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Fe eR ea ald Race All player characters in the Helios setting are human. Characteristics All characters are defined by eight characteristics. Roll 2d6+6 eight times and place the results as desired. The characteristics are: Strength (STR), Constitution (CON) Dexterity (DEX), Size (SIZ) Intelligence (INT}, Power (POW) Charisma (CHA) and Education (EDU) Attributes (Derived Characteristics) The following attributes are determined based upon the values of the primary characteristics as listed above Damage Modifier Totat or STR AND SIZ Damace Mooirier 15 -1d8 610 “dé 1-15, -1d4 16-20 -1d2 21-25 +0 26-30 +1d2 31-35 +1d4 36-40 +1d6 41-45 +1d8 4650 +1410 51-60 +1d12 Stun Points: Every character has a number of stun points equal to the sum of their Size and Constitution characteristics. Wound Threshold: The Wound Threshold of a character is equal to the Stun Points of the character, divided by four (round fractions vp). The Wound Threshold represents the amount of damage a character must take to be Wounded by an attack. Strength (5 A. character's brute force, affects the amount oF damage ‘what weapons he can wield eHectively, how much he can lif and so on. Constitution (CON): ‘A measure of the character's health, Constitution affects how much damage he can sustain in combat, as well s his general rsitonce to diveate ond other illneses. Dexterity (DEX): A character's agility, co-ordination and speed, Dexterity aids him in many physical actions, including combat Size Siz} This is an indication of the cheracter’s mass and, lke Strength and Constittion, can affect the amount of damage a character can deal and how well he can absorb damage. Unlike most other Characteristics, @ high score in Size is not always an advantage. While a large character can toke more damage, wall character will have @ much time when sneaking around in the + ability to think around ‘analyze information ond structions. It is a very useful Power (POW): Perhaps the most abstract Characteristic, Powers measure of the character's life force and his personal strength of will Charisma (CHA): This quantiles 0 choracter’s attractiveness and leadership qualities Education (EDU): Measures your character's grasp of general knowledge gained through o rounded educational system or some other broad learning method, It is not @ subsitute for specific knowledge about @ feld-instead it represents general knowledge of the world. It can also represent | life knowledge as well as dedicated study. Not all years in school are educational, just as alltime ouside school does not mean nothing is learned, CoN Tat oul Fe eR ea ee aed Wounds Characters taking damage in excess of their Wound Threshold receive Wound Damage, which has cumulative detrimental effects on all of the characters skills ‘leftover’ damage or damage not exceeding the wound threshold is done in Stun Points, Each Light wound gives the character a -10 penalty to all skills and characteristic checks. Each Serious Wound bestows a -20 penalty upon the character. ‘A Major wound brings an additional penalty of 25 Lastly, @ Mortal Wound causes the character to operate (assuming he is sill conscious) with an additional 50 For Example: IF Bruno the Marine Sergeant has a Wound Threshold of 8 and after subjracting for armor, he takes 16 points of damage from an attack, he hhas suffered wo Light Wounds and is now at-20 to everything he does. He has the misfortune of getting shot again (apparently he decided to stand in front of a Plasma Cannon) and takes 20 points of damage, this results in 2 more wounds, bringing him up to 3 light and 1 Serious Wound and giving him an accumulated penalty of -50. In addition, he takes 4 points of Stun damage Once all of the character's Stun Points are depleted, they