. Hover bikes cannot be operated at all during storms . 
   
   
  Hover Car 
   
  Size: Large Vehicle  
   
   
  Cost: 15,000 cr. 
   
  Combat modifier: n/a 
   
   
  EP: 70 
  Hardness 8/acid 
   
   
   
  DR: 9 
  Defenses: none 
   
  Slow: 25 mph 
  Cruise: 50mph 
  Fast: 100mph 
  Top Speed: 200mph 
    
  Handling: +1 
   
  Stealth: 10 
   
   
  Fuel: 200 miles 
   
  Stations: 1 driver, 4 passengers 
   
   
   
  Cargo: 200lbs 
   
  Notes: Hover cars are becoming quite common throughout the Frontier, because they are faster than ground cars and can work 
  well both on and off road. These vehicles are environmentally sealed for passenger comfort and coast over terrain at a height of 
  between 3 to 5‘, allowing them to pass over many minor obstacles that would cause a ground car to have to maneuver around. 
  This gives them a better maneuverability rating than a ground car. 
   
   
  Motorcycle 
   
  Size: Medium-size vehicle 
   
   
  Cost: 2,500 cr. 
   
  Combat modifier: -4 
   
   
  EP: 50 
  Hardness: 6/acid  
   
   
  DR: 10 
  Defenses: none 
   
  Slow: 25mph 
   
   
   
  Cruise: 50mph 
  Fast: 90mph 
  
   
   
  Top Speed: 180mph 
   
  Handling: +2 
   
   
  Stealth 10 
   
  Fuel: 150 miles 
   
  Stations: Driver 1, Passenger 1 
   
   
   
  Cargo: 50lbs 
   
  Notes: Motorcycles have largely been replaced by hover bikes in the most developed urban centers of the Frontier, but they're 
  still common on newly colonized worlds along the Rim Coalition. Countless models of motorcycles are in use, from heavy 
  roadsters to sleek racing machines. 
   
   
  Passenger car 
   
  Size: Large vehicle  
   
   
  Cost: 10,000 cr. 
   
  Combat modifier: n/a 
   
   
  EP: 70  
  Hardness: 8/acid  
   
   
  DR: 9 
  Defenses: none 
   
  Slow: 25mph 
   
   
   
  Cruise: 50mph 
  Fast:  90mph 
  Top Speed: 170mph 
   
  Handling: +0 
   
   
  Stealth: 9 
   
  Fuel: 170 miles 
   
  Stations: Driver 1, Passenger 4 
   
   
   
  Cargo: 200lbs 
   
   
  Notes: Like motorcycles, ground cars are uncommon in the core worlds. On the Rim however, they're often found in both urban 
  enclaves and remote settlements. The most common models are two and four door sedans with room for a driver and up to four 
  passengers 
   
   
  Utility aircraft 
   
  Size: Gargantuan vehicle 
   
   
  Cost: 100,000 cr. 
   
  Combat modifier: n/a 
   
   
  EP: 100 
  Hardness: 20/acid  
   
   
  DR: 8 
  Defenses: none 
   
  Slow: 50mph 
  Cruise:  100mph 
  Fast: 200mph 
  Top Speed: 400mph 
   
  Handling: +10  
   
   
  Stealth: 6 
   
   
  Fuel 300 miles 
   
  Stations: Pilot 1, Passenger 10. 
   
   
   
   
  Cargo: 1 ton 
   
  Notes: These small vertical takeoff and landing (VTOL) aircraft are used to transport cargo and passengers throughout the 
  Frontier. VTOLs can hover in place, and they can execute up to four-point (180°) turns at cruise speed or less. 
   
   
   
  
   
   
   
   
   
  Utility hovercraft 
   
  Size: Huge vehicle  
   
   
  Cost: 30,000 cr. 
   
  Combat modifier: n/a 
   
   
  EP: 100 
  Hardness: 10/acid  
   
   
  DR: 8 
  Defenses: none 
   
  Slow: 25mph 
  Cruise: 50mph 
  Fast: 70mph 
  Top Speed: 140mph 
   
  Handling: -3 
   
   
  Stealth: 8 
   
  Fuel: 90 miles  
   
  Stations: Driver 1, Passenger 6 
   
   
   
  Cargo: 1,000lbs 
   
  Notes: Hovercraft are turbofan-driven ground-effect vehicles with a maximum altitude of about 3-5‘. They can travel over land 
  or water and are capable of traversing most terrain. The utility hovercraft is a very common civilian vehicle in use throughout the 
  Frontier. Steep slopes impose the normal movement and maneuver penalties on hovercraft, but they suffer no penalties for other 
  surface conditions.  
   
   
   
   
   
   
   
  
   
   
  Utility truck 
   
  Size: Huge vehicle   
   
   
  Cost: 20,000 cr. 
   
  Combat modifier: n/a 
   
   
  EP: 100 
  Hardness: 10/acid  
   
   
  DR: 8 
  Defenses: none 
   
  Slow: 25mph 
   
   
   
  Cruise: 50mph 
  Fast: 70mph 
  Top Speed: 140mph 
   
  Handling: -2 
   
   
  Stealth: 8  
   
  Fuel: 100 miles 
   
  Stations: Driver 1, Passenger 6 
   
   
   
  Cargo: 1,000lbs 
   
  Notes: These general-purpose ground vehicles are used on many newly colonized frontier worlds for hauling both cargo and 
  passengers. Models range from open-backed haulers to enclosed utility vehicles. For an extra 5,000cr, a utility truck can be 
  equipped with an off-road package that reduces penalties for obstructions and surface conditions by one step. 
   
     
  Military Vehicles 
   
    
                              
   
   
   
  Scout walker 
   
  Size: Huge vehicle   
   
   
  Cost: 75,000 cr. 
   
  Combat modifier: +2 
   
   
  EP: 120 
  Hardness: 14/acid  
   
   
  DR: 21 
  Defenses: Light armor plate 
   
  Weapon: Plaser cannon  
  Range: 200‘ 
  Fire arc: Forward firing 
  Damage: 4d8  
   
  Slow: 20mph 
   
   
   
  Cruise: 30mph  
  Fast: 40mph 
  Top Speed: 50mph 
   
  Handling: +2 
   
  Sensor: +3  
  Stealth: 14 (-6 hit)  
  Fuel: 140 miles 
  
   
   
   
  Stations: Driver 1, Gunner.  
   
