Professional Documents
Culture Documents
SCI-FI
CORE RULEBOOK
v2.03
Contributors
Lesley Wheeler, Edward Vulis,Walter Spivak, Peter Burns, Israel Vulis, Anthony Lewis,
Shaun Soria, Kristy Simmonds, Craig Johnson, Kai Maxwell, Hans Müller, Luke Seefuss, Rianna Stahl, Alex
Siemienowicz, Callan Daalmeyer, Tim Seefuss, Matthew Sheppard, Elizabeth Curtis, Aidan O’Malley,
Ahria Rose, Mark Robertson, Stephen J. Holodinsky and Trentin C. Bergeron.
Copyright: Sabre RPG system ©2013-2021 by Stephen L. Nowland. All rights reserved. Reproduction of this work by any means
without the written permission of the publisher is expressly forbidden. This material is protected under the copyright laws of
Australia. This product is a work of fiction.
Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version
1.0a, Section 2(e) and are not Open Content: All trademarks, registered trademarks, artwork and trade dress, content under the section headings
named “Inventions”, “Cybernetics”, “Nanotech”, “Robotics”, “Vehicles”, “Genetics”, “Devices” “Psi Powers” and “Automatic Weaponry”, the terms
“Mentari”, “Carapan”, “Roden”, “Venator”, "Xarani", “Saerid”, “Shifter”, “Shikava”, “Corvid”, “Ophidian” and “Arborean” as used within.
Open Content: Except for material designated as Product Identity (see above), the text of this Dragonsbane Entertainment product
are Open Game Content, as defined in the Open Gaming Licence version 1.0a, Section 1(d). No portion of this work other than
the material designated as Open Game Content may be reproduced in any form without written permission.
Sabre Sci-Fi is published by Dragonsbane Entertainment under the Open Game License version 1.0a. Copyright 2000 Wizards
of the Coast.
Sabre’s mechanics and structure are based in part on the Mythras roleplaying system published by The Design Mechanism
(www.thedesignmechanism.com and www.mythrasrpg.com). Used with permission. The Design Mechanism makes no representation or warranty
as to the quality, viability, or suitability for purpose of this product.
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Contents
Character Creation .................. 4 Spirit & Psychic Talents .....................91 Weather .............................................. 208
Step-By-Step Guide .................. 5 Vehicle Talents ....................................91 Combat ........................... 209
Species.....................................................7
Equipment ........................ 133 The Combat Round .......................... 209
Android.....................................................8 Currency & Gems...............................133 Actions & Reactions ......................... 210
Arborean ..................................................9 Starting Kit..........................................134 Attack Basics..................................... 211
Automaton............................................ 10 Damage Rolls .................................... 211
Armour ................................................135
Carapan................................................. 11
Parrying & Blocking Damage .......... 211
Corvid .................................................... 12 Ancient Armour ...........................136
Cover ................................................... 211
Human................................................... 13 Modern Armour ...........................137
High-Tech Armour.......................138 Two-Weapon Fighting...................... 212
Mentari.................................................. 14
Powered Armour .........................139 Sneak Attacks.................................... 212
Ophidian................................................ 15 Mounted, Flying & Height ................ 212
Roden .................................................... 16 Mount & Pet Armour .........................140 Ranged Attacks................................. 212
Saerid .................................................... 17 Armour, Psi and Mobility ..................141 Virtual Combat .................................. 213
Shifter.................................................... 18 Armour Types.....................................141 Damage Types .................................. 214
Shikava.................................................. 19 Shields .................................................142 Damage Reduction ........................... 215
Veiran .................................................... 20 Melee Weapons.................................143 Wounds............................................... 215
Venator.................................................. 21 Conditions.......................................... 217
Single-Handed Weapons............144
Xarani.................................................... 23
Two-Handed Weapons...............145 Inventions ........................ 219
Attributes ............................................. 24
Exotic Weapons...........................145 Cybernetics & Prosthetics ....... 270
Attribute Bonus ............................. 25 Modern Era Melee Weapons .....146 Herbs, Poisons & Medicine ...... 273
Characteristics.................................... 25 Powered Melee weapons...........146 Nanotech ......................... 279
Ranged Weapons ..............................148 Genetics .......................... 281
Damage Modifier .......................... 25
Healing Rate .................................. 25 Robotics .......................... 293
Low-Tech Ranged Weapons .....150 Robot Upgrades.......................... 296
Hit Points........................................ 25 Modern Ranged Weapons .........151
Initiative Bonus.............................. 25 Robot Condition.......................... 307
High-Tech Ranged Weapons.....153
Luck Points .................................... 25 Traps ............................. 308
Ammunition........................................157
Movement ...................................... 25 Manoeuvres ...................... 309
Modifying Weapons ..........................158
Reactions ....................................... 25 Manoeuvres List ............................... 310
Item Condition ...................................172
Spirit Points ................................... 26
Weapons vs. Character Size............173 Psi Powers ....................... 348
Age .................................................. 26
Crafting & Fabricators ......................173 Becoming a Psychic......................... 348
Professions.......................................... 27 Repairing Equipment ........................178 Using Psi Powers .............................. 348
Professions List................................... 28 Accommodation................................178 Concentration Disciplines ............... 349
Food & Drink.......................................179 Learning New Disciplines ................ 349
Contacts ......................................... 47
Background Events....................... 49 Livestock & Mounts...........................179 Psi Disciplines ................................... 350
Manoeuvres, Talents & Psi.......... 50 Clothing...............................................183 Vehicles .......................... 364
Philosophy ..................................... 50 Tools, Gear & Backpacks .................183 Combat & Movement ....................... 364
Toolkits................................................185 Vehicle Condition.............................. 368
Threat Levels ...................... 52 Devices ................................................186
Example Character ................ 53 Ground & Grav Vehicles ................... 369
Parts & Circuits ..................................195 Aircraft ................................................ 377
Skills ............................... 55 Services & Hirelings ..........................197 Boats................................................... 382
Critical Range....................................... 55
Game Mechanics ................. 200 Vehicle Upgrades .............................. 388
Raising Skills........................................ 56
Automatic Weaponry ........................200 Vehicle Weapons .............................. 402
Modifying Skill Results....................... 56
Skill Spamming.................................... 56 Cone Effects.......................................201 GM Reference Sheets & Tips ......... 404
Common & Resistance Skills ........... 58 Time & Movement .............................201 Accolades & Advancement ...... 413
Professional Skills ............................. 64 Drowning and Suffocation ...............202 Advanced Characters....................... 414
Learning New Professional Skills..... 65 Blood Loss..........................................202
Getting Drunk .....................................203 Appendix A: Skills List ........... 415
Talents ............................. 82 Appendix B: Traits................ 416
Radiation.............................................203
Combat Talents................................... 82 Appendix C: Glossary of Terms.. 417
Encumbrance .....................................203
Profession Talents.............................. 84 Appendix D: Scifi & Fantasy...... 420
Falling & Collision ..............................204
General & Leadership Talents........... 87 Fatigue.................................................204 Appendix E: Miniatures .......... 421
Species Talents ................................... 88 Appendix F: OGL.................. 424
Fires .....................................................205
Computer Talents ............................... 89 Inanimate Objects .............................205
Electronics Talents ............................. 89 Character Sheets.............................. 425
Luck Points.........................................205
Mechanical Talents ............................ 90 Morale .................................................206
Medical Talents ................................... 90 Random Encounters .........................206
Robotics Talents ................................. 90 Research .............................................207
Science Talents ................................... 90 Survival................................................207
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SPECIES CHARACTERISTICS PROFESSIONS EVENTS TL CALC GLOSSARY CONTENTS
Character Creation
What you’ll need to play
Welcome to the Sabre RPG, a science fiction role-playing system designed to bring your adventures to life in a way
that allows a lot of freedom of character design and on-the-go improvisation, while minimising complex rules to keep
the gameplay as smooth as possible. To get started on your journey of adventure, you’ll need some basic equipment.
Firstly, you’ll need:
• A set of polyhedral dice, specifically d4s, d6s, d8s, d10s, d12s & d20s. The d10’s are the most important, as
making percentile checks against skills is the core of the system.
• Pencils and erasers.
• In addition to yourself, we recommend at least two friends, or at least frenemies – drawing a smiley face on a
paper plate stuck to a broom simply won’t do.
• It’s handy to have a screen to place between the Games Master and the players to keep the GM’s dice rolls
secret.
Creating a Character
A character is the player’s alter-ego, the one who risks his or her life on feats of daring in the pursuit of justice,
treasure, or something more nefarious while you sit back and eat heavily salted snack foods. Sabre characters can be
from a variety of species and professions, all of which can be chosen and shaped by you.
A character in Sabre is defined by a series of different elements that describe the character’s capabilities. These
elements are:
• Species: such as humans, androids and aliens.
• Attributes: such as Strength or Intellect.
• Characteristics: things like Height or Movement speed.
• Skills: A percentile score representing the level of proficiency with a given ability, such as Acrobatics or
Unarmed combat. The higher this number, the better you are. Players begin with Common Skills which list fundamental
abilities everyone shares and Professional Skills, representing training in specialised skills learned as part of your
career.
We’ll take you through each of these elements as we go, filling out the details step by step. Character creation in
Sabre takes less than an hour, and once it’s all figured out and the numbers written down, you’ll have all the information
you need at your fingertips to ensure a smooth, fast-playing experience.
It Begins!
You’ll need to record your information on a Character Sheet, which you’ll find at the end of this document (or just
follow that link). When you encounter unfamiliar terms, you can look them up in the Glossary. You might consider using
making some notes at first, before transferring it to the Character Sheet. As you progress, skills and other numbers will
change so have an eraser at the ready.
Character Concept
A good place to start is to have some idea of what sort of character you want to play. A dashing space adventurer? A
brilliant scientist? A farmer’s wife whose family was murdered by roving bandits, forcing her to learn how to fight in
order to hunt down the perpetrators and exact brutal vengeance upon them? Your character concept does not need to
be too elaborate at this stage; simply an idea that will help guide certain choices such as species and profession.
Think also of how you want to play. Long range combat? Stealthy? Excelling in areas outside of combat? Make these
choices at this point.