must make 4 Resilience Check at the beginning of each round and their Dexterity is reduced by 10 for purposes of determining Initiative Any additional damage at this point, regardless of amount, results in ‘wound damage. Characters must make @ Resilience Check when they fake multiple Wound Damage. Failure indicates that they have fallen unconscious from shock and pain. Power Points: Equal to the beginning POW characteristic of the character, these points are used by characters with psionic abilities and by those who are using their willpower to resist the effects of such abilities Skills Certain skills are available to all characters. These are referred to as Basic skills. Basic skills have a base percentage that is derived from the characteristics of the individual, These skills may be easily increased through training and experience. Also available are what are known as Advanced skills. These skills have a base percentage that is derived from the individual's characteristics as well, but that base amount of skill is not available until the character has undergone some initial training in the skill. Your GM will explain what is involved in learning more of these skills. The following table translates the skill percentage into a ‘real world’ description of the level of expertise. Sku Levers Skill Expertise |Description ; Some one with virtually no 0.25% Novice experience with the skill 26-50% [Apprentice | Some one who is learning the skill Some one who regularly uses the 51-75% | Veteran skill as part of their everyday life. A local expert with in the skil, \who can perform it under 7699% | Expert most conditions with ease and elegance. The acknowledged bes! in that 100+ Master skil, and regularly performs the impossible in extremely dificult CoN Tat oul Fe eR ea ald Basic Skuis List Skill Base Percentage Acrobatics Dex Brute Force Strx3 Climb, (Str+Con*Dex)/2 Dodge Dex +10 Evaluate (Int+Edu)/2 First Aid Int+Dex General Knowledge (int*Edu)x 2 Influence {Int + Pow + Cha)/2 Jump Str+Dex Language, Native {Int+Edu)+ 30 Perception Int#Pow Persistence Pow + 10 Resilience Con + POW Riding Dex + Pow Sing Cha Sleight Dex+IntSIZ Stealth (Dex+Int+POW)/2 ‘Swim (Str+Con+Dex)/3 Throwing (Str + Dex + Dex)/2 Basic Close Combat (Str + Dex + Int)/2 Basic Firearms {Int +Dex+Pow)/2 Basic Ranged (Str + Dex + Dex}/2 Basic Close Combat, Basic Firearms and Basic Ranged are three skills that are treated differently than the other skills. These three skills cannot be raised through training. The only time they change is if the governing characteristics change. Each type of combat skills a separate ‘specialty’, and uses the appropriate Basic Combat skill as it’s Base Percentage. Any time the character picks up a weapon with which he is unfamiliar and attempts to use it, he may open that weapon type as a new skill, using the appropriate Basic Combat total as his starting skill percentage. Skill Cheeks To determine success of a skill during play, the character must rol 4.4100 against their total skill level, plus or minus any modifiers as the sitvation requires. If they roll less than the modified amount, they are successful Close Combat Axe/Club Axe/Club, 2h Knife Flail Flail, 2h Polearm Shield Spear Staff Sword Sword, 2h Unarmed Combat specialties Firearms Specialties Assault Rifle/SMG Bi/Tripod Weapons Black Powder Energy Pistol Energy Rifle Heavy Energy Weapon Launcher Shotgun Slug Pistol Slug Rifle Turret Weapons Ranged Combat Specialties Bow, Compound Bow, Simple Crossbow sling CoN Tat oul Fe eR ea ee aed Where are the Lore Advanced Skills or Knowledge Skills? The following are considered ‘advanced’ skills. These will take Rather than “having to learn q bit more effort for the character to learn both during and after e plethora oi tore Specific | character creation. Any