   
   
   
  Cargo: 200lbs 
   
  Notes: This military vehicle uses articulated legs rather than wheels or tracks to provide speed and mobility across a wide variety 
  of terrain types. The scout walker's cockpit provides just enough room for two crewmen and their gear. The vehicle is equipped 
  with light composite armor and a belly-mounted plaser cannon that can fire at any target in the vehicle's forward arc. 
   
   
  Assault walker 
   
  Size: Huge vehicle  
   
    
  Cost: 150,000 cr. 
   
  Combat modifier: +2 
   
   
  EP: 140 
  Hardness: 15/acid  
   
   
  DR: 28 
  Defenses: Medium armor plate 
   
  Weapon: Plaser cannon  
  Range: 200‘ 
  Fire arc: Forward firing 
  Damage: 4d8  
   
  Weapon: Missile launcher 
  Range: 1 mile 
  Fire arc: Swivel mounted 
   
   
  Ammo: 4 Type D micro-missiles 
   
   
   
  Damage: 6d10 
           
   
  Slow: 10mph 
   
   
   
  Cruise: 20mph  
  Fast: 30mph 
  Top Speed: 40mph 
   
  Handling: +2 
   
  Sensor: +l  
  Stealth: 8 
  Fuel: 100 miles 
   
  Stations: Driver 1, Sensor 1, Gunner 2  
   
   
  Cargo: 500lbs 
   
   
  Notes: The assault walker is the heavier cousin of the scout walker. Designed as a frontline mechanized combat vehicle, the 
  assault walker sacrifices speed and maneuverability for heavier armor and armament. The standard assault walker weapons 
  configuration is a belly mounted plaser cannon and a turret-mounted missile launcher for defense against aircraft and other 
  vehicles. 
   
   
  Hover tank 
   
  Size: Huge Vehicle  
    
   
  Cost: 200,000 cr. 
   
  Combat modifier: +2 
   
   
  EP: 190 
  Hardness: 15/acid  
   
   
  DR: 33 
  Defenses: Medium Armor plate 
   
  Weapon: Plasma projector 
  Range: 200‘ 
  Fire arc: Forward firing 
  Damage: 5d10 
  Weapon: Plaser cannon  
  Range: 200‘ 
  Fire arc: Swivel mounted 
  Damage: 4d8  
   
  Weapon: Missile launcher 
  Range: 5 miles 
  Fire arc: Swivel mounted 
   
   
  Ammo: 16 Type E micro-missiles 
   
   
   
  Damage: 6d10 
           
   
  Slow: 15mph 
   
   
   
  Cruise: 25mph 
  Fast:  50mph 
  Top Speed: 100mph 
   
  Handling: -4 
   
  Sensor: +1  
  Stealth: 8 
   
  Fuel: 75 miles 
   
  Stations: Driver 1, Gunner 1, Fire Control 1, Passenger 2  
   
  Cargo: 500lbs 
   
   
  Notes: The hover tank is the primary mechanized combat vehicle of the Frontier Space Marines. This light model combines 
  
   
   
  deceptive speed with considerable armor and an array of effective weapon systems. The hover tank's main gun is a plasma 
  projector that is primarily used against enemy tanks. A plaser cannon provides fire support against lighter combat vehicles, and 
  the missile launcher is typically used for air defense. Steep slopes impose the normal movement and maneuver penalties on these 
  types of hovercraft. 
   
   
  Strike aircraft 
   
  Size: Gargantuan vehicle 
   
   
  Cost: 500,000 cr. 
   
  Combat modifier: +2 
   
   
  EP: 100 
  Hardness: 20/acid  
   
   
  DR: 11 
  Defenses: 
   
  Weapon: Plaser cannon  
  Range: 200‘ 
  Fire arc: Forward firing 
  Damage: 4d8  
   
  Weapon: Missile launcher 
  Range: 1 mile 
  Fire arc: Forward firing 
   
   
  Ammo: 16 Type D micro-missiles 
   
   
   
  Damage: 6d10 
           
   
  Slow: 250mph 
   
   
   
  Cruise: 500mph 
  Fast: 750mph 
  Top Speed: 1,500 mph 
   
  Handling: +14 
   
  Sensor: +5 
  Stealth: 12 (-6 hit)  
  Fuel: 450 miles 
   
  Stations: Pilot 1 
   
   
   
   
   
   
  Cargo: 100lbs 
   
   
  Notes: This VTOL fighter-bomber is the oldest combat aircraft in the Rim Coalition as it has been phased out of production by 
  smaller faster fighter craft. The strike aircraft is effective in both intercept and ground strike roles and combines excellent 
  maneuverability with good stealth. 
   
   
   
   
   
   
   
   
   
  
   
   
   
  Part Four: The Campaign 
   
   
   
  The Star Frontier‘s game is set in a sector of space known as the Frontier by its inhabitants. In this section of space are 
  thousands of planetary systems, nebulei, asteroid fields and other phenomena most which have never been explored. The frontier 
  is also home to a loose confederation of sentient bio-forms that have thrown their lot together forming a stable inter-galactic 
  representative democracy united in an effort to promote stability in the region, but more to promote trade between the races than 
  anything else.  
   
  Recently (within the last 200 years) the borders of the Frontier were colonized by a hardy breed of settlers that had 
  grown tired of living in the vast mega cities of the core worlds, and chose to take their chances taming the fringe worlds. The Rim 
  Coalition has only been acknowledged as a part of the Frontier in the last 50 years, and is largely unexplored. 
   
  The Frontier is governed by a council of worlds, and is a monolithic bureaucracy headed by representatives of each of 
  the twelve founding races. Gran querva on Prenglar is home to the council of worlds and is the heart of the Frontier. Each planet 
  has its own governing body but most are modeled after the council of worlds. Each race signed what is known as ‖The Frontier 
  Charter‖ a set of laws that would bind each race equally. The Charter has been amended greatly over the years but has never been 
  rewritten or challenged.  
   