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Step-By-Step Guide
Here’s a truncated list of the steps needed for players to make your character as quickly as possible.
1. Character Concept
Decide on the kind of character and style you want to play. Sabre is incredibly flexible, so you’re only limited by
your imagination. Write it down and use it as a guideline for what follows.
2. Species
There are many species to choose from in Sabre, each with their own culture, background and specialities.
Peruse the species list and decide which one fits your concept.
3. Attributes
Once you’ve figured out your character’s species, allocate the base number for each attribute (each species is
different) and spread 18 Buff Points, with no more than 10 per Attribute.
4. Characteristics
Go through each of the Characteristics and calculate their values, which are based on your Attributes.
Damage Modifier, Healing Rate, Height and Weight, Hit Points, Initiative Bonus, Luck Points, Reactions, Spirit, &
Movement Rate.
5. Age
Determine your character’s age category and the number of skill points you’ll get with your Profession skills.
Standard is 30 for each Background skill, but characters of young or old age receive different amounts.
6. Profession
• Choose a Profession from the available options.
• Add 5 Points to each of the listed skills gained with your chosen species, after calculating their value
based on their Attribute. If you are granted a Professional Skill here, take it then add 5 points to it as well.
• Calculate your skills based on their Attribute, then add your Profession points to listed skills (the typical
adult adds 30 points per skill, but it could be higher or lower if your age category is non-standard).
• Note your character's starting money and equipment as listed in their background.
7. Attribute Bonus
Note your Attribute Bonus for each Attribute in the column just to the right of each on the Character Sheet.
Then write this number in the Bonus column for each skill related to that attribute, in the Bonus column.
8. Critical Range
The default Critical Range for each skill is 3. Note this down in the CR column of the skills tables.
9. Background Events
Roll on the Background Events list, a number of times equal to the listed number. Note your Contact down for
future reference, and the bonus gained from that contact.
11. Philosophy
Determine your character’s beliefs and motivations.
12. Equipment
Buy any extra equipment you think you’ll need (remembering that everyone begins with a starting kit).
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SPECIES CHARACTERISTICS PROFESSIONS EVENTS TL CALC GLOSSARY CONTENTS
Species
The species available in Sabre provide a diversity of capabilities, cultures and history, all of which lends itself to
ensuring your character is as unique as you want it to be.
Available Species
Android: Artificial, human-like machines of flexible design and capability.
Arborean: Humanoid-like tree creatures who are slow but with amazing natural abilities.
Automaton: Sentient robots able to build up their bodies with new size and strength.
Carapan: Silicon-based humanoids who are slow but extremely tough.
Corvid: Sentient, genetically altered crows capable of human-levels of thought.
Human: Ambitious peoples who strive to become the best they can be as fast as they can.
Mentari: Secretive telepathic aliens with natural stealth and an affinity for science.
Ophidian: Large snake-like creatures with native combat abilities and high agility.
Roden: A small bipedal rodent species who excel at salvaging and carrying heavy loads.
Saerid: Insectoid creatures with four arms and a natural protective carapace.
Shifter: Amorphous creatures able to adjust their shape to mimic other living creatures.
Shikava: Species evolved from shark-like creatures, large and vicious in combat.
Veiran: Sentient virus cloud with natural psi abilities.
Venator: Genetically enhanced predators like cats or bears, with natural weapons.
Xarani: Beautiful humanoids with an affinity for medicines, narcotics and other methods of self-improvement.
Species have a number of statistics and unique attributes:
Languages
All species have an understanding of their own culture, and can speak and read their native language to some
degree, in addition to speaking the Common Tongue.
Characteristics
This includes characteristics such as eye and hair colour appropriate to that species, their minimum and maximum
height and weight, as well as their base speed in combat grid squares per round. The term ‘squares’ is used throughout
the system, which can represent either metres or yards, depending on the measurement system you’re using.
Special Traits
This is a list of the special benefits and penalties the species gains, usually unique to that particular species.
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Android
Advanced Machines Resembling Living Beings
To build an artificial person requires more than the
advanced technology to create a positronic brain, the
compact computer that grants sentience to machines.
The subtle nuances of personal interaction need to be
near-perfect to fool a living being into thinking they are
dealing with another living being, instead of an advanced
facsimile.
Built to resemble humans and imitate their subtle
movements, androids are sentient machines able to
blend into society while living creatures going about
their daily routines, without calling undue attention to
themselves.
Appearance
Each android was designed for a specific task, a task
requiring subtlety and the illusion of realism, such as
espionage and infiltration, pleasure and entertainment,
or public or professional service.
As such, androids were designed to blend in with
human societies, so they follow the same skin, hair and
eye colour types for the most part. However, some have
been known to flaunt their inhumanity, colouring bodies
in outrageous ways.
It is also possible for other advanced species such
as the mentari or xarani to design their own androids,
which resemble them but in other respects adhere to the
base abilities of a typical android.
Culture
Androids have no real culture of their own, having been designed to mimic the habits of the society they were built
to serve. It is understood that being sentient creatures, androids sometimes develop beyond their original
programming and strike out on their own, though any attempt to forge their own society is usually thwarted by their
creators, who deep down fear that the often-superior androids would supersede them.
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Arborean
Sentient Walking Trees with Native Combat Abilities
Arboreans are bulky humanoid creatures who evolved
from plants. They are sapient, roughly as intelligent as
most other species, and although ponderous and slow,
they are strong and resilient.
They tend to be gruff, and speak only when they need
to, which some species find off-putting. They are certainly
one of the most alien starfaring species.
Appearance
As you’d expect, Arboreans appear as tree-like
creatures, and if they stand still, they can sometimes pass
for actual plants. They have prehensile vines and tendrils
which they can use to grasp and manipulate objects, and
often grow leaves.
Their skin is bark-like, and even while young it forms a
thick, protective barrier against damage. This bark is
usually a shade of brown, but can be as light as beige and
very dark as well.
Culture
Arboreans prefer to live in forest-like surroundings, with
plenty of sun, air and soil. Although they don’t need to put
down roots (literally), some Arboreans in later life choose
to do just that, losing their ability to move in order to grow
to truly immense proportions. Scientists of other species
theorise that Arboreans evolved to move short distances to
find a better place to effectively plant themselves into the
ground, and over time, became more able to stay mobile
for longer and longer periods.
In spite of this, the urge to put down roots grows stronger over the years, and when they reach the end of their
‘life span’, they don’t die as such, they simply have to put down roots somewhere and ‘sleep’, becoming an ancient
tree that can grow as tall as a skyscraper, and live for thousands of years.
Arboreans drop seed pods which grow into a new Arborean. After a few years, if the space around the parent is
too crowded, a younger plant will literally pull itself out of the ground and travel, spending decades searching for just
the right spot to settle down for the rest of its immense lifespan.
Species Traits
Thick Bark Gain +2 Natural Armour. You can’t wear armour, but talents will allow you to increase it.
Heavy Build Gain +5 Damage Reduction vs collision damage.
Photosynthesis You absorb nutrients from light and the air. Gain the fatigued condition if you don’t spend at least 2
hours in sunlight per day. This condition doesn’t go away until you spend 2 hours in sunlight.
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SPECIES CHARACTERISTICS PROFESSIONS EVENTS TL CALC GLOSSARY CONTENTS
Automaton
Rugged, Industrial & Combat Machines
Automatons are industrial or military robots that
have been augmented with a positronic brain, a powerful
and compact computer granting the machine true
sentience. They also have a small nuclear device called
a pocket reactor installed to allow them to self-charge
away from mains power.
Referred to as automatons (to differentiate them
with their less intelligent robotic counterparts), they
have derived a philosophy and personality based on their
interactions with both the physical world, and the vast
information databases that advanced societies depend
upon.
Appearance
Automatons appear as industrial machines for the
most part, valuing function over appearance in all
things. Bare metal, extruding parts and other unsightly
design choices are all part of the plan.
Automatons begin small in size, appear roughly
humanoid, with two arms and legs and a pair of
cameras for eyes, but as they upgrade their bodies, their
form varies greatly.
Culture
Automatons follow the directives of their original
programming and as such, usually lead a work-oriented
existence. There are of course those who, using higher
levels of consciousness afforded by their positronic
brain, seek to learn more of the world and their place in it. Such automatons are fiercely independent, and often
dislike being referred to as a 'thing', in a way striving for recognition of who they are, not what they were.
Carapan
Huge Silicon-Based Species
Carapan are silicon-based life forms, appearing as
towering slabs of rock in a humanoid shape, essentially
living rock. Their home world is a cold place with an
atmosphere completely hostile to most other life forms,
but it doesn’t bother the carapan as they don’t even
breath it.
Appearance
Your average carapan stands well over two metres in
height (7') and appear as rocky protrusions, usually grey
or black in colour but the females of the species have
spots of colourful precious metals on their carapace.
Older carapan can grow as tall as four metres (12'),
especially if given a good diet of minerals to expand
their bodies.
They have no hair, and their eyes are small, shiny
crystal constructions capable of relaying visual images
in all sorts of adverse conditions.
Culture
The long-lived carapan are in no rush to do anything,
and the only reason they became a star-faring species is
because of a crashed mentari spaceship they were able
to reverse engineer over the course of two centuries.
Prior to this event, their culture involved a series of
long disputes over sites where precious gems – the
carapan’s primary food source – were found in
abundance. As centuries went by, these deposits
became rarer, forcing the people to delve underground to find the food they needed to survive. This urge to survive
forced the advance of technology as new techniques were developed, opening up their planet’s mantle and its
abundance of resources.
With their food supply assured for the next few thousand years, peace settled in and the carapan became more
civilised, working together to overcome the dangers of their rocky world.
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Corvid
Highly Intelligent Genetically Engineered Crows
Known in scientific circles as Corvidae Sapiens, this
species of terrestrial bird exhibited heightened levels of
Intellect long before they were genetically altered to
beyond human levels of intellect and true sentience.
They broke free of experimental facilities that gave birth
to the species and have spread across many worlds.
Appearance
Corvids are twice the size of their less exceptional
cousins, measuring up to a metre in height (3'). They
have four arms, tipped with claws that function as well
as hands, including opposable thumbs. Their forearms
are covered in feathers and used for flight, though the
structure of their wings is more elaborate than other
birds.