skill marked with an asterisk (*) requires nowledge skill the character's |’ the player to choose a focus or specialty for the skill (common and eee eee tee ced/or | suggested foci and specialties are listed with each advanced sil) his General Knowledge skill The base percentage listed is what the skill ‘opens’ at when trained. The General Knowledge skill ix used to cover any situation where ||| Animal Handling* | (Inr+chatPow]/3 | Horse, Cate, Shoop, Repos, the character could possibly have z learned or read about a subject || | Anthropology i+ 10. durngthe aurea, Spee [Armor Use (s+ Cond subjocs wil typically be related to Sag /Rinng Se, at (oexitowschai2 | Masel Compaen Cush Wing For instance, Bruno the Marine Sergeant, having recovered from his experiences of standing in front | [Communications | In10 of « Plasma Cannon that was being Battle Dross Index fired is explaining. about. Plasma | COMPLE bro — Cannons toa young recruit. The | | crewman®™ 7 Sclng Sip, Senile, Space GM can hove Bruno's player make cs Into Ship, Tracked Vohicl, ot a roll agains Bruno's Heavy Energy | | Cobure™ TnvelrsChal/2 [Each care iv veparat sil Weapons Skil fo see just how much | Poomanioa bare he knows about them (beyond the * LorPeni/ fact that it hurts to be shot with one) Gal Eecrone borer Engineering tet0 Eclranr are anOe Other Races peck Humans hove yet to encounter @ | [Ground Voice® | [SrDextinl/3 | GE Weslo Tosa Waar uly alien senfent race, The area: number of alien species in| [History Wa 10 universe that have rudimentary || [medicine {ineDoxsPowl/2 intelligence, but so far, humans ha yet fo encounter any species that is ‘Medicine, Veterinary | (Int*Dex-Pow!/2 Smarter than a Terean Chimpanzee. | | Navigation” ini 10 Aavogton That i not to say that the humans | | Performance (DextPowtchal/2 | fens ee: Muse mumant are alone. Lote in the 21st findip, plan OS Contuy, scientists on earth begen | | py InDee Sa Aer te rc, experimenting with the process Cider cof ‘uplifing’ animal species for purposes of exploration, labor and | | Scienco* warfare. fe Science, lanetary Since, Int 10 Physical Sclonen, Space Sconce Puionics™ Powe10 Each Pi powers a dilferet sil During the late 22nd contury, it] [Small Boat Handling | (Sir-Dextini/3 became abundantly clear that niques worked quite || |Sociclogy Int + 10 Spacer UintePowsDexl/2 Speak” Ini 20 ach longvoge fs 0 vaparate sll true, and a movement came about to. grant them full citizenship. and independence, This process wound | [Surge up taking place through what would f pe ‘Starship Weaponry be come to known as the ‘Uplift | | Survival {insPew'Conl/2 Ware’ of the early 23rd century, lerorics, Computers, Robots, when human. abolitionists and | | Tach* Int + Dex Cyerlcy, Tenor, Gravis, Mechanical uplifted species fought for the rights and independence of those uplifted CoN Tat oul Fe eR ea ald Starting Age The starting age of your character affects how many points you get for skills and how many of them you may obtain various levels of expertise in. Either choose and age for your character between EDU+8 and 60, or roll 3d6+EDU+5 for a random starting age. Determining your Starting Skills Determine your skill points You have a number of skill points to use for building your characters starting skills. These are assigned on a 1:1 basis for Basic Skills, opening a new Advanced Skill at Base Percentage costs 10 points, and then the skill may be improved on a 1:1 basis. The number of skills a character may have at certain levels of expertise is determined by the age of the character. Skill Points: 100 + ((STR + CON + DEX + INT + POW + CHA + EDU)x 2) + ((Age-17) x 3) + (1d6 x 10) Example: Bruno, our erstwile Marine Sergeant, was created with characteristics of STR 14 CON 16 DEX 12 INT9 POW 11 CHA 13. and EDU 12 (174 