  The Charter has provisions that allowed for the creation of a unified Spacefleet, a standing army and the formation of 
  Star Law a body of law enforcers with broad ranging powers allowed to uphold ―The Charter‖ throughout the Frontier. Each 
  planet is allowed to create its own army, and can create or charter decommissioned military space craft for planetary defense but 
  the Charter insures that command of these militias can in time of war be absorbed into either the Spacefleet or the Star corps.  
   
  The Frontier is also home to several non-member races some which control several star systems, but often a neutral 
  buffer zone exists between these races and their empires and the Frontier.  
    
    
   
   
   
   
   
   
   
  The Known Frontier 
   
  What follows is a listing of all the star systems in the Frontier, and the Rim Coalition, as well as many star systems that 
  belong to races not affiliated with the UPF and Rim Coalition. This list also includes many star systems that have yet to be 
  explored by heroes such as the Player‘s characters. Many of the races in this list, and many of these star systems (and their 
  secrets) will be revealed in the Zebulon‘s guidebooks which will offer Administrators and Players greater insights into the 
  Frontier. Traveling from star system to star system and the rules for spaceships in the Frontier are detailed in the Knighthawks 
  rule supplement.   
   
   
  Core star systems 
   
   
   
   
   
   
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Prenglar  
   
  0.000.000            G1/F4 
  9 
  All 
   
  The center of the Frontier government 
   
  Prometheus 
   
  1-032.9                RG6 
  6 
  Human 
   
  Mining colony 
  Prospera  
   
  1-037.8                K4 
  7 
  Human/Mutant 
  Mutant reservation  
   
  Sol II 
   
   
  1-043.6                F4 
  4 
  Human 
   
  Second oldest Human colony  
   
  Barnard‘s star 
   
  1-049.6                MD 
  6 
  Human 
   
  Industry/shipyards  
   
  Terra nova 
   
  1-050.6                G7 
  5 
  Human 
   
  Oldest Human colony 
  Thesius (Sol) 
   
  1-057.9                G1 
  9 
  Human 
   
  Human homeworld 
  
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Alpha Centari 
   
  1-061.6                G5/RG3 
  5 
  Human 
   
  Human military command post 
  Tanis 
   
   
  1-068.4                G5 
  5 
  Human 
   
  Cultural center 
   
  Newhome 
   
  1-073.5                F1 
  8 
  Dabber 
   
  Adopted Dabber homeworld  
  Pangea 
   
   
  1-080.7                G2 
  8 
  Sleeth 
   
  Adopted Sleeth homeworld 
  Snowfall  
   
  1-084.8                F4 
  5 
  Sasquatch 
  Adopted Sasquatch homeworld 
    
  White light 
   
  1-097.4                F1 
  8 
  Human 
   
  Non-member world  
   
  Cassidine  
   
  2-038.5                G5 
  8 
  Human 
   
  Renown center of commerce  
   
  Devco 
   
   
  2-046.6                F9 
  4 
  Corp 
   
  Corporate research center 
   
   
  New pale  
   
  2-063.7                F4 
  5 
  Human 
   
  Industrial center 
  Junction  
   
  2-067.6                G4 
  3 
  Human 
   
  Colony/Shipyards  
   
  Dixon‘s star 
   
  2-070.0                G9 
  8 
  Human 
   
  Oldest Shadow world 
   
   
  Beta Eridani 
   
  2-092.0                F2/M4 
  8 
  Andorians 
  Andorian homeworld 
   
  Ghed‘yr  
   
  2-098.6                K5 
  6 
  Ghed‘yan  
  Ghed‘yan homeworld 
   
   
  Midway  
   
  3-032.0                F4 
  6 
  All 
   
  Commerce/shipyards 
   
   
  Hephaestus 
   
  3-043.5                RG1 
  4 
  Human/Mutant 
  Mutant reservation  
   
   
  Hades 
   
   
  3-044.6                RG2 
  5 
  Corp 
   
  Mining colony 
   
   
  Inferno 
   
   
  3-045.1                F7/R3 
  7 
  Corp 
   
  Mining colony 
   
   
  Forlorn  
   
  3-057.6                K4 
  6 
  Human/Mutant 
  Mutant reservation  
   
   
  Ember 
   
   
  3-062.6                RG4 
  1 
  Corp 
   
  Corporate research facility 
  Loki 
   
   
  3-078.8                K6 
  6 
  All 
   
  Shadow world 
   
  Dismal 
   
   
  3-081.7                K3 
  7 
  Corp 
   
  Mining/Planetary scrap yard  
  Sunmist  
   
  3-096.3                F1/G2 
  6 
  Human 
   
  Failed mining colony 
   
  Adrain 
   
   
  3-099.7                K3 
  8 
  Adrainian 
  Adrainian homeworld 
   
   
   
  Procyon  
   
  4-027.8                F2 
  7 
  Corp 
   
  Corporate research center 
   
   
  Ys 
   
   
  4-035.8                K5 
  4 
  Human/Yazirian 
  Colony 
  Remulak  
   
  4-046.7                K3 
  7 
  Human/Vrusk 
  Mining/ship yards  
  Agidda 
   
   
  4-064.6                F4 
  5 
  Human 
   
  Agricultural Colony 
   
  Nusuk 
   
   
  4-076.6                G5 
  7 
  Human/Sleeth 
  Scientific research center 
   
  Calgary  
   
  4-082.6                G2 
  6 
  Human 
   
  White Light agricultural colony 
  Sirius 
   
   
  4-092.6                F1/WD1 
  6 
  Human 
   
  Non-member world 
  Oceanus  
   
  4-097.6                K2 
  4 
  Human/Keltarian 
  Keltarian Homeworld 
   
   
   