Their rear hands are used to walk around on while on
the ground, but while in flight they are free to use
objects, grab things on daring fly-bys or utilise
equipment and weapons with just as much precision as
their forearms.
Male feathers tend to be black or dark blue with tiny
specks of various colour on their tips. Females have
much more elaborate plumage, particularly around their
eyes and the rear of their wings, with any colour of the
rainbow possible.
Culture
Corvids cluster in large groups, sometimes called a
‘murder’ (a phrase they generally detest) but have acquired a taste for civilisation since their upgrade from mere
animals. In most respects, they blend in to human society as well as any other species, though they do prefer their
own kind where possible. Corvids who eschew the vestiges of a civilised life prefer mountains, towers and other
homes at altitude, much like their smaller cousins.
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Human
Ambitious and Versatile Species
Of all the species, humans are the most flexible, the
most adaptable, and the most ambitious, making full use
of their relatively limited lifespans to achieve greatness
other species never manage.
While the older species stick with their ancient
traditions and simply maintain their existence, the young
human species is full of drive and a lust for achievement,
seeking to make their mark upon the world.
Humans often seek to push the boundaries of their
existence, ranging into new territory and taming wild lands
with the intention of discovering new wealth and/or
creating a new civilisation.
Appearance
Humans can vary greatly in appearance, with numerous
sub-cultures each featuring diverse skin, hair and eye
colours. But typically, humans have brown, red or blond
hair and their eye colours range from brown, green and
blue.
Their body types are the most diverse of all species
too. A typical human average in height is around 170cm,
but they can be as short as 140cm (4’7”) and as tall as
210cm (6’11”). Weight also varies greatly, with slender
people weighing only 50kg (110lbs), all the way up to
heavy-set individuals weighing in at over 120kg (265lbs) or
even more.
Culture
Human cultures vary throughout history, but are usually led by a king, president or other strong ruler, aided in this
task by nobility or elected officials who see to the day-to-day functionality of society while common people go about
the business of producing goods and living their lives.
It has been said that out of chaos comes order, and as a human society evolves, new laws and traditions are
created to foster peace and prosperity in the community. Thus, a frontier settlement is far less civilised than a human
city, though this does not often equate to a less violent society.
# This counts as the human race language for when you add skill points to professional skills with your profession .
Species Traits
Clever One of your skills gains +1 to its Critical Range.
Talented Start with 1 extra talent whose prerequisites you meet.
Ambitious The cost of learning any new ability is reduced by 1 Accolade, or 100cr and 1 day of learning time.
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Mentari
Small, Brilliant Scientists and Inventors
A species who have traversed the stars for centuries
before most others, the mentari have visited many
worlds in secret over centuries and in humanity’s history
they were sometimes referred to as ‘greys’.
They have brilliant minds, able to grasp technological
methods beyond the understanding of other species and
they possess mental abilities from birth that allow them
to communicate with each other through a form of
telepathy.
For all their greatness however, their bodies are small
and frail, forcing them to rely on technology and stealth
to survive in a universe populated with giant rock people
and hulking war machines.
Appearance
Mentari have large, bulbous heads with large eyes of
varying colours. Their skin is grey and hairless, and they
tend to be very thin. They are small, barely topping 1
metre in height (3') and their slender bodies have little
mass.
Mentari clothing tends to be form-fitting and often
the same colour as their skin, but they’ll wear anything
available in their size. Armour can prove challenging due
to their lack of physical strength, but with the aid of
technology they can get around such issues.
Mentari have males and females, but they are very
similar in appearance and this speaks to the low fertility
rates of this species, a source of great concern for their ruling class.
Culture
The worlds belonging to the mentari are filled with high technology, most of which is dedicated to the
advancement of science. They are typically led by a High Chancellor who oversees a stable government of
philosophers and bureaucrats. They enjoy trading and travel extensively, always looking out for more technology to
acquire and to exchange scientific knowledge with other like-minded species.
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Ophidian
Agile Serpent Species Able to Breathe Underwater
From the shallow waters of a distant world, the snake-
like ophidian species emerged to dominate their planet.
Though they have evolved to breathe air and function on
land without losing their ability to breathe underwater.
Somewhat more primitive than other starfaring species,
the ophidian still have strong combat instincts, with some
preferring to use enlarged fangs and poison, while others
like the effectiveness of a full body grapple.
Appearance
Ophidians appear as snakes, ‘standing’ around two
metres in height when upright (7'), but their entire body
length can be over six metres long (15').
They have a pair of shoulders with protruding arms on
their upper torso, with well-developed hands featuring
opposable thumbs.
Their eyes tend to be dark, though slight hints of blue,
purple or green are visible, and their scales vary from
darker tones for males, and brighter, more colourful scales
for females.
Culture
An ophidian world has its cities built along shorelines,
both in and out of the water. While most modern
technology demands a dry environment, ophidians love to
build underwater wherever they can, preferably in warm,
tropical environments where their cold-blooded nature
gives them more energy. Females will lay their eggs in warm waters, usually next to or inside their abode, and raise
three to ten young. For the most part, their society operates like any other, with officials carrying out day to day
functions, but their judicial system tends to be more brutal, still allowing trial-by-combat to decide the outcome if
requested.
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Roden
Small but Tough Species, Experts at Salvaging
An advanced species of diminutive stature, Roden are
bipedal rodents whose ancestors were forced to evolve
and adapt to a world rife with predators and environmental
challenges. The most adaptable species on their world,
Roden are experts at making the most of what they have,
and using it to ensure the perpetuation of their civilisation.
They’re surprisingly tough for their size, tenacious, and
very hard to catch.
Appearance
Your average Roden stands on two feet, like most
bipedal species, measuring between 60 and 100cm tall
(1'11" to 3'3"). Their fur provides them with protection from
the elements, and comes in a wide variety of earthy
colours.
Females differ in outward appearance only by their
smaller size, and eyes that tend towards lighter colours.
Both sexes have tails that provide excellent balance, and
allow them to leap about with practiced ease.
Culture
Roden civilisations resemble strategically placed piles
of junk, with burrows and warrens dotted about the place.
Windows are not uncommon, though some still prefer the
dim light of a half-buried home. On frontier planets, these
ramshackle houses often feature automated turrets and
other defences, which are difficult to discern from the
outside as they too are made of junk.
They prefer society to be run by a committee of experts who govern by appointment of the masses, though there
is a larger than average proportion who enjoy a more independent lifestyle, sometimes aboard pirate ships or junk
hunters. Although not prone to military conflict, individual Roden will sometimes pursue personal feuds in cunning
and subtle ways, and blood feuds between families can last for years.
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Saerid
Four-Armed Insect Species
Saerid are insect-like humanoids who excel at
hunting. They are well-adapted to most environments
but their place amongst the civilised world is uncertain.
Too alien for lordly banquets amongst other species,
saerid are most at home out in the wilds where their
natural abilities allow them to thrive.
Appearance
Saerid bear a strong resemblance to praying mantis,
albeit on a much larger scale. They begin as small to
medium sized creatures of no more than 170cm in
height, with reversed knee joints (similar to a goat’s) and
four arms tipped with taloned claws.
The carapace of males tends towards dark colours
such as tan, brown and black, whereas female saerid
glisten with brilliant colours, including blue, turquoise,
mauve and even gold.
When saerid reach a certain age, they often (but not
always) enter a cocoon-like state for one night. When
the sun rises, they burst out of their old carapace and
emerges as fully-grown adults, larger in every respect.
Culture
Their mandibles are highly efficient at eating but
make communication with non-saerid a little more
difficult, though not impossible. Their native tongue
consists of clicks and chirps rattled off in complex
arrangements. Any non-saerid language they learn tends
to have a, shall we say ‘clicky’ quality to the words. Their names are unpronounceable by non-saerid, so they tend to
adopt simple human names to make communication easier.
Saerid society operates at a clan level, with one clan leader (a Thane) representing all clans in a particular region.
They value tests of strength and relish the opportunity for combat, which they use to settle disagreements that other
societies would use a judiciary to resolve. Unlike most insects, Saerid tend to be solitary creatures who hunt alone
where possible.
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Shifter
Amorphous Shapeshifting Blob Species
Hailing from a world resembling a primoridal soup,
shifters are intelligent, amorphous blobs able to alter their
shape to match their surroundings as a survival trait. They
never discovered advanced technology or space travel on
their own, instead stowing away on a visiting spaceship
and being whisked off into the stars.
Lacking a central brain or noticeable organs allows
shifters to survive harsh conditions and recover from
injuries that would cripple more conventional life forms.
Appearance
Shifters appear as blobs of organic matter, with their
colours varying greatly between individuals, quite possibly
to help tell themselves apart. They can sprout tentacles to
manipulate objects as a normal creature would and can
form rudimentary eyes to let them see their surroundings.
They hear through vibration, and essentially 'smell' the
world around them through touch.
Many shifters maintain the appearance of useful limbs
such as hands with opposable thumbs as they go about
their daily lives.
Culture
Shifters are independent and curious creatures, eager
to learn about their surroundings and share their findings
with others of their kind. Their home world has a very
rudimentary government, for they seem to get along with
each other well enough and have never known war on their home world. They look upon 'solids' as weird alien
creatures but seek to imitate their finer qualities and learn what they can.
Every ten years or so they reproduce asexually by mitosis, dividing off a piece of themselves in a safe place where
they can readily absorb nutrients and grow. A shifter parent will care for their young for the first ten years, and then
strike out on their own and thus, they spread across many worlds in the passing aeons since "The Arrival" of aliens
on their home planet.
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Shikava
Deadly Aquatic Carnivore
This species evolved from a creature not unlike earth’s
ancient sharks, and much like these vicious predators,
Shikava are renowned not only for their killer instincts and
great strength, but also for devouring their enemies
instead of taking prisoners.
This fearsome reputation is out of neccesity, as their
biology is dependant on fresh meat to bolster their weaker
immune system and overall health.