points), started at age 30 (39 points) and his player rolled a 3 on his 1d6 roll (30 points). This gives Bruno's player a total of 343 points with which to improve his characters skills Levels of Expertise: Use the starting age of the character to determine how many skills of each level they may know. Apprentice and Novice skills are unlimited. AGE Master Expert Veteran <16 16-20 21-30 31-50 51+ 0 4 é 9 menco 4 species The Uplift War ended offically in 2245, when the Eugenics Accords of Allanta were signed. These accords recognized all truebreeding and previously uplifted beings as individuals with the some rights and ss as humans, and banned experimentation from that time forward, Uplifted Races (All of these are NPC races only) There are five primary groups of uplifted species that have bred true in ony significant number over the past two and a half centuries and they are: Uplifted canines, collectively known 1 the Canim Uplifted apes, collectively known as the Pongor Uplified Rhinos, collectively known 1 Rhinos Uplifted Frogs, collectively known 1s the Anura’ Dolphins, who req ro uplifting ot all, 3 out that they were humans to begin wit All five of these species as well as dwindling numbers of other uplifted species have settled throughout Imperial space (and likely beyond) ‘and are accepted by their neighbors just like any human has been throughout history (In other words, some hate them, ridicule them, some don’t care, and some accept them 1s part of the ‘folk’ of where they live, some things will never change) CoN Tat oul Fe eR ea ee aed Scaling your Psi Talents Psionics Psionic powers (or Talents as they are often called) Effect PP cost_|| are treated as separate skills. Each one operates in dé Damage > || much the same fashion as any other skill, except that the character expends a number of Power Points equal +1d6 Damage 4 _ || to the Magnitude of the Power (+/- for scaling) when attempting to use the Talent. #2d4 Damage 8 If the player rolls a critical success when making the +2d6 Damage 10 || skill check, the PP cost for that use of the Talent is halved (round down, yes it is possible for it to be free). Double Range 2 However if the roll results in a critical failure, then the Tile Range @ || PP cost for that use of the Talent is doubled and in both cases, the results of the Critical success or failure may ‘Guodruple Range 12 __ || be modified or expanded by the GM to make it more ‘interesting.’ AOE: +5m Radius 5 All Talents take a single action to use, and take effect AOE:+10mRedivs | 15 | instantly on the characters Initiative order, unless otherwise specified in the Talent description. AOE:+20m Radius | 40 2x NonDamage 2 Ifa character is out of power points, the player may Effect opt for the character to take Stun damage in order to ‘5x NonDamage 5 continue using Psi Talents. Effect 10x NanDamage Effect 10 Reduce Targets . er +1 || Psionic Talents Resistance by 5 below are listed a few, basic (and reasonably common) Psionic Talents. Telekinesis Magnitude: 1 Range: Im x POW Duration: Concentration Area: 1 Target This Talent allows the character to move and manipulate items with the power of his mind. The basic use of this talent allows the manipulation of up to (skill/10) in pounds of mass. Sense Emotions Magnitude: 1 Range: Im x POW Duration: n Area: | Target This Talent allows the Psion to get a reading on the basic emotions of the target. CoN Tat oul Fe eR ea ald Confusion Magnitude: 1 Range: 1m x POW Duration: 1 minute x POW Resist: Persistence Area: | Target Prevents the target from making decisive or aggressive actions for the duration of the effect. Dull Senses Magnitude: 1 Range: 1m x POW Duration: 1d6+1 Minutes Resist: Persistence Area: | Target Targets Senses are Reduced (vision blurs, hearing is dulled, etc.) for the