  Pan-Gal  
   
  5-016.2                G8 
  6 
  Corp 
   
  Corporate research center 
   
   
  New Streel 
   
  5-032.7                G2 
  5 
  Corp 
   
  Corporate research center 
   
   
  Rhianna  
   
  5-040.7                G6 
  6 
  Corp 
   
  Center of commerce 
   
   
  Mirablis  
   
  5-052.5                K2 
  5 
  Human 
   
  Agricultural colony  
  Chrysolite 
   
  5-067.9                F2/K7 
  6 
  Human 
   
  Mining colony/ship yards 
   
  Triune 
   
   
  5-087.4                G5 
  5 
  Human 
   
  Agriculture/conservation center 
   
  Lynchpin  
   
  5-090.4                K2 
  6 
  Human 
   
  Military outpost/ship yards 
   
   
  Madderly‘s star 
   
  5-094.6                G3 
  7 
  Human 
   
  Military outpost/Planetary scrap yards 
  Liberty 
   
   
  5-097.3                G1 
  3 
  Spec 
   
  Military outpost 
  Mechan  
   
  5-099.3              K7 
  7 
  Mechanon 
  Blockade world 
   
  Tristkar  
   
  6-021.7                 K0 
  7 
  Vrusk/Human 
  Center of commerce 
   
  K‘aken-Kar 
   
  6-033.7                 K8 
  6 
  Vrusk 
   
  Center of commerce 
   
  Kizk‘-Kar 
   
  6-038.4                 G2 
  6 
  Vrusk 
   
  Agricultural research center  
  K‘tsa-Kar 
   
  6-042.6                 K0 
  8 
  Vrusk 
   
  Industry/ship yards 
  Kis-Kar  
   
  6-047.6                 G8 
  7 
  Vrusk 
   
  Vrusk home world  
  Kit‘Kis‘Kar 
   
  6-076.9                 RG5 
  7 
  Vrusk 
   
  Gas mining/research center 
   
  Fromeltar  
   
  6-083.5                 G5 
  5 
  Dralasite/Vrusk 
  Center of commerce 
   
   
  Dralis 
   
   
  6-086.7                 B4/M3 
  6 
  Dralasite  
  Dralasite home world 
   
  Dramune  
   
  6-090.1                 K1 
  5 
  All 
   
  Contested world 
   
  Belfar 
   
   
  6-094.3                 G6 
  8 
  Belphan  
  Belphan home world 
   
   
  Solar major 
   
  6-098.5                 F3 
  4 
  Vrusk 
   
  Vrusk colony 
   
   
  Solar minor 
   
  6-099.5                 F8 
  6 
  Human/Vrusk 
  Contested world 
   
   
   
  Dral 
   
   
  7-016.6                 BM7 
  6 
  Dralasite/Vrusk 
  Oldest center of commerce 
   
   
  Dromal  
   
  7-023.6                 RG5 
  4 
  Dralasite  
  Oldest learning center 
   
  
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Muhaldim 
   
  7-036.2                 K7 
  5 
  Dralasite/Human 
  Center of commerce 
   
  Nin‘K‘ur  
   
  7-044.7                 R3 
  6 
  Dralasite/Vrusk 
  Heavy industry/ship yards 
   
  Sapedon  
   
  7-054.8                 G3 
  4 
  Yazirian/Human 
  Colony 
  Tungusta  
   
  7-062.6                 G4/WD1 7 
  Human/Yazirian 
  Heavy industry/ship yards  
   
  Thalassa  
   
  7-069.8                 G8/RG1 
  3 
  Human/Dralasite 
  Heavy industry/ship yards 
  Wallach  
   
  7-074.8                 F2 
  5 
  Human/Yazirian 
  White Light Royal Marines Training  
  Araks 
   
   
  7-083.6                 G4 
  7 
  Yazirian  
  Light industry/agriculture 
  Gruna Garu 
   
  7-087.4                 G8 
  5 
  Yazirian  
  Yazirian adopted home world  
  Skree Fron 
   
  7-093.3                 K7 
  6 
  Yazirian  
  Heavy industry/ship yards 
   
  Athor 
   
   
  7-098.3                 K2 
  4 
  Yazirian  
  Light industry/agriculture 
  Anthor 
   
   
  7-099.6                 G3 
  6 
  Yazirian  
  Hunting preserve 
   
  Timeon  
   
  8-022.9              G5 
  4 
  Human 
   
  Light industry/agriculture 
   
  Truane‘s Star 
   
  8-037.3              G7 
  6 
  Human 
   
  Colony 
  Sionnach  
   
  8-043.6              F3 
  6 
  Sleeth/Rian 
  Learning center 
   
  Ishimshuli 
   
  8-053.7              K4 
  5 
  Sleeth/Rian 
  Cultural center 
  Kit‘Kar  
   
  8-072.4              B5/BM4 
  5 
  Vrusk 
   
  Heavy industry 
  Zebulon  
   
  8-074.8              G2 
  6 
  All 
   
  Learning center 
   
  Lagash 
   
   
  8-089.7              RG1 
  3 
  All 
   
  Shadow world 
  Sundown  
   
  8-094.1              K9 
  7 
  All 
   
  Military outpost 
   
  Waller Nexus 
   
  8-096.8              G9 
  3 
  All 
   
  Military outpost 
   
  Core deep space stations 
   
  Name 
   
   
  Coordinates 
  Race 
   
  Type 
   
  Notes 
  Gollwyn academy  
  0-000.1  
  All 
   
  Fortress  
  Spacefleet academy 
  Prenglar ship yards  
  0-000.15  
  All 
   
  Fortress  
  Spacefleet ship yards 
  Spacefleet headquarters 
  0-000.05  
  All 
   
  Fortress  
  Spacefleet command center  
  The Defender 
   
  0-001.0  
  All 
   
  Fortress  
  Star Law headquarters  
   
  The Royale 
   
  1-090.0  
  All 
   
  Station 
   
  White Light controlled Rec center 
  Royal Marines Academy 
  1-097.6  
  All 
   
  Fortress  
  Royal Marines Headquarters/Academy 
  Royal ship yards 
   
  1-097.65  
  Human 
   
  Fortress  
  Royal Marines ship yards 
   
  Cassidine ship yards 
  2-038.6  
  Human 
   
  Station 
   
  Commercial ship yards 
  The Independence  
  2-040.2  
  All 
   
  Fortress  
  Spacefleet fortress 
   
  Deros station 
   
  3-040.7  
  All 
   
  Station 
   
  Scientific research station 
   
  The Alliance 
   
  5-045.0  
  All 
   
  Station 
   
  Vrusk/Dralasite trade center 
  The Roulette 
   
  5-050.0  
  All 
   
  Station 
   
  Privately owned Rec station 
  The Rock  
   
  5-097.6  
  All 
   
  Fortress  
  Penal colony 
   
  The Trinity 
   
  8-075.5  
  All 
   
  Station 
   
  Human/Vrusk/Dralasite trade station 
   
  Central star systems 
   
   
   