Appearance
Shikava are tall and thin, with a prominent snout and a
large mouth filled with razor-sharp teeth. Their legs are
reverse-jointed like a goat, and a large fin is visible running
along their back. Although their tail is fair smaller than
their ancestral cousins, it is still useful for propelling them
while in water. Their skin is slick and smooth, and almost
always a shade of blue that allows them to blend into the
dark waters of their home world. Shikava hands and feet
feature only three digits, though this doesn’t seem to be
much of an impediment to their capabilities.
Culture
Shikavan society is a matriarchal in nature, with the
females of the species less prone to their combative
nature. It appears surprisingly civilised, with their citizens
excelling in art, science and technology much like any
other spacefaring species. Underlying the veneer of civil
discourse is the still-strong instinct to hunt and kill, with those feeling these urges the strongest joining the military or
engaging in the extremely popular pastime of hunting. The justice system has a large number of crimes that carry the
death penalty, with a family member of the victim usually carrying out the death sentence themselves by eating the
criminal alive. Although considered barbaric by other cultures, this seems quite natural to Shikava and satisfies their
need for fresh meat.
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Veiran
Vaporous Virus Cloud & Powerful Psychics
Veiran are energy beings evolved from simple
viruses, able to survive outside of other host bodies and
float around independently. Each individual being is
actually composed of millions of virus cells,
communicating with each other through electrical
charges to function as a whole being.
Their interactions with the physical world are limited,
although this ghostly presence also makes them difficult
to hit.
Appearance
Veiran appear as a misty cloud with flashes of
electrical energy darting around within. Their colour
varies greatly between collectives (a word used instead
of individuals), but generally their glowing eyes (clusters
of cells which are light-sensitive) can be of any colour.
Although generally insubstantial, their bodies tend to
stay in one cloud, for if they spread too far apart
(typically more than a metre/yard) they lose contact with
other parts of their form, which stay where they are until
they can re-connect or simply die off.
Culture
Veiran consume water and organic foodstuffs just
like other species, condensing around their meal and
dissolving it into smaller pieces for individual cells to
absorb. They rest by drifting into a dense, shimmering
clump of fog that easily fits into a common bucket, or
can simply cover a chair, bed, or whatever else is handy.
Given their extremely alien nature (compared to other species), reactions to Veiran vary greatly, from curious
acceptance to outright fear and hostility. Their societies are loosely organised groups which work together to
accomplish large goals, but otherwise they tend to be highly independent creatures, who are themselves large
societies of virus cells, so things can get a little weird when too many Veiran group together.
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Venator
Genetically Enhanced Predatory Animals
Through advances in genetic technologies, military
organisations sought to find a way to create a more
perfect soldier to replace humans on the field of battle.
Predatory animals were selected for these experiments,
including feline, canine and ursine beasts.
The results varied with the type of species. Feline
venators such as lynxes and tigers were the first to be
attempted, and with their excellent night vision and great
speed, turned out to be perfect scouts. Unfortunately, their
overall health was diminished.
Canine venators such as dogs, wolves and foxes are
more dependable, with excellent tracking capabilities, but
the conservative approach to the alterations left them
being average in many other respects.
Ursine venators such as polar bears or Kodiaks were a
controversial choice, but the sheer power of these hulking
beasts made them very appealing. The result focused on
their power, which also seems to have exaggerated their
grumpy and ornery nature.
Appearance
Venators are able to stand on their hind legs, freeing
their forepaws – which have opposable thumbs – for
clutching tools and weapons, yet they can still drop to all-
fours as needed. Their fingers fold in enough to allow them
to form the toe pads their ancestors benefitted from. Their
fur and eyes can come in a huge variety of colours, and
their eyes tend to be a colour not seen in unaltered species, such as blue, cyan, or violet.
Culture
Venators don’t have much culture of their own, though there is thought to be a few communes of venators who
seek to better understand their place in the world. Feline venators are highly territorial and when two meet, there is
an inevitable confrontation which is usually settled with harsh words, but frequently turns to violence that can
endanger anyone nearby if a venator is carrying advanced weapons. Canine venators are the friendliest, and eagerly
join up with groups of allies to go adventuring. Ursine venators tend to keep to themselves, and those who work with
them are wary about their bad tempers and formidable strength.
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Species Traits
All subspecies of venator gain these three traits:
Claws Your Unarmed attacks deal a baseline 1d6 Slashing damage.
Night Vision Allows you to see normally in night-time conditions out to 20 squares.
Quadruped Move on two legs, or all four legs if your hands are empty. See above for Movement rates.
Canine venators also gain:
Tracker Your Track skill gains +2 to its Critical Range. You can also track by scent.
Pack Hunter Gain +1 Damage for each ally that has attacked the same target as you this round, max of +3.
Feline venators also gain:
Athleticism Your Athletics skill gains +2 to its Critical Range.
Cat Naps Your Heal Rate is based on your Agility Attribute Bonus. You can also choose to sleep in 2-hour
increments, gaining 25% of your Heal Rate and Spirit Points back each time.
Ursine venators also gain:
Bear Hugs Your Brawn skill gains +2 to its Critical Range.
Massive Gain +2 Natural Armour. You are able to effectively use two-handed melee weapons in one hand, so
long as they don’t have the ‘longreach’ property. You have no penalties for using a ‘Setup’ type
weapon without first setting up. You can use longarms of no more than Large size single-handed.
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Xarani
Beautiful, Charming Species with Expertise in Medicines
A tall, graceful species from an ancient world, the
xarani have long perfected the art of genetic advancement
and transformed their species into one of incredible
beauty. The xarani spent centuries enhancing their
capabilities with advanced medicines and drugs, and as
such are now more susceptible to the effects of these
chemicals.
Appearance
Xarani are tall and willowy humanoids with long, six-
fingered appendages in a manner human’s find quite
appealing. They have a wide variety of appearances,
tailored to suit the individual. Their skin, hair and eye
colour vary greatly, with astonishing hair styles and
decorative tattoos marking their flesh.
The males have two small tusks on their chin, a hold-
over from an earlier state of evolution which they show
with pride. Xarani are alluring and delicate, sometimes
appearing as living works of art.
The skin colour of a xarani changes according to their
moods, reflecting their emotional state and adding to their
ability to influence others.
Culture
Self-upgrade is at the core of xarani philosophy, where
anything that can be taken, implanted or modified to
improve one's being is a valid step to take. They view other
species as static and boring, and often seek to 'improve' them. Other species seem to be quite susceptible to xarani
manipulation, and certainly the human fascination with beauty makes them especially vulnerable. Those they cannot
manipulate with their natural charms are often subjected to the xarani’s more deceitful nature.
The downsides of being so reliant on artificial upgrades are rarely spoken of, especially to other species who
might seek to use this knowledge against them. At first, discovering the technology to eliminate disease and enhance
bodily functions was hailed as miraculous, but centuries of constant use irrevocably altered their genetic structure.
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Attributes
There are five basic attributes which form the core of each character in Sabre, defining things like strength, intellect
and personal magnetism in an easy to understand form. Most importantly, each Attribute's values are the basis for skills
and other characteristics which detail a character's capabilities. The Attributes are Strength (STR), Agility (AGI),
Constitution (CON), Intellect (INT) and Charisma (CHA). Each species has a baseline number of around 9, though they
do vary from species to species. A score of 10 to 12 is considered average for most species, with 18 and above being
very exceptional and anything below 9 being well below average. Attributes can be raised using Accolades, although this
is expensive and considered to be a late-game sort of upgrade.
Strength (STR)
STR denotes pure physical power and covers feats of strength including how much a character can carry, and
is a important when calculating their Damage Modifier. Characters with a high STR carry more muscle on their frame
and are able to use heavier armour.
Agility (AGI)
Manual dexterity, balance and the speed of one's reflexes are represented by AGI. Characters with a high AGI
score are better able to avoid being hit. A high AGI score is valuable when calculating Reactions, which determine how
many times you can protect yourself in battle, as well as the Initiative Bonus of your character.
Constitution (CON)
Constitution represents the resilience and health of the character. A high Constitution score results in a
character being more resilient to damage and less susceptible to disease, poison, and fatigue. Constitution is a
component in determining Hit Points and a character's Healing Rate.
Intellect (INT)
Intellect measures the strength of a character’s mind, representing spirit, intuition and mental resolve as well
as memory and speed of thought. It determines the number of skills and disciplines you can learn, as well as a
character’s maximum Spirit Points, used to enhance one's abilities during a fight or in circumstances where a character
needs to give their all to succeed. It also dictates the Science talents you can learn.
Charisma (CHA)
Charisma is the measure of personal magnetism, charm, influence and luck, but not general physical
attractiveness (how a character appears physically is up to the player). Some people with unpleasant appearances can
have the heart and soul of a poet. Charisma determines a character's Luck Points, that indefinable ability to have events
swing in your favour.
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Characteristics
In addition to Attributes, each Sabre character also has a set of Characteristics based on their Attribute scores that
cover important game factors such as Damage Modifier, Hit Points, Luck Points, Spirit Points and Initiative Bonus.
Damage Modifier
This Characteristic represents the effect of strength on your physical attacks, and on other activities requiring
strength checks such as breaking objects. It is an important Characteristic for characters intending to fight in physical
combat, be it melee or with ranged weapon that rely on strength. Damage Modifier is equal to your Strength Attribute
Bonus.
Healing Rate
The rate at which a character’s wounds heal naturally is represented by the Healing Rate Characteristic, which is
equal to 1 plus your Constitution Attribute Bonus. The severity of the injury determines if this number is used for the
number of Hit Points recovered per day, week or month. See more about recovering from injury in the Wounds section.
This number also dictates the rate at which Natural Armour regenerates with each 8 hour rest.
Hit Points
Hit Points is a direct measurement of the body’s ability to withstand physical punishment. Typically, the torso is the
main target area of weaponry and attacks, but some Manoeuvres can directly have effects on the head or limbs. Hit
Points are equal to your Co nstitution Attribute plus your Constitution Attribute bonus. If Hit Points fall to 0, a character
has become seriously wounded and if they fall to a negative number equal to the character’s normal maximum, they are
very likely to die.
Initiative Bonus
Initiative is a measurement of the response time for character in Sabre, and determines the order in which the party
acts during a battle. Initiative is determined by rolling 1d10, and adding your full Agility Attribute to the result.