duration, causes a -15 penalty to all actions requiring sensory input (most skills, including combat). Telepathic Communication Magnitude: 1 Range: 1km x POW Duration: 1 minute x POW Resist: Persistence (if desired) Area: 1 Target Allows two-way communication between the psion and the desired target. Must share common language to understand one another. Mind Blast (See sidebar for additional notes) Magnitude: 1 Range: 5km x POW (LoS Required) Duration: Instant Resist: Persistence Area: | Target If Persistence roll is failed, Target receives 2dé points of Stun Damage. If roll is made, mild headache ensues (5 to all actions - Non-cumulative). Armor does not protect against this ability. Mental Shield Magnitude: 1 Range: Self Duration: 1 hour x POW Area: Self Only Resist: N/A All sentients have mental defenses (as represented by the Persistence Skill), but this Talent allows the Psion to reinforce his defenses, especially useful if he feels that he will be entering and area where they may be tested. Successful use of this Talent grants the Psion a +25 bonus to Persistence for all Psionic resistance checks. Where are all the Flashy powers? Psionics in this setting tend to be more subtle. Mankind in general, especially those who aren't gifted with Psionic Talent, have shown an unfortunate tendency to look unfavorably upon those who possess and exercise Psionic Talents with obvious manifestations. It is entirely possible that somewhere in the Empire there is @ school that teaches more esoteric secrets of the mind, but it would be up to the individual to undertake the research and the journey to obtain these. For the purposes of character generation, the Talents listed to the left are all that are known to exist, use them wisely, young padawan Mind Blast Notes Mind Blast does Stun damage only. Armor has no effect on Mind Blast. If the Wound Threshold is exceeded, add the appropriate wound penalty to the Persitence Roll. Targets must make a Persistence Roll with the amount of stun damage taken as the penalty to the roll. Failure results in unconsciousness for 1d6 x 10 minutes + a number of minutes equal to the stun damage taken. CoN Tat oul Fe eR ea ee aed Economics of the Equipment Helios Sector ‘quip Leite i Snes. Secor | This is by no means an exhaustive list of equipment. nee the Imperial Credit ae the | If YOu can think of anything you'd like to have that isn’t standard rete. of exchange. | listed here, feel free to ask your GM about it. Credits exist in both electronic format and in coins made from | Weapons are listed in a rather generic manner certain metals, with the metal | intentionally. There are hundreds, possibly thousands determining denomination of | of different brands of weaponry available, but the the coin, Due to the recent|| basic information needed to play this game, such closing of the Terran Portal, | as how much damage does the weapon do, and it’s There is unlikely to be any | typical range increment are identical, or close enough quick | information | coming } +9 identical that there is no need for an exhaustive list from the Core, so those with | ; of weaponry. Feel free to describe your weapon by financial interests on the other] © MeOPONY: ish side of the Portal are finding || Wnstever Drand name you wish. that they only have available , ; whatever funds information || The listed ammo capacity for a weapon type represents that was beamed through | the typical weapon of that type. Should you desire a the last portal transmission || larger magazine capacity for a weapon, look at the before it was shut off. Major | price for weapon magazines and pick one that has worlds, with access to KBA|| a capacity more suited to your desires. Note that communications, offer the | oversized magazines are more noticeable and if you standard