   
   
   
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Rian 
   
   
  1-102.6              F6 
  7 
  Rian, the  
  Rian homeworld 
   
  A‘dis 
   
   
  1-114.0              G5 
  6 
  Adrainian 
  Heavy industry/commerce center 
   
  Terene 
   
   
  1-136.7              G4 
  6 
  Human 
   
  White Light cultural center 
   
   
  Nomm 
   
   
  1-161.6              K6 
  5 
  Nomidian 
  Nomidian homeworld 
   
  Or‘ll 
   
   
  2-110.3              F3 
  7 
  Orillian  
  Orillian homeworld  
  Helus 
   
   
  2-128.9              RG2 
  6 
  Adrainian 
  Adrainian strip mining 
   
   
  Gorse 
   
   
  3-122.7              G3/K2 
  5 
  Human/Quarian 
  Contested world 
   
  Illaris 
   
   
  3-136.4              F1 
  7 
  Illarian 
   
  Illarian homeworld 
  Elar‘ 
   
   
  3-145.4              B3 
  6 
  Elar‘r/Elarian 
  Elar‘r/Elarian homeworld 
   
  
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Phobus 
   
   
  4-122.9             G4 
  7 
  Keltarian/Human 
  First Human underwater colony 
   
  Primus 
   
   
  4-144.6             O4 
  6 
  Human/Yazirian 
  Colony 
  Chad 
   
   
  4-167.7             F3 
  6 
  Chadyre  
  Chadyre homeworld 
  Bajhan 
   
   
  4-180.0             G4 
  4 
  Human 
   
  White Light agro/culture center 
   
  Quar 
   
   
  7-140.7             O3 
  3 
  Quarian  
  Quarian homeworld 
  Quaris 
   
   
  7-159.9             K4 
  5 
  Human/Quarian 
  Colony 
   
  New Cal  
   
  8-109.8             RG1 
  6 
  Callisian/Human 
  Agriculture/commerce 
  Ghann 
   
   
  8-113.7             F5 
  8 
  Ghann 
   
  Ghann homeworld 
  Callis 
   
   
  8-145.9             F2 
  7 
  Callisian  
  Callisian homeworld 
   
  United Trade Coalition 
   
   
   
   
   
   
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Kroy 
   
   
  1-177.4              G6 
  4 
  Kroyan  
  Kroyan homeworld 
   
  Critt 
   
   
  2-133.8              F6 
  7 
  Crittian  
  Crittian homeworld 
  O‘dis 
   
   
  2-145.8              G2 
  5 
  Odean/O‘disian 
  O‘disean homeworld 
  Kro 
   
   
  2-160.0              WD1 
  1 
  Kroyan  
  Heavy industry/mining/ship yards 
  Odean 
   
   
  2-172.9              F5 
  7 
  Odean 
   
  Odean homeworld 
   
  Oris 
   
   
  3-120.5              G4 
  5 
  Orisian 
   
  Orisian homeworld 
   
  United Trade Coalition deep space stations 
   
  Name 
   
   
  Coordinates 
  Race 
   
  Type 
   
  Notes 
  Bizaar 
   
   
  1-180.0  
  All 
   
  Station 
   
  Kroyan controlled Rec/commerce 
  Garrison-1 
   
  1-181.0  
  Kroyan  
  Fortress  
  Kroyan militia/ship yards 
   
  Moog ship yards 
   
  2-150.0  
  Crittian  
  Station 
   
  Commercial ship yards 
   
  Garrison-2  
   
  3-121.0  
  Kroyan  
  Fortress  
  Kroyan militia/ship yards 
   
  Free Trade Coalition 
   
   
   
   
   
   
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Danuu 
   
   
  1-190.4              F3 
  5 
  Jhan‘n/Human 
  Jhan‘n homeworld  
   
   
  Jah‘r 
   
   
  2-189.0              RG5 
  6 
  Jahar‘r 
   
  Jahar‘r homeworld  
  A‘karis  
   
  2-193.8              G3 
  6 
  Ackarian  
  Ackarian homeworld 
  Koros 
   
   
  2-198.3              WD1 
  3 
  Koren 
   
  Koren homeworld  
   
  Riss 
   
   
  3-136.9              K8 
  7 
  Rissian/Human 
  Rissian homeworld 
  Biss 
   
   
  3-146.4              O1 
  6 
  Bissian/Human 
  Bissian homeworld 
  Sand Dune 
   
  3-154.7              F3 
  8 
  Human 
   
  Colony 
  Sarris 
   
   
  3-169.7              G7 
  7 
  Sarren/Human 
  Sarren homeworld 
   
  Unexplored star systems 
   
   
   
   
   
   
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Anthor 
   
   
  1-199.8              F2 
  7 
   
   
   
   
  Hossk 
   
   
  3-184.8              G2/F3 
  7 
   
  Durst 
   
   
  3-189.9              G7 
  8 
   
   
  Epsilon Astor 
   
  4-168.7              RG4 
  9 
   
   
  Astor Omega 
   
  4-176.8              F5 
  7 
   
  Beta Dani 
   
  4-186.0                 G5 
  8 
   
   
  
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Epsilon Eridani 
   
  5-176.4              F3 
  7 
   
  Deros 
   
   
  5-170.3              G7 
  9 
   
  Canis Major 
   
  5-183.8              G5 
  8 
  Alpha Eridani 
   
  5-196.7              F6 
  6 
   
  Deryl 
   
   
  6-192.8                G3 
  6 
  Lasyr 
   
   
  6-197.8              G4 
  7 
   
  Ilarose 
   
   
  7-199.9              F7 
  8 
   
  Alpha Medros 
   
  8-180.7                 G4 
  7 
  Delta Medros 
   
  8-189.6                 F4 
  9 
   
  Outer star systems 
   
   
   
   
   