Luck Points
Luck can influence the outcome of a character’s actions, allowing a player to reroll dice and other effects. The
number of Luck Points you begin a session with are equal to your Charisma Attribute Bonus. Once depleted, your
reserve of Luck Points won’t be replenished until your next game session.
Movement
This represents the distance a character can move at different levels of the game. In other words, a human who has
a speed score of 6 can move 6 squares during the six second combat round. This is a steady, measured rate of
movement appropriate for combat, not the full movement that a character can achieve, which is at least twice this
figure, sometimes more if the character is using something such as the Sprint manoeuvre. The number differs between
some species and isn’t based on any of your Attributes. Movement is affected by Encumbrance, and the amount of
armour worn. Check out the Movement section for more details on how movement affects overland travel.
Reactions
Reactions are used to defend yourself from physical attacks, as well as any sort of mental assault. You can use a
Reaction in many ways, as noted in the actions in combat section. Your character has a number of Reactions equal to 2
plus your Agility Attribute Bonus. Your Reactions are replenished at the start of your turn.
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Spirit Points
Spirit is a function of willpower and mental strength, and in Sabre, this is a resource to be channelled into
extraordinary physical and mental abilities such as Psi Abilities or Manoeuvres. A character’s Spirit Points are equal to 5
plus your Intellect Attribute Bonus. You recover this amount in full after 8 hours of rest.
Age
Most characters are Mature age by default, but you can begin with an Old or Young character too. Old characters
begin play with an extra talent, an extra professional skill, and begin with 35 skill points per skill instead of the default of
30. They must also roll for ageing effects, as noted below, as time catches up to us all. This can result in losing a few
Attribute points.
Young characters lose 1 professional skill of their choice from the Profession’s list, and each skill only gains 25
points instead of the default of 30. They also get a couple of age rolls, as they haven’t fully grown up yet. The great
benefit of being young is that learning new abilities like skills, talents and manoeuvres only costs half the time and
money (if learning from a teacher), as their minds are young and it’s easier for them to learn new things.
Android/Automaton/Carapan/Veiran Table
Category Age Bonus Skill Profession Points Age Rolls
Young 30-49 ½ new skill cost & time -1 25 2
Mature 50-99 - - 30 -
Old 100-150 +1 Talent +1 35 3
Maximum age for these species is roughly 250 years.
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Professions
A character’s Profession plays an important part in Sabre character creation. It determines the starting skills and
abilities a character has access to throughout the game. Professions belong to categories which outline their style, and
what special profession talents are available to them.
Warrior Professions involve expertise in melee and ranged abilities, or even stealth – basically any sort of
profession that doesn't specialise in scientific or mechanical aptitude. Their talents enhance all aspects of
physical combat, sometimes with heavy armour and weapons, while others use more subtlety in their work.
Technical Professions are those with scientific or mechanical skills that aren’t specifically designed for physical
combat. They make up for this with their wide selection of capabilities, and unique talents associated with their
trade such as inventions, robotics etc.
Multiple Professions
It’s possible to take more than one profession, giving you access to most of the abilities from both, but at the cost of
slower advancement. When creating your character, choose your primary profession, and then take the Second
Profession talent and choose your other profession to take abilities from. Read the talent description for more details .
Campaign Era
Sabre Scifi’s rules cover a number of eras, to accommodate a number of different play styles and technology levels.
Your campaign can take place in a futuristic environment with high-tech devices, vehicles and weapons available for
use, a modern era similar to our everyday lives, or a primitive, low-tech era similar to our medieval times or dark ages.
The choice of era determines the available equipment, and dictates the skills your character has access to.
Low-Tech
Low technology eras cover ancient weapons such as bows, spears and swords, as well as traditional iron
armour. Playing in this era might be the result of an apocalypse which reduced civilisation to a primitive
existence, or it could involve knights encountering aliens (which they’d call demons or some such). In either case, the
option to sprinkle in more advanced skills & technology as a kind of magic is entirely possible and adds a unique flavour
to your campaigns.
Characters in this campaign era won’t have access to Professions labelled as ‘Modern or High-Tech’, unless it’s part
of a Profession or species. It’s up to the GM to decide if they want to allow other Restricted Skills or black powder
weapons, depending on just how ancient they want their low-tech campaign to be.
Industrial
The industrial era covers the 19th century, often used for Steampunk campaigns but it can also be used for
historical settings as well. There was no modern armour available, but there are unique weapons to this period
and a blend of low-tech and modern Professions to choose from (along with a few era-specific ones). This is the era
you’ll find steam and clockwork inventions too!
Modern
A modern campaign typically takes place in a world not unlike our own, with similar technology to what we’re
familiar with now. Professions with the ‘Modern’ label are available, and include many advanced skills and
technologies, though other Professions can be included if the GM’s campaign allows it (such as someone coming from
a more primitive part of the world to join in with modern characters).
High-Tech
This era begins in a hypothetical future, where advanced technology is commonplace and interstellar travel is
possible. Professions labelled with ‘High-Tech’ can be taken by the players, but of course the GM can allow
Professions of other eras to be used as appropriate.
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Professions List
Warrior Professions Low-Tech Industrial Modern High-Tech
Courtesan
Gen Warrior
Gladiator
Hunter
Inheritor
Knight
Martial Artist
Pilot
Pirate
Police Officer
Savage
Scavenger
Soldier
Technomancer
Thief
Urban Legend
Vagabond
Technical Professions
Doctor
Lore Keeper
Mechanic
Psychic
Roboticist
Robot Salvager
Scientist
Technician
Tinker
Witch
Android Professions
Ageless One
Infiltrator Droid
Junk Droid
Service Droid
Revived
Automaton Professions
Ancient Machine
Industrial Bot
Project Bot
Survey Bot
War Bot
Androids & Automatons can only take specific Professions made for them.
Skills listed in bo ld and blue are the Profession's primary skill, used to purchase Profession related talents.
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Ageless One
Long-Lived Android Technical Low-Tech Industrial Modern High-Tech
Android Only
Androids that survive for a long time are usually exceptional tough or lucky, and these machines have learned a
technical skill not usually available to these models. Independent and able to forge their own path in the world, their
vast knowledge allows them to fill almost any role.
Ancient Machine
An Automaton that Survived the Apocalypse Technical Low-Tech Industrial Modern High-Tech
Automaton Only
Rugged, combat-focused Automatons sometimes survive world-ending events and continue to function for
decades or centuries, scavenging the landscape for replacement parts and crushing anything in their path with relic
technology.
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Courtesan
Specialises in Seduction and Influence Warrior Low-Tech Industrial Modern High-Tech
Courtesans are well trained in how to influence and seduce people and bend them to their will. Typically, this is
done as a private business, be it on the streets at night or a high-class escort, but Courtesans also make excellent
spies and diplomats, and are often recruited by nobles and shady organisations. In either case, they know how to
protect themselves, using their seductive qualities to enhance their combat abilities.
• Courtesans are restricted to wearing Light Armour only.
Doctor
A Physician able to Perform Surgery Technical Low-Tech Industrial Modern High-Tech
Doctors specialise in the care and treatment of injured or sick, and are highly sought-after professionals. They
can undergo extensive education to perform surgery, or understand the interplay of chemicals within living systems,
and this understanding allows them to provide the best service for their patients, be it a local doctor’s office, or
overseas in a war zone. Some use their knowledge of anatomy to know exactly where to hurt their enemies.
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Gen Warrior
Genetically Engineered Super Soldier Warrior Low-Tech Industrial Modern High-Tech
Gen Warriors weren’t born, they were created in a lab to a strict set of design criteria set by military and other
government specifications in order to dominate the battlefield. They rapidly grow in a restricted training environment,
where their abilities are programmed and honed to a fine edge. Sometimes, a gen warrior will break out of their
compound, either on their own or with the help of a compassionate scientist, to seek a life of their own choosing,
while others are 'retired' when their usefulness is at an end, prompting an escape attempt by the subject.
Gladiator
Specialised in Performative Melee Combat Warrior Low-Tech Industrial Modern High-Tech
Gladiators are entertainers of a sort, who put on a show of brutal delights for the pleasure of the audience,
whether it’s a gladiatorial arena, jousting, fist fighting or martial arts in any era, and they're often celebrities in
modern or high-tech times. They are highly trained in ancient combat techniques and know how to win over the
audience with a display of exaggerated prowess, with each gladiator specialising in their own signature moves.
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Hunter
Specialises in Ranged Combat & Trained Beasts Warrior Low-Tech Industrial Modern High-Tech
Hunters roam the wild areas of the world, learning to survive off the land and hunt using ranged weapons & highly
trained animals for companionship and to aid in combat. They're the best ranged combatants around, and their pets
and traps can be fearsome additions to their arsenal.
• Hunters are restricted to wearing Light Armour only.
Inheritor
General Purpose Profession with a Servant Warrior Low-Tech Industrial Modern High-Tech
As the name suggests, Inheritors received money from the passing of a wealthy relative, or some other means
while young. They had time to complete a generic education, travel, and spend a lot of that money. But with funds
running low, only their old trusted assistant stands by their side as they look to an uncertain future.
• Inheritors gain the Servant talent for free. Their servant counts as having a Warrior Profession, and they can
learn combat skills. On the Threat Level calculation, add the servant’s weapon damage, AP and HP to the
Inheritor’s own TL (the servant doesn’t have their own TL).
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Industrial Bot
Specialises in Building & Repairing Machines Technical Low-Tech Industrial Modern High-Tech
Automaton Only
Designed for heavy-duty industrial work, industrial bots are the most common type and the most likely to end up
as spare parts due to high demand for their capabilities. Designed for efficient maintenance of other machinery,
robots of this type are the backbone of industry and have proven indispensable in keeping production high.
Infiltrator Droid
Specialises in Deception, Spying and Hacking Warrior Low-Tech Industrial Modern High-Tech
Android Only
Purpose-built for specialised military or corporate work, these droids are trained to infiltrate enemy buildings,
extract valuable information via direct neural connection with their positronic brain, and return it to their superiors.
Although programmed to survive and fight if necessary, their primary purpose is to evade detection and carry out the
mission in secret.