guarantees __ for | are attempting to carry the weapon in a concealed sector accountholders. Some | manner, this may cause some difficulties with such. less technically advanced Ids fer Ce due tc the metal valve found in them, || 8 all but the most primitive worlds, slug weapons are Rates of exchange may vary | designed to use caseless ammo, and the ammo is sold greatly from world to world, | by the loaded magazine, not by individual shells in a or even from day to day on || box. some worlds. Starting Funds and Equipment All characters start with a basic kit that includes: One piece of luggage (backpack, duffel, suitcase, etc.), 1d4+2 appropriate changes of normal clothing, the footwear they are wearing, a personal hygiene kit and any portable tools required for their profession and skills (any skill over 50% skill total, within reason). Current available Funds are equal to (3dé x 10) x Age in Credits. These are used to buy any additional, jental gear needed. CoN Tat oul Fe eR ea ald Armor ‘Armor reduces the amount of damage taken from an attack. It also tends to be somewhat bulky and restrictive and causes those not used to wearing it to be somewhat less effective than they normally are. This can be offset completely or at least to some degree by training the Armor Use Advanced Skill. Each p. of Armor Use offsets armor penalties on a 1:1 basis. ‘Armor ‘Armor Typ ‘AP | locations valty | Cost ‘Spacers umpwuit | 2 | Allbut head 5 | 250 Protective Vest 4 Chest, Abd 38 500, Protective Jumpaut_| 4 all but head 24__| 1200 ‘Armored Duster | 4 | AllbutHead | 24 | 800 light Combat Armor| 6 All but head 36 6000 ‘Med Combat Armor| 8 | All but head -48__| 18000 Cee 12 All 4 | 250k Bale Dress 16 All special |_1.5m Combat Helmet 8 Head a | 1000 Vace Sut 4 All 28 | 2500 Hostile Enviro Vest | 8 Al 56 | 100k Sealed cbt Helmet | 8 Head a | 2500 3_| Chest, Abd, Arm | 20 | 250 Chainmail Coif 3 Head 3 | 7% Heavy Leather Jock | 2 | Chest Abd, Arms | -@ | 100 Plate Cvirass 6 Chest, Abd 12 | 600 Plate Helm 6 Head 5 100 Light Leather Shins_| 1 | Chest Arms, Aba | 4 | 50 Light Leathe 1 legs 2 | 50 The IdentiDise For over 600 years, the Empire has been making use of the IdentiDisc. The Identidise is a specialized molecular computer, implanted in an individual upon birth if born within the Empire, or as soon as the individual becomes an Imperial citizen. The IdentiDisc is DNA coded to the individual and contains all medical, employment and financial histories. It can be updated or accessed for purchases and medical and employment procedures. If a disc is lost, the individual can get it replaced with the most current information located inthe nearest Imperial Information Center. The individual is charged 100 Cr for this service The IdDisc is implanted in the right hand or the right lower arm region unless physical anomalies prevent it. The information contained within the IdDisc can only be accessed with the individuals permission, with certain caveats if the individual is injured and disabled, it will respond to data requests for medical history and contact information for friends and family unless the individual has had a special override put in his Dise. Monetary payments are typically made with a simple scan of the Disc, or with a biometric reading from a thumb or retina scan. A neural link between the brain of the individual and the Disc allows user control of information and payment releases. CoN Tat oul Fe eR ea ee aed Ciose Compat WEAPONS WEAPON Tyee BastDamact | Str/Dex | AP/HP | Cost Folding Knife - Small Knife ia2 - A 20 Folding Knife - Medium Kri 1d4 Ee 2/3 35 Knife (Tool/Kitchen/ete) Knife 143 fe 3/4 10 ‘Combat Knife - Small Knife ida f- 3/4 35 ‘Combat Knife - Medium Knil 14+ PA 4/4 50. ‘Combat Knife -Lorge Keri 146 4/6 4/5 70 Smallsword Sword 14641 5/7 4/8 100 