   
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Adalanti  
   
  1-227.0              G7 
  6 
  Adalantian 
  Adalantian homeworld 
   
  Palatine  
   
  1-238.9              F3 
  7 
  All 
   
  Commerce/cultural center  
  Erewhon  
   
  1-244.7              K8 
  7 
  Human 
   
  ―Free people‘s‖ commune 
  Scoria 
   
   
  1-276.8              O1 
  6 
  All 
   
  Heavy industrial/commerce  
  Yahn 
   
   
  1-289.0              G5 
  7 
  Yazirian/Human 
  Colony 
  Adar 
   
   
  1-320.7             F3 
  7 
  Adar/Human 
  Adar homeworld 
  Gorr 
   
   
  1-378.9             G7 
  6 
  Gorrean  
  Gorrean homeworld 
   
  Gallas 
   
   
  1-407.3             G7 
  6 
  Corp 
   
  CDC Mining/commerce/ship yards  
   
  Alpha Antaris 
   
  2-216.6             G4 
  6 
  Tarisian/Human 
  Tarisian homeworld 
  Dani 
   
   
  2-226.5             G8 
  9 
  Human 
   
  Agriculture/cultural center 
  Roma 
   
   
  2-238.5             F4 
  6 
  All 
   
  Cultural center 
  Blue Light 
   
  2-246.8             B4 
  3 
  Human 
   
  Outpost   
  Sollas 
   
   
  2-259.7             RG1 
  3 
  Human 
   
  Mining colony 
   
  Snow Ball 
   
  2-310.8             B4 
  2 
  Human 
   
  Outpost  
  Antaris 
   
   
  2-426.0             F3 
  3 
  Antarian  
  Antarian homeworld 
  Far Light  
   
  2-435.5             G3 
  3 
  Human 
   
  Outpost 
  Caltare 
   
   
  2-443.6             K5 
  6 
  Caltarean  
  Caltarean homeworld 
   
  Laos 
   
   
  3-208.0             F4 
  8 
  All 
   
  Moderate industry/mining  
  Mist 
   
   
  3-257.7             B6 
  6 
  Human 
   
  Outpost 
   
  Cygnus  
   
  4-109.5             G4 
  7 
  Human 
   
  Trade colony 
   
  Dragos 
   
   
  4-217.8             G1/G5 
  4 
  All 
   
  Military training center  
  Night Moon 
   
  4-306.3             G5 
  6 
  Human/Ghed‘yan Colony  
  Amarys  
   
  4-405.7             K1 
  6 
  Deltan 
   
  Military outpost  
   
  Deltar‘r  
   
  5-218.5             G3 
  7 
  Deltan 
   
  Deltan homeworld  
  Balis 
   
   
  5-278.5             B3 
  6 
  Chadyr 
   
  Chadyr trade colony 
  Badoon  
   
  5-307.3             G3 
  8 
  Chadyr 
   
  Chadyr trade colony 
  Nabo               
   
  5-319.8             F4 
  9 
  Human 
   
  Colony 
  Jir 
   
   
  5-339.8             G3 
  6 
  Jirrean 
   
  Jirrean homeworld 
   
  Kit‘Tik‘Kar 
   
  6-207.5             M3/B5 
  6 
  Corp 
   
  Vrusk research center 
  Kil‘Kit‘-Kar 
   
  6-226.3             RG6 
  4 
  Vrusk 
   
  Moderate industrial colony 
   
  Arkis 
   
   
  6-248.5             K5 
  8 
  Yazirian/Human 
  Colony 
  Gneisis  
   
  6-267.8             G3 
  8 
  Human/Ghed‘yan Agricultural colony/nature preserve 
  Orean 
   
   
  6-279.9             F4 
  4 
  Orean 
   
  Orean homeworld 
  Gherr 
   
   
  6-286.8             G4 
  7 
  Gheryn  
  Gheryn homeworld 
   
  Yast 
   
   
  7-218.5             K4 
  7 
  Yazirian  
  Colony  
  Yazare 
   
   
  7-236.6             F4 
  6 
  Yazirian  
  Trade colony/hunting grounds 
  Ocarus 
   
   
  7-278.3             F4 
  8 
  Ocara 
   
  Ocara homeworld 
  Oberon  
   
  7-289.0             G2 
  4 
  All 
   
  Shadow world      
   
  
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Dromos  
   
  8-202.6             B7 
  5 
  Dralasite  
  Cultural/learning center 
  Kazyr 
   
   
  8-446.8             F7/G3 
  5 
  Kazyr 
   
  Kazyr homeworld  
   
  Restricted star systems 
   
   
   
   
   
   
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Phobis 
   
   
  3-228.5              K7 
  6 
   
   
  Bogyr 
   
   
  3-345.7              G4 
  5 
   
   
  Plague world 
  Alpha Zentry 
   
  3-374.4              B4 
  4 
   
   
  Plague world 
   
  Zarcon 
   
   
  3-388.6              F3 
  5 
   
   
  Plague world 
  Beta Reglis 
   
  3-393.5              G3 
  4 
   
   
  Plague world 
  Last Stop  
   
  3-412.2              G3 
  3 
  All 
   
  Prison planet 
  Jhenn 
   
   
  3-420.6              F2 
  5 
   
  Mogh 
   
   
  3-438.7              G1 
  5 
   
   
  Varryn 
   
   
  3-443.9             G9 
  5 
   
   
  Unexplored star systems 
   
   
   
   
   
   
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Oridiar 
   
   
  1-486.6              F2 
  6 
   
   
  Delta Oridi 
   
  1-492.5              G7 
  8 
   
  Alpha Reglis 
   
  1-498.8              F4 
  7 
   
   
  Malfar 
   
   
  2-470.0                F4 
  7 
  Baelfar 
   
   
  2-478.9                RG2 
  4 
  Kalus 
   
   
  2-487.9              K4 
  8 
  Thess 
   
   
  2-490.9              G3 
  8 
   
  K‘rl 
   
   
  2-497.0                 F2 
  6 
   
  Beta Ildani 
   
  4-468.2              G3 
  5 
  Gamma Hydrys 
   
  4-475.6                 G5 
  4 
  Anadar‘r  
   
  4-487.4                 F4 
  7 
  Gamma Quaris 
   
  4-497.0                 RG2/K5 
  6 
   
   
  Silvaris  
   
  5-329.0              RG3 
  5 
  Adere 
   
   
  5-338.7              RG2/k5 
  2 
   
   
  Alpha Edris 
   
  6-256.7              G3 
  6 
   
  Beta Loren 
   
  6-268.3              G7 
  6 
   
  Chronus  
   
  6-273.9                 F4 
  5 
  Epsilon Idi 
   
  6-279.0              RG2 
  6    
   
   
  Contested star systems 
   
   
   