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Junk Droid
A Blend of Android and Robot Abilities Warrior Low-Tech Industrial Modern High-Tech
Android Only
Junk droids are discarded prototypes that awaken in a junkyard filled with parts and, through sheer force of will,
piece themselves back together. This leaves them as a bizarre mis-matched patchwork of parts, always searching for
more components to improve their functions and making what they need from scrap.
• Begin with -3 Charisma, but count as a Medium robot with 7 slots to install robot upgrades.
• You begin with the Po sitronic Brain & Pocket Reactor (high tech)/RTG Generator (modern) upgrades.
• You can’t adjust the size of your body, and you can’t take the ‘Wheels’, ‘Tracked’ or ‘Transform’ upgrades.
• While you have at least one Armour Plating upgrade, you can’t wear armour.
Knight
High-Born Warrior Specialised in Combat Warrior Low-Tech Industrial Modern High-Tech
Elite warriors, knights are minor nobles who use their position, influence and money to equip themselves with the
finest equipment, and use their martial prowess to serve the ruler of the land. Industrial era knights don’t always wear
heavy armour, but are no less proficient in combat, and High-Tech knights fight for star empires in powerful armour.
Lore Keeper
A Post-Apocalyptic Keeper of Knowledge Technical Low-Tech Industrial Modern High-Tech
Raised in a place filled with books, scrolls and ancient computers, Lore Keepers strive to find and preserve
ancient knowledge before it is lost to the world forever. They know the ancient rites to access relic technology, and
can even repair and maintain devices.
Martial Artist
Warrior Trained in Unarmed & Exotic Weapons Warrior Low-Tech Industrial Modern High-Tech
Practitioners of ancient combat techniques, these warriors are extremely disciplined, forgoing heavy armour in
favour of agility and precision. Some harden themselves through rigorous and punishing training, others focus on
sheer ferocity, and other still train to use armour with their unique combat styles.
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Mechanic
Specialises in Vehicle Upgrades & Repair Technical Low-Tech Industrial Modern High-Tech
Mechanics have an affinity for machines of all kinds, but especially vehicles. They’re well trained in maintenance,
repair and upgrading vehicles and can even learn how to work on starships, in high tech settings. Industrial era
mechanics work with steam engines and mechanics of all kinds can make inventions.
Pilot
Flies Air Vehicles & Starships Warrior Low-Tech Industrial Modern High-Tech
Career pilots are highly-trained to fly all manner of air and space vehicles, taking on roles in civilian or military to
fly the most advanced craft available. Their natural instincts and peak fitness give them astonishing abilities when
piloting craft or on foot, able to pull off the most remarkable feats of vehicular and physical agility with sheer luck
and an inflated sense of self-worth.
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Pirate
Experts in Sea or Space Vessels and Theft Warrior Low-Tech Industrial Modern High-Tech
Pirates sail the sea or stars, shirking the laws of civilisation and plundering merchant vessels wherever they can.
They value their freedom and have the skills to fight for what they want, as well as operate sea or space-going
vessels. Their lives can be short but exciting.
• Pirates are restricted to wearing Light Armour only.
Police Officer
Specialist in Investigation and Urban Combat Warrior Low-Tech Industrial Modern High-Tech
Whether it’s a member of the city watch patrolling the rough streets, a detective investigating a murder, or a
special tactics cop for dangerous situations, towns and cities rely upon these men and women to keep the peace.
They’re trained to deal with rough situations, and detain instead of kill those causing trouble.
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Project Bot
General Purpose Customisable Automaton Technical Low-Tech Industrial Modern High-Tech
Automaton Only
Project bots were assembled as part of a private project, such as a student’s science experiment or perhaps a
secret military experiment designed as a testbed for new technologies. As such, your parameters are more diverse
than other more mass-produced automatons, but you also led a sheltered existence with no need for money.
• Modern Era Automatons begin with a Radioisotope Thermal Generator (RTG) instead of a Pocket Reactor.
Money Perception
100cr Stealth
Pick 1 Common skill Pick 3 non-Restricted Skills
Pick One Special Ability
Modular Installing or removing Upgrades onto your body takes half the usual time.
Innovative Gain +1 Upgrade slot.
Prototype Gain +5 to all skills at character creation, and -2 Strength.
Psychic
Individual with Powerful Mental Abilities Technical Low-Tech Industrial Modern High-Tech
Those born with natural psychic gifts are equally sought after and feared. Some develop these abilities while
living for an extended period at a monastery, while others are trained by the government as agents to use their
powers for their benefit. Others are cast out of society and left to fend for themselves.
Money Insight
50cr Intimidate
Pick 1 Common Skill Pick 3 non-Restricted Skills
Pick One Special Ability
Monk Gain +1 Natural Armour, and add Evade to your Resistance Skills list.
Agent Gain +2 Intellect, and begin with an extra 500cr.
Outcast Gain 2 extra Background Events, no Contacts, & add Endurance to your Resistance Skills list.
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Revived
An Android with the Brain of a Deceased Person Warrior Low-Tech Industrial Modern High-Tech
Android Only
Revived are androids that have been imbued with the mind of a once living person, who recall much of their
previous life in a hazy fashion. Scorned and despised in society, they stay in the shadows and avoid scrutiny. In High-
Tech and Modern settings, this involves downloading a mind into a positronic brain, but Industrial era revived are
effectively a brain installed into a clockwork android.
Money Perception
200cr Stealth
Pick 3 non-Restricted Skills
Pick One Special Ability
Bionic Gain +1 AP and +1 Damage Modifier.
Monster -4 Charisma, Gain +2 STR, CON & Natural AP, +50cm (1’5”) height, +20kg(44lb) weight.
Abandoned Awaken in a cold lab with nothing. Lose all money, starting kit and contacts. Gain 3
Background events, and add the Sleight and Evade skills to your skills list.
Roboticist
A Robotics Engineer with a Robot Companion Technical Low-Tech Industrial Modern High-Tech
Roboticists spend their years at school learning the techniques required to construct and program robots. While
limited to tiny robots at first, they eventually learn to increase the power and size of their robot, transforming it into a
giant metal companion to do their bidding.
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Roboticist Salvager
Post-Apocalyptic Robot Scavenger Technical Low-Tech Industrial Modern High-Tech
While scavenging ruins in your youth searching for lost treasures in this broken world, you uncovered a worn-out
old robot from long ago. With your limited resources, you figure out how to get it running and in doing so, learned
some valuable skills from a forgotten age.
Money Stealth
100cr Pick 1 Common Skill Pick 2 non-Restricted Skills
Pick One Special Ability
Prospector When you search for relic technology/parts etc., find an additional item.
Brilliant Gain +2 Intellect.
Expertise Increase the Critical Range for your Robotics skill by +2.
Savage
Powerful Warrior and Survivor Warrior Low-Tech Industrial Modern High-Tech
Raised on the fringes of civilisation, savages are taught how to fight and survive in places where others fear to
tread. For some, this hardens their resolve against the harsh life they lead, while turning others into vicious killers.
Savages are accustomed to having little or no armour to protect themselves, relying on sheer brawn to survive, but
they are toughened by this existence far more than other warriors.
• Savages are restricted to wearing Light Armour only.
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Scavenger
Specialises in Stripping Parts & Circuits Warrior Low-Tech Industrial Modern High-Tech
Scavengers pick over the wastes in search of valuables, of which their definition is quite broad. They’re
resourceful, elusive and cunning, well-practiced in finding parts and circuitry, while avoiding unwanted attention. They
know the lay of the land, where to find the best stuff and how to protect themselves from other thieves.
Scientist
Formulates Theories and Builds Inventions Technical Low-Tech Industrial Modern High-Tech
Steeped in learning and the scientific process, scientists study aspects of the natural world, formulate hypothesis
and test them through experimentation. From there, practical applications can be built in each field of study, to bring
aid or harm as the scientist sees fit.
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Service Droid
General Purpose Android Warrior Low-Tech Industrial Modern High-Tech
Android Only
These androids were built to perform generic tasks, such as house servant, construction, corporate security,
infantry or entertainment (adult or otherwise). They are often owned by wealthy clients and work as specialists for
whatever role their owner wants them to be. Many go on to be truly independent and forge their own lives, using their
incredible flexibility and modular nature to adapt to any circumstance.
Money
300cr See below for your Primary Profession skill
Pick 3 Common skills Pick 4 non-Restricted Skills
Pick One Special Ability
Tech Droid Add Resolve & 1 Technical skill to the list, which becomes your Primary skill. This now counts as a
Technical Profession.
Modular Choose one high-tech warrior Profession's talent list to qualify for, and its primary Profession skill.
Soldier
Specialises in Various Forms of Combat Warrior Low-Tech Industrial Modern High-Tech
Experts in fighting wars, Soldiers are the common ground troops of any nation in any era, but can also be
mercenaries, offering their services to the highest bidder. Soldiers operate as medics, officers and foot soldiers,
covering a wide range of combat operations and capabilities.
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Survey Bot
Specialises in Scientific and Scouting Tasks Technical Low-Tech Industrial Modern High-Tech
Automaton Only
Less of a scientist and more of a scientific tool, survey bots are automatons fitted with probes and sensors to
send back information about harsh or dangerous locations, and study in places that living beings dare not tread. In
modern times, advanced AI gives these robots a remarkable edge over remotely-controlled machines.
• Modern Era Automatons begin with a Radioisotope Thermal Generator (RTG) instead of a Pocket Reactor.
Technician
Specialises in Electronics with a Powerful Turret Technical Low-Tech Industrial Modern High-Tech
Experts in electronics, Technicians are able to construct devices and design specialised inventions to support
their activities in the field. Technicians are frequently from a military background, as their skills are highly sought-
after, particularly with their advanced sensors and compact motors, both of which come together to in their sentry
turret, a portable, automated defence system.
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Technomancer
Specialises in Computers & Cybernetics Warrior Low-Tech Industrial Modern High-Tech
Just about anyone can learn to become a computer programmer, and even engage in nefarious code-breaking
and hacking, but the real professionals are in a league of their own. In addition to their exceptional computer skills,
Technomancers are specialised in direct neural/network linking to their brain, allowing them to hack into high-
security networks easier than just about anyone else. Such people are often discovered in tertiary education and
groomed for important work by academic or military recruiters.