Sword Sword 1d8+1 3/8 5/10 150 Greatsword ‘Sword, 2h 248 13/1 8/12 500 Hatchet ‘Axe/Club 146 -/8 3/6 15 Battleaxe ‘Axe/Club 1a8 10/10 4/8 100 Battleaxe, 2 handed ‘Axe/Club, 2h | _148+2 3/9 4/8 100 Boarding Axe ‘Axe/Club, 2h | _2d6+4 2 a/15 1000 Tonfa or Nightstick Axe/Club, 1442 = 3/3 50 Mace or Hammer ‘Axe/Club 14641 7/7 4/6 75 Heavy Mace or Maul ‘Axe/Club, 2h | _1d10+1 10/10 5/10 150 Light Flail Floil 1d6 a7 3/8 50 Military Flail Flail, 2h 1d10+2 13/11 3/10 150 Halberd Polearm 3d6 2/0 3/10 200 Spear, Short (1m-2m long) Spear ids 7/5 2/5 25 Spear, Short (used 2 hands) | Spear 14842 5/5 2/5 25 Spear, Long (2.5+m long) | SpearorPolearm| _1d10+2 6/7 2/7, 50 Buckler Shield 1a SS 5/8 50, Light Shield Shield 1d4 5/5 6/10 75 Medium Shield Shield 146 8/6 10/15 150 Wall Shield Shield 146+1 13/10 15/15 [500 Shields receive a -10 penalty to attack attempts (Except push/bull rush type attacks) CoV a 67 Ul 10 Fe eR ea ales Firearms WEAPON Tyee BasrDamacr| Rance | Ammo | Cost Light Pistol Slug Pistol 14642 10m 20 200 Medium Pistol Slug Pistol 206 20m 15 300 Heavy Pistol Slug Pistol 2d6+2 20m 10 500 Extra Heavy Pistol Slug Pistol 2d8+2 15m 6 1000 Light Holdout Slug Pistol 14642 5m 10 300 Medium Holdout Slug Pistol 246 10m 8 400 Heavy Holdout Slug Pistol 2d6+2 10m 5 600 Exira Heavy Holdout Slug Pistol 2d8+2 5m 2 1200 Light Sporting Rifle ‘Slug Rifle 148+2 50m 10 150 ‘Medium Sporting Rifle Slug Rifle 2d8+2 100m 10 250 Heavy Sporting Rife Slug Rife 2d10+2 100m 10 1000 Extra Heavy Sporting Rifle | Slug Rifle 4d6*6 100m 4 2500 Shotgun, Double Barrel Shotgun 4/3/2086 5m 2 200 Shotgun, S-A Caseless Shotgun 4/3/26 5m 15 600 ‘Stun Pistol Energy Pistol | 2d6+6"* 5m 20 150 Light Blaster Energy Pistol 1d6+2 20m 100 350 ‘Medium Blaster Energy Pistol 2d6 30m 50 800 Heavy Blaster Energy Pistol 2d6+2 20m 25 1200 Stun Rifle Energy Rife | 3d6+6** 15m 50 1000 Sporting Blaster Rifle Energy Rifle 2d8+2 200m 100 1500 Heavy Blaster Rifle Energy Rifle 3d6+4 100m 50 5000 Dart Pistol Slug Pistol 1a4 10m 5 500 Dart Rifle Slug Rifle 1d6 20m 5 2500 ** Stun weapons do Stun damage only. Armor protects normally (except primitive metal armors, which are ignored) If the Wound Threshold is exceeded, add the appropriate wound penalty to the Resilience Roll. Targets must make a Resilience Roll with the amount of stun damage taken as the penalty to the roll. Failure results in unconsciousness for 1d6 x 10 minutes + a number of minutes equal to the stun damage taken. CoV a 67 Ul tl Fe eR ea ee aed RANcep WEAPONS Wearon Tere BastDamace | Ranct | loa [Sm/bex| Com Aa Spear or Throwing 2 vom | 2 | 5 | 5 Blowgun Blowgun Md2 5m 1 19 10 Throwing Knife Knife or Throwing ida+t 5m. = 9 25 Heavy Crontbow Cronbow 2402 som | 3 | 7/9 | 200 light Crossbow Croubow 2d 20m | 2 | 5/9] 125 ‘Compound Bow Bow 2d8+2 50m 1 10/11 ‘400 Longbow Bow 28 30m_| 1 | 13/11 [200 Sel Bow Bow ae iim [ 1 | mn | _75 Sling/Slingshot Sling 1d6 10m 1 MN 15 AMMUNITION Type Quantity Cost [Notes Light Slug Pistol 20 Rnd Mag 15 30 Rnd Mag 25 ‘Magazine extends 3” below weapon ‘Medium Slug Pistol 15 Rnd Mag 20 20 Rnd Mag 30 Magazine extends 3” below weapon Heavy Slug Pistol 10 Rnd Mag 20 15 Rnd Mag 40 ‘Magazine extends 3” below weapon Extra Heavy Slug Pistol ‘6 Rnd Mag 20 10 Rnd Mag 35 ‘Magazine extends 3” below weapon Light Slug Rifle 10 Rnd Mag 10 720 Rnd Mag 25 | Magazine extends 3” below weapon 30 Rnd Mag 40 Magazine extends 6” below weapon ‘Medium Slug Rifle 10 Rnd Mag 15 20 Rnd Mag, 30 ‘Magazine extends 3” below weapon 30 Rnd Mag 50 Magazine extends 6” below weapon Heavy Slug Rifle 10 Rnd Mag 25 20 Rnd Mag 60 Magazine extends 3” below weapon Extra Heavy Slug Rif ‘4 Rnd Mag 20 10 Rnd Mag 75 ‘Magazine extends 4” below weapon Shotgun Shells, Loose: Box of 25 15 ‘Shotgun 15 Rnd Mag 10 30 Rnd Mag 25 ‘Magazine extends 3” below weapon Enero Fl Cl reat | so [Earn sl yet gender Enric vet | 00 [Boas seis ace’ Energy Weapon Pack triple capacity| 500 peckoock | {nergy ee Energy CoV a 67 Ul v2 Fe eR ea ales AMMUNITION Type Quantity [Cost [Notes Darts for Blowgun 10 10 | can be used to deliver toxins Darts for Pistol/Rifle ‘Send Mag 15 | can be used to deliver toxins Crossbow Bolts 10 5 Arrows, 10 5 Sling Bullets (Cast metal) 10 5 Weapon Accessories Scope (doubles range increment)... 