   
   
   
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Aldare 
   
   
  6-291.0                F2 
  7 
  Human/Aldorian 
  Contested world  
  Cad‘dis  
   
  6-301.8                G3 
  8 
  Human/Aldorian 
  Contested world 
  Gahl 
   
   
  6-312.8                RG5 
  6 
  Vrusk/Aldorian 
  Contested world 
   
  Or‘gar 
   
   
  7-331.0                RG6 
  8 
  Ordanian/Aldorian Contested world 
  Knass 
   
   
  7-337.8             G4 
  5 
  Ordanian/Aldorian Contested world 
   
   
  Aldorian Empire 
   
   
   
   
   
   
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Tranis 
   
   
  6-293.7                B3 
  4 
  Aldorian  
  Industrial center 
  Blood Moon 
   
  6-319.7                RG4 
  6 
  Aldorian  
  Military ship yards 
  Blood Mist 
   
  6-347.8              R4 
  5 
  Aldorian  
  Military training center 
   
  Aldoria  
   
  6-358.7              RG5 
  6 
  Aldorian  
  Aldorian capitol 
  Eldar‘r 
   
   
  6-407.8                RG4/G3 
  5 
  Eldorian  
  Eldorian homeworld  
  
   
   
  Altare 
   
   
  6-409.6              K5 
  6 
  Aldorian  
  Conquered world 
  White Mist 
   
  6-422.4                 F2 
  6 
  Aldorian  
  Agriculture/cultural center 
  Warstar  
   
  6-430.0                 F4 
  7 
  Aldorian  
  Restricted to Aldorian military 
  Tarkis 
   
   
  6-459.8                 G4 
  5 
  Aldorian  
  Agriculture/military outpost 
  Arkere 
   
   
  6-462.8                 RG7 
  5 
  Aldorian  
  Industrial center 
  Delure 
   
   
  6-469.9                 K7 
  7 
  Aldorian  
  Military training center 
  Har‘Drek  
   
  6-471.5                K1 
  5 
  Aldorian  
  Aldorian military prison colony 
   
  Althean sphere 
   
   
   
   
   
   
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Althas 
   
   
  5-468.5              F5 
  7 
  Althean  
  Althean homeworld 
  Ardis 
   
   
  5-471.8              F2 
  6 
  Althean/Aldorian Contested world 
  Al‘Kere  
   
  5-474.8              G6 
  7 
  Althean/Aldorian Contested world 
  Serene 
   
   
  5-479.7              F5 
  1 
  Althean  
  Cultural center 
  Ar‘fyn 
   
   
  5-482.7              K6 
  5 
  Althean  
  Commerce/agricultural center 
  Sil‘lar 
   
   
  5-485.9                K3 
  4 
  Althean  
  Industrial/mining  
  Imadis 
   
   
  5-487.6              F4 
  6 
  Althean  
  Industrial center/ship yards 
  Mil‘lyn  
   
  5-492.6              G3 
  9 
  Althean  
  Colony 
   
  Lesare 
   
   
  5-493.7              G3 
  4 
  Althean  
  Agricultural colony 
  Imris 
   
   
  5-498.8              F5 
  5 
  Althean/Aldorian Contested world 
   
  Ordanian Empire 
   
   
   
   
   
   
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Ordanna  
   
  7-341.9              K7 
  7 
  Ordanian  
  Ordanian homeworld 
  Orist 
   
   
  7-345.8              K2 
  6 
  Ordanian  
  Military construction center 
  Orkis 
   
   
  7-360.3                F3 
  7 
  Ordanian/Arkonian 
  Ordanian occupation/Arkonian homeworld    
  Ulak 
   
   
  7-366.8                G6 
  9 
  Ordanian  
  Agriculture/Light industry 
  Ogram 
   
   
  7-370.7                G2 
  5 
  Ordanian  
  Mining colony 
  Nor‘rek  
   
  7-380.9              RG6 
  5 
  Ordanian  
  Conquered world 
  Gad‘r 
   
   
  7-382.8                F7 
  6 
  Gadian/Ordanian 
  Ordanian occupation/Gadian homeworld 
  Ocara 
   
   
  7-388.8                G3 
  6 
  Ordanian/Ocara 
  Ordanian occupation/Ocara homeworld 
   
  The Rim Coalition 
   
   
   
   
   
   
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Aldera 
   
   
  1-557.6                RG1 
  4 
  All 
   
  Colony 
  Borea 
   
   
  1-560.0              F5 
  6 
  All 
   
  Colony 
  Travatine  
   
  1-578.0              F3 
  7 
  S‘Kara/Human 
  Contested world 
  Benthos  
   
  1-589.0              G3 
  4 
  Beltan 
   
  Beltan outpost 
  Zaria 
   
   
  1-608.6                 G9 
  8 
  Zarian 
   
  Zarian homeworld 
  Jor‘r 
   
   
  1-626.0              RG1 
  3 
  Jorrean 
   
  Jorrean homeworld 
  Beltar 
   
   
  1-633.6              F3 
  8 
  Beltan 
   
  Beltan homeworld  
  S‘Kare 
   
   
  1-653.9                 F5 
  7 
  S‘Kara 
   
  S‘Kara homeworld  
  Mekkaar  
   
  1-672.6              G4 
  6 
  All 
   
  Heavy industry/ship yards 
  New Hope 
   
  1-686.5              G2 
  8 
  Human 
   
  Colony 
  Reglar‘s Ring 
   
  1-698.4              *  
  3 
  Human 
   
  Military outpost 
   
  *Reglar‘s Ring is a luminous nebula 
   
  Capella  
   
  2-536.4              G6 
  6 
  All 
   
  Center of the Rim Government 
  Bosk 
   
   
  2-573.5              G4 
  4 
  Human 
   
  Military outpost 
  Cryxcia  
   
  2-586.2              K5 
  6 
  All 
   
  Center of commerce 
  Balure 
   
   
  2-627.0              B5 
  6 
  Balurian  
  Balurian homeworld 
  Fahn 
   
   
  2-631.3              F2 
  5 
  Fahnite  
  Fahnite homeworld 
  Giff 
   
   
  2-644.8              G5 
  7 
  Giff/Human 
  Giff homeworld 
  Serenity  
   
  2-663.6                 G5/K4 
  4 
  Human 
   
  Light industry/agriculture/ship yards 
  Thetis 
   
   
  2-687.3              RG5 
  5 
  Human 
   
  Military outpost 
  Sundown  
   
  2-596.4              G5 
  6 
  Human 
   
  Shadow world 
  Last Chance 
   
  2-598.4              F3 
  5 
  All 
   
  Shadow world 
  
   
   