Thief
Specialises in Stealth, Theft and Assassination Warrior Low-Tech Industrial Modern High-Tech
Born on the streets, a thief learns how to survive in the darker areas of cities and towns by stealing what they
need and hoping to avoid capture. Members of this profession are sometimes Robin Hood-types, stealing from those
who have more than they deserve, but just as often they turn into street thugs.
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Tinker
Post-Apocalyptic Crafter and Mechanic Technical Low-Tech Industrial Modern High-Tech
Tinkers make the best of what they’ve got, and are the closest thing to a proper mechanic in the aftermath. They
can repair just about anything but specialise in mechanical activities. Some are even able to make rudimentary
inventions out of the junk they find.
Urban Legend
Monstrous Profession with Random Mutation Warrior Low-Tech Industrial Modern High-Tech
Rumours abound about the existence of strange creatures dwelling on the fringes of civilisation, the result of
experimentation or some kind of bizarre natural mutation. Unwelcome in regular society, these individuals live a
hidden existence but can come into contact with good people who help them get by.
• Gain the Latent Mutation genetic mutation.
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Vagabond
Traveller and Jack of All Trades Warrior Low-Tech Industrial Modern High-Tech
Wanderers who either enjoy or are forced to travel for most of their lives, vagabonds don’t really fit into civilisation
like others. Solitary to a fault, they're capable of a wide variety of crafting roles and are always on the alert for
danger. They know the lay of the land and how to survive in any environment, and live eventful and independent lives.
War Bot
A Robotic Tank Warrior Low-Tech Industrial Modern High-Tech
Automaton Only
War bots are brute-force instruments of destruction, essentially tanks. Smaller war bots are used for scouting,
allowing commanders to gather intel before sending in the big guns. They are programmed to use a wide variety of
weapons and to use them effectively for their commanders. They were mostly controlled remotely, but some few
were gifted an enhanced AI and permitted to act as sergeants on the field.
• Modern Era Automatons begin with a Radioisotope Thermal Generator (RTG) instead of a Pocket Reactor.
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Witch
Psychic and Healer in Ancient Times Technical Low-Tech Industrial Modern High-Tech
Both respected and feared, witches (for women) and warlocks (for men) are known to possess strange, almost
magical powers. Not to be trifled with, they nevertheless provide valuable insights to those whom they trust, and are
proficient in herbs and basic first aid.
Contacts
During the course of your formative years, you have encountered many people. Most move on to other things in life,
but a few stay in touch. These are your contacts, people from various walks of life who can provide you with information
and a special bonus, but if you lose the contact for any reason, you lose their other benefit as well. The types of
contacts you are likely to gain depend on your upbringing and vocation. Work with your Game Master to bring these
people to life and add details of your interactions to your background.
Academic
These contacts come from a scholarly background, usually specialising in a particular field but having a great deal
of knowledge on a variety of topics. Such people are professors, teachers or lore masters (in low-tech settings) who
are called upon by others in society to provide information where needed. This contact has taught you how to think in
more logical ways, in effect, they have taught you how to learn.
Benefit: Gain +10% Accolades (rounded down) at the end of each game session.
Craft
A crafting contact knows how to acquire materials at low prices, acquire customers and has a degree of influence
in the more industrial areas of society to help grease the wheels of industry.
Benefit: Pay 10% less for any crafting materials (iron, wood, steel, all components for inventions etc.)
Criminal
Contacts of this area come from the darker side of society. Whether it is a thief, a thug, a beggar or a lady of the
night, these people have intimate knowledge of the streets, where to find or fence illicit goods, and the best ways to
avoid running afoul of the law.
Benefit: Gain +5% to stealth skill results.
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Ecclesiastical
These contacts are typically members of a church, or simply a spiritual individual or philosopher. They have
access not only to ancient religious lore, but contacts within society who call upon their services. Their teachings
have taught you a great deal of wisdom and patience.
Benefit: Your Spirit Point maximum is increased by +1.
Law Enforcement
Members of this field are typically involved with enforcing the law on the streets of a city or town, either directly or
indirectly. It can be a watchman of the street, a divisional sergeant, a captain of the guard or a justice of the peace
who has taught you to be vigilant in dangerous situations. They also have great knowledge on current criminal
activity and who might be responsible for it.
Benefit: Your Initiative Bonus is increased by +2.
Mercantile
Traders and merchantmen, contacts of this area know the prices in cities and countries they deal with and are
well-versed in the production of the goods they trade. If a crop is going to fail or a gold mine has been uncovered,
mercantile contacts are usually in the know and you’ve made good use of their tips to make you an expert at haggling
for better prices.
Benefit: Get 10% more money for things you sell (Sell formula becomes 1/2 price + 10%).
Military
Direct contact with the military can be with anything from a common private, to a sergeant, all the way up to a
general. They can also be from the navy, and such contacts will have extensive knowledge of known enemies and
areas of strategic importance. Having known such an individual for a long time, they’ve taught you some improved
combat tactics.
Benefit: Your Damage Modifier is increased by +1.
Political
Political contacts provide information regarding governmental affairs, and the lesser known daily events in
political scenes families. They might be simple functionaries, and in feudal societies they could be minor nobles such
as knights or barons, or even go all the way up to the Duke of other high–ranking member of society such as a
Governor. They’ve taught you a thing or two about making things go your way, even when events seem to be
conspiring against you.
Benefit: Gain +1 Luck Point
Nomadic
These contacts are well versed in the lore of travel. They know the best routes to get to and from places of
interest, including shortcuts to expedite travel, and having travelled with this contact for a few years, their frontier
lifestyle has toughened you up a little too. They know how to avoid dangerous areas and understand the risks of
travelling a certain route.
Benefit: Your Movement Rate and Hit Points are each increased by +1.
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Background Events
Just about anything can happen to your character during their formative years, so each background prompts you to
roll for one of more Background Events. Background events add a splash of random story flavour to your past, which a
Game Master can draw upon when crafting adventures. But life doesn’t always go to plan, and backgrounds with more
events have a higher chance of gaining a negative event!
Each background lists the number of Background Events to roll for. Roll d100 and consult the table below. If the
same event is rolled more than once, disregard it and roll again, as you cannot have the same event more than once.
Background Events Table
d100 Event
01-02 Genetics and luck have combined to grant you your fondest wish.
Chosen: Benefit: Take one Background Event of your choice (except this one!)
03-06 You are astonishingly lucky, with events around you seeming to fall in your favour every time.
Lucky: Benefit: Gain one Luck Point.
07-12 You are a fine example of your species, blessed with greater attributes than others of your kind.
Gifted: Benefit: Add one point to an Attribute of your choice.
13-17 You have proven to be quite talented, learning more beyond what most people achieve at a young age.
Talented: Benefit: Gain one Talent you meet the prerequisites for.
18-21 You were always tougher than other children, able to take a punch without complaint.
Armoured: Benefit: Gain +1 Natural Armour point.
22-25 You have always been courageous and able to think clearly, even in stressful situations.
Co urage: Benefit: You are immune to becoming Frightened, though you are still susceptible to being Terrified.
26-32 You were always a little faster than everyone else in your youth.
Runner: Benefit: Your Movement is increased by +1.
33-40 You’ve always been a spiritual person, with greater reserves to call upon in times of duress.
Spirited: Benefit: Gain +1 Spirit point to your maximum.
41-48 You had the opportunity to learn an extra skill in your youth, studied in your spare time. Understanding
Learned: this topic is still a work in progress, but the hard work is done.
Benefit: Gain 1 extra Professional (non-Restricted) skill of your choice and add 5 points to it.
49-55 By lucky chance, you found a valuable gem in the mud of a well-travelled road.
Gem: Benefit: You gain a gemstone worth 200 Credits.
56-60 You were always a hard worker and had the opportunity to study more than other people during your
Skilled: youth. Your impressive abilities may have earned you an enemy or two over the years.
Benefit: Gain +5 skill points to any one of your skills.
61-65 You were one of those inexhaustible kids, always running around with endless energy.
Energetic: Benefit: You recover from the fatigued condition in half the standard time.
66-70 You were always quick to recover from injury.
Healthy: Benefit: Gain +1 Constitution.
71-75 You’re used to carrying around extra stuff in your life, able to carry more than people might suspect!
Hauler: Benefit: Gain the Strong Back talent, even if you don’t qualify for it.
76-80 Your reflexes are honed to a fine edge.
Reflexes: Benefit: Gain +1 Agility.
81-85 You’ve figured out an extra manoeuvre.
Clever: Benefit: Gain an extra manoeuvre that you qualify for.
86-90 You excel at one skill more than others.
Excellence: Benefit: The Critical Range for one of your skills is increased by +1.
91-93 You're a natural at one of your skills, achieving better results.
Results: Benefit: One chosen Resistance, Common, Psi or Combat skill gains a +2% result bonus.
94-96 Your body emits a low-level energy field for some reason. It's probably fine.
Shielded: Benefit: Gain +1 Energy Armour.
97-98 You’re more prone to becoming addicted to narcotics and alcohol.
Addictive: Penalty: Your base chance of becoming addicted is 10% instead of 5%.
99-00 An unfortunate event led to you being framed for a deed you did not commit. Although the authorities
Framed: exonerated you due to a lack of evidence, there remains a stigma upon you that drove away many of
your friends and family. Can you ever clear your name?
Penalty: Lose 1 contact, including the bonus you gained from that contact
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Philosophy
The guiding beliefs of your character are an important part of Sabre. Philosophy binds all of the skills, talents and
abilities you have gained with motivation, allowing you the player to role-play a given character in an appropriate way.
Philosophy represents the aspirations of your character, what they strive to become and a guide for how they will react
to any given situation in the game.
Pick one philosophy for your character from the list below. This represents the character’s beliefs – it’s a reminder of
what your character believes in, not a chain around their neck. Choose something that fits the personality of your
character, as outlined in your initial sketch. A noble knight more concerned for those around him than his own safety
would be Selfless. A wizard seeking to gain power for himself might be Manipulative or Dominating, and a brave
frontiersman would be Independent. I think you get the idea!