0.2.0.2 ee eee 100 Scope (triples range increment)... 500 Coherent Light Targeting System (+10 to attack)... 2. 250 Hip Holster/Scabbard . 0... eee 25 Shoulder Holster. 2. eee 50 Smartgun Link (requires neural interface - +10 attack (no stack]) 500 Weapons Maintenance Kit... 2... ee 50 Handgun Carrying Case (Hardshell)... 50 Handgun Carrying Case (Softshell)... 2.0 25 Rifle Carrying Case (Hardshell)... ee 150 Rifle Carrying Case (Softshell) 2... ee 100 CoV a 67 Ul vk] Fe eR ea ee aed The effects of Cybernetics || CoMMON CyBERNETIC ENHANCEMENTS AND REPLACEMENTS onthe Human Body Ae cybernetic replacements are | [S¥bernetic Device POW Cost_| Cost (in Credits) added to a human bedy, it begins | | Neural Interface on 250 to take it’s toll. Each piece of | sya chip Inter cybernetic equipment has a POW | | Stil Chip Interface 0.28 1500 Cost. This is the amount that the | | Skill Chip (Skill 50%) = 71000 recipie Power characteristic Skill Chip (Skill 75%) = 2000 Choractersis in whole number [SKI Chip (SKI 90%) = 5000 increments, so a person who has || | Basic Optical Replacement 05 2000 received a number of small cyber Tel Vision (50x) 7000 devices that have a total POW elescopic Vision (50x) = Cost of 0.8 suffers no reduction Microscopic (150x)| 2500 in their Power Characteristic and 5 related skill. Low light} _— 150 Thermal Imaging = 200) Some cybernetics are fairly Targeting Reticle (+5)} __— 250 common in Imperial society. Many people have neural interface Camera = 500 P implanted in hei bodies te Flash Supression = 150 facilitate the use of computerize 5 cuipment. | Many veterans and {| LBSsi¢ Ear Replacement 0.25 1200 people who have been injured on Enhanced Pickup (+20) - 1500, their cbs | end who, ware unable Basic Limb Replacement 1 5000 attention will have cybernetic RealSkin Covering} 1500 replacement limbs. ‘Armor Plating (AP 5) 1 1000 BioRegeneration tanks are Storage Compartment} 9 95 500 available in most of the better (6" x3" x1") ho and wit, many military ‘Sensor Baffle (-25 to detect) 05 5000 ship sickbays, but upon occasion, Fi injures occur: that connet be {| [Breething Filter System 1 2500 regenerated or that are not tended 1 5000 to in time and cyber-replacement is | | (+25 Resilience vs Toxins) the only alternative, CoV a 67 Ul Fe eR ea ales Generat Equipment Type Suitcase 75 Duffle Bag 15 Briefcase 50 Waist pack 5 Wrist computer 300 Personal Comm Set, 200 Flashli 10 wal ‘ncn Goggles 500 Filter Mask 20 Filter Pack (100) 10 Z hour air supply (mouth tube) 50 Bug Detector 300 Hand held Chem Sniffer 1000) Hand Held Tech Diagnostic 1000) Hand Held Med Scanner 1000) Electronic Security Bypass Kit 2500 ‘Mechanical Lockpicks 200 Multi-Tool 100 Folding Knife 20 Self Inflating Air Mattress 10 Towel 2 onal Hygiene Kit 2 Sleeping Bag 100 Desert Suit 1000) Environment Tent (8 person) 1500 Gillpack 600 Magnetic Compass 5 Holographic Mapper 250 Tent (8 person) 100 Vapor Canteen (2 liter) 25 Basic Tool Kit (20 Ibs) 150 Electronics Tool Kit (5 Ibs) 60 Holo Camera 500 Digital Camera 25 Memory chips 5 CoV a 67 Ul Fy Idon’t see what | want listed here! IF there is @ particular item of gear that you'd like for your character to have and it’s not listed here, most items that have a real world counterpart will transla 1:1 basis from dollars to Imperial Credits.

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