  Star system 
   
  Coordinates     Sun type Planets Race 
   
  Notes 
   
  Calvare  
   
  3-615.7              G9 
  8 
  Calvari 
   
  Calvari homeworld 
  Zethos 
   
   
  3-627.3              K5 
  4 
  All 
   
  Center of commerce/heavy industry 
   
  Atria 
   
   
  3-640.3              G3 
  5 
  Human/Deltan 
  Contested world 
  Kalinan  
   
  3-658.8              F2 
  4 
  Human/Vrusk 
  Trade colony 
  Sar‘r 
   
   
  3-669.0              O3 
  6 
  Human 
   
  Mining colony 
  New Cass 
   
  3-680.9              RG8 
  6 
  Corp 
   
  CDC mining colony 
  Torros 
   
   
  3-687.4              F5 
  7 
  Torosian  
  Torosian hmeworld  
   
  Hope 
   
   
  4-503.0             G3 
  7 
  All 
   
  Agriculture/culture/light industry 
  Dahl 
   
   
  4-513.8             F5 
  6 
  Dahlian  
  Dahlian homeworld     
  Fochrik  
   
  4-523.8             K9 
  7 
  Vrusk/Human 
  Moderate industry/ship yards  
  Kazak 
   
   
  4-532.8             G1 
  7 
  All 
   
  Cultural center 
  Klaeok 
   
   
  4-548.7             G8 
  6 
  All 
   
  Center of commerce 
  Ifrain 
   
   
  4-567.8             K5 
  6 
  Ifsnit 
   
  Center of commerce 
  Theta Prime 
   
  4-612.7             B1 
  5 
  Yazirian/Human 
  Colony/hunting grounds 
  Tau-Ri 
   
   
  4-632.6             RG4 
  5 
  Human/Yazirian 
  Mining colony 
  Hummar  
   
  4-660.7             RG1 
  5 
  Humma  
  Humma homeworld 
  Eloryn 
   
   
  4-667.2             B3 
  6 
  Eldenian  
  Eldenian homeworld 
   
  Randal‘s Hole 
   
  4-698.6             G8 
  7 
  All 
   
  Shadow world 
   
  Lothaar  
   
  5-610.4             F7 
  7 
  Ifsnit/Humma 
  Moderate industry/Mining  
  Imyaris  
   
  5-637.4             G3 
  9 
  Ifsnit 
   
  Heavy industry/ship yards 
  Theta 
   
   
  5-648.8             F2 
  7 
  Human/Ifsnit 
  Trade colony 
   
  Avior 
   
   
  5-663.0             G4/R3 
  3 
  Human/Beltan 
  Scientific research colony 
  Illansa 
   
   
  5-672.3             G2 
  4 
  Human/Beltan 
  Cultural center 
  Turas 
   
   
  5-687.5             G2 
  8 
  Turasian  
  Turasian homeworld 
   
  Aslere 
   
   
  6-612.3             G6 
  7 
  Human/Adrainian Contested world 
   
  Osak 
   
   
  6-641.7             G4 
  6 
  Osakar/Dralasite 
  Cultural center 
   
   
  Piscatean  
   
  6-648.6             K4 
  4 
  Keltarian/Human 
  Aquatic research center 
  Bryton 
   
   
  6-652.8             F2 
  4 
  Human/Dralasite 
  Colony 
   
  Zallas 
   
   
  6-692.4             G5 
  5 
  Zalanite  
  Zalanite homeworld 
  Blizzard  
   
  6-699.3             G2 
  7 
  Human 
   
  Scientific outpost  
   
  Hades 
   
   
  7-615.0             G4/F1 
  6 
  All 
   
  Military ship yards 
  Penargyn  
   
  7-633.2             G3 
  5 
  All 
   
  Military training facility 
   
  Aloit 
   
   
  7-642.6             G2/O2 
  4 
  Human/Ugnere 
  Planetary scrapyard  
  Hollis 
   
   
  7-670.4             F5 
  7 
  All 
   
  Center of commerce 
  Gamma Fardis 
   
  7-686.0             G3 
  4 
  All 
   
  Center of commerce/ship yards 
  Ardyr 
   
   
  7-697.2             RG3 
  6 
  Ifsnit/Vrusk 
  Center of commerce 
   
  Elasiar 
   
   
  8-503.6             O1 
  7 
  Elasian 
   
  Elasian homeworld 
  Osaka 
   
   
  8-567.9             G3 
  7 
  Osakar 
   
  Osakar homeworld 
  Ifsnelle  
   
  8-577.8             G4 
  5 
  Ifsnit 
   
  Ifsnit homeworld 
  Dromm  
   
  8-590.7             O4 
  3 
  Osakar/Dralasite 
  Cultural center/commerce 
  Ord 
   
   
  8-673.2             R5 
  6 
  Human/Ugnere 
  Planetary scrapyard 
  Tadue 
   
   
  8-688.0             G2/O2 
  7 
  Human 
   
  Colony 
  Sandstone 
   
  8-690.5             G2/F2 
  4 
  Human 
   
  Outpost 
  Briar 
   
   
  8-693.5             G6 
  6 
  Skree 
   
  Skree homeworld 
  Freeport  
   
  8-699.3             F3 
  3 
  All 
   
  Shadow world 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
  Appendix A: Equipment descriptions 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
  
SOURCE: textdata/thevault/Star Frontiers (osr)/Star Frontier (d20)/Star Frontiers d20 - Core Rules - Core book for d20 v4.5.pdf