Sabre is a game of heroic adventure, but this doesn’t mean all characters have to be white knights. Still, the more
amoral a character’s philosophy, the less likely they are to play nice with others in the group, so unless your Game
Master has this in mind, it’s best to choose philosophies that will work with others.
Changing philosophy isn’t to be taken lightly. A character can gradually change their belief system over the course of
time as events propel them in a certain direction, but players who suddenly act completely out of step with their
character’s beliefs may be punished by the Game Master, who can withhold Accolades for essentially bad role-play.
Ambivalent
Characters of this philosophy have no strong beliefs and tend to go through life meeting their needs without clashing
with other people where possible. They might have once believed something greater, but through pain and loss they
have come to this state of ambivalence. They tend to look upon other characters with other philosophies as meddlers,
zealots or proselytizers. At lower levels of Intellect, this alignment applies to animals and other instinctive creatures.
Anarchic
Order and structure is a myth, and it’s best to embrace the random nature of life. People of an anarchic bent disdain
being told what to do, and actively go out of their way to challenge the beliefs of the institutions of government and
those who think it has any place in the lives of everyday people. Characters of this philosophy loathe being part of a
structured group, and sometimes actively seek to disrupt and undermine leadership positions.
Benevolent
Caring for others and doing what’s right is at the centre of this philosophy, and it doesn’t really matter how this is
achieved, so long as nobody gets hurt along the way. Characters of this philosophy go out of their way to help others
and are willing to go it alone if that’s what it takes. They lead by example.
Dominating
Everyone is out to control everyone else, and if you don’t want to be a puppet, you need to become the puppet
master. Characters of this philosophy seek to exert control over themselves and others, and have trouble listening to
advice. They are not averse to undermining others to reduce their influence in the character’s life.
Independent
The independent-minded individual values freedom above all things, both for themselves and others. They don’t go
about giving orders to anyone, nor do they like taking orders. They are self-made people, who look to themselves or
people they respect to get things done. Characters of this philosophy feel constricted and overlooked in more structured
environments.
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Malevolent
Fear is the only controlling factor in life. The strong succeed and the weak fail and die. Characters of this philosophy
use violence to resolve their problems where possible and gain pleasure from destroying their enemies.
Manipulative
A manipulative character seeks to control events around them with subtle methods and believe that everyone is
doing this so they feel completely justified in doing what it takes to win. Characters of this philosophy will allow others
to think they’re doing things their way, while attempting to alter events and decisions to get their own way without
anyone realising it.
Selfish
Everything revolves around you and if it doesn’t, you make efforts to try and change things so they do. Characters of
this philosophy seek to satisfy their needs and desires, whether it is a desire for power, attention, money or love.
Selfless
Selfless characters want the best for those around them and have a strong belief in the inherent decency of people
and the positive benefits of society. Characters of this philosophy rarely hesitate to sacrifice their own gains if it would
harm or oppress innocents.
Structured
Life makes more sense when there is a clear plan. An organised approach to all things is the best way to deal with
challenges regardless of whether it involves giving orders or taking them. Characters of this philosophy tend to feel lost
without structure and order in their lives.
Starting Equipment
Characters begin with an amount of money in their background which can be used to buy extra equipment beyond
the Starter Kit every background receives. Players can spend any or all of this amount, depending on the campaign
setting the Game Master is using.
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Threat Levels
Calculating the power of creatures, whether they are monsters or player-characters, is accomplished through the
use of the following formula. The various aspects of the creature’s abilities are, when high enough, given a value, each
of which can add to the creature’s Threat Level. The higher the threat level, the more dangerous the creature is and the
harder it is to defeat. The number helps the Games Master determine the sorts of challenges the party will face.
A Threat Level is gained for the minimum needed for each value, so for example, a +1 from Armour Points is only
gained if the creature has 5 AP – below that doesn’t count. Another Threat Level is gained at 10 Armour Points, then 15,
and so on.
Accolades are awarded for the defeat, through peaceful or violent means, of a creature. 1 Accolade is given per
Threat Level of an enemy; a TL 7 creature gives 7 Accolades to divide up amongst all creatures involved in its defeat.
Characteristics
Worn or Natural AP Shield or Energy AP Hit Points
Score TL Value Score TL Value Score TL Value
Every 5+ +1 Every 5+ +1 Every 10+ +1
Skills
Highest Combat % Psychic % Evade, Drive, Pilot %
Combat Skill Bonus Psychic Skill Bonus Evade, Drive, Pilot Bonus
Special Abilities
Ability TL Value
D amage Reduction or Invulnerability vs o ne damage type (doesn’t include Veiran ½ damage trait). +1 each
Vulnerability vs 1 damage type, 5+ Fumble Range on combat skill, vehicle weapon with reload 2+ rds. -1 each
Can heal 3 Hit Points or more in one round of combat. +1
Creature is an Android, Robot, is Flying, or has a Mo unt. +1 each
Ability to render a target unable to take an Action (stun, unconscious etc), or bypass half AP. +1
st st
Each extra attack after the 1 in a round, or every extra Action after the 1 , or can deal Ao E damage. +1 each
Creature has Shield Bash ability, uses Two-Weapon Fighting, or vehicle has Linked Weapons. +1
Critical Range on combat, psychic or resistance skill above 5. +1
Has a Gauss weapon, or can deal Plasma, Shadow, Collision or Electrical damage. +1
Has Grit talent, Redundant Systems upgrade or is Veiran species 2x HP Value
Character has weapon with Burst, Suppress, Gatling, or Burn trait, or Alpha Strike ability. +1 each
Has any Leadership talents or manoeuvres that boost damage or Armour Points. +1
Ability to be immune to Opportunity Attacks (Backflip, Dervish etc) for more than 1 sq movement. +1
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Example Character
In this section, we’re going to put together a new character, using the processes detailed on the previous page to
show how it’s done. So, let’s begin!
1 Character Concept
For this example, I’m going to throw dart at a board and make a grizzled ‘space cowboy’, a man of purpose and
grit who served in the military before going freelance.
2 Species
I’ll take the ‘Human’ species, naturally. Before I go any further, I’ll calculate his attributes to get the baseline
numbers for his skills.
3 Attributes
I use the Point-Buy Calculator to assign ‘Buff Points’ to his Attributes. They all begin a 9, and I have the standard
18 Buff Points to assign. I raise Strength (STR) by 3, at a cost of 3 Buff Points. Then I put 6 into Agility (AGI) to
bring it up to 15. Now I want to raise his Intellect (INT), up to 13, costing me 4 Buff Points. I’ve spent 13 of my 18
so I put 4 into CON and put the last point into CHA to finish off my pool of Buff Points. If I wanted to max out an
Attribute to 19, I would have had to strip points away from somewhere else, not a sacrifice I was willing to make!
The final result is:
Other racial abilities the character has are noted here too. The bonus skills listed under ‘Skill Affinity’ all receive
+5 points. In this case, I get +5 to Common Tongue, and I get to choose the next bonus skill as part of being
Human. I'll choose Athletics, since he's going to be pretty fast, and add 5 points to that as well.
I note down the character’s Special Traits: he receives a Talent (we’ll get back to this later), he gets +1 Critical
Range on one of his skills, which I’ll note down for later once I’ve picked those skills, and finally he’s Ambitious,
which means gaining new abilities once we’ve started playing is going to be cheaper.
5 Characteristics
Now I go through his characteristics and mark down the result in the appropriate box on the Character Sheet.
Damage Modifier: 12 STR, and the table tells me the result is +2 D amage Mod.
Hit Points: CON is 13, so that gives me 13 Hit Points plus his Constitution Attribute Bonus, which is +2, so this
gets added on as well for a to tal of 15.
Healing Rate: This is 1 plus his Constitution Attribute Bonus, which is +2, for a total of +3.
Initiative Bonus: AGI is 15 so my Initiative Bonus is +15.
Spirit Points: INT is 13, so I add +2 onto the base Spirit Point number of 5, giving me 7.
Luck Points: With 10 Charisma I end up with 1 Luck Point, as noted on the table. Not great.
Movement: 6, the standard for this species.
Reactions: Everyone starts with 2 Reactions, and with Agility of 15 I add +3 Reactions for a total of 5, which is
exceptional, and very useful.
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6 Profession
This is an important step, where you choose your character’s abilities. Since my concept is ‘space cowboy’ and
I’m playing in a High-Tech setting, I’ll take the ‘Soldier’ profession. I add 30 points to each of the listed Common
Skills, and noted down the listed Professional Skills on the Character Sheet, calculating their base number from
Attributes and then adding 30 points. Most species get their own language here, but in this case, humans just
add 30 points to their Common Tongue skill.
I mark down that I have a Military contact (which also gives me +1 Damage Modifier), and that I have 300
Credits to start with, and also note that I receive the Starting Kit which has basic equipment, plus I get a weapon
up to 100cr in value. I’ll buy a 9mm pistol for 300 and a machete worth 60.
Each background has a choice of three special abilities. My space cowboy was a Grunt during the war, so I take
the Grunt option for +2 Constitution.
7 Background Events
My Profession entitles me to roll on the Background Event table. I roll d100 and get a 19, which gives me +1 to
my Natural Armour (just what he needed really!) so I note this down on the character sheet.
8 Age
My GM has informed me that my character will be of a standard Adult age, so I choose him to be 21. If I wanted
an older or younger character, I would be adjusting the number of skills points applied to the Profession, but also
making a roll on the ageing table to determine which Attributes lose a point.
I get one manoeuvre and one other talent, so I take Quick-Draw (Firearms) and Sprint (Athletics).
10 Philosophy
For a space cowboy who makes his own rules, I choose the Independent philosophy and mark it down on the
character sheet.
11 Equipment
I already have my starting kit, and write out the contents into the inventory section of my character sheet. I have
spent all of my starting money so I can’t buy anything else. I’ll be using my unarmed abilities if I run out of
ammo, but hopefully the first adventure will yield some money with which I can buy more equipment!
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Skills
Skills are the basis for practically all actions in Sabre, defining in clear terms what a character is capable of doing,
and how well they do it. This chapter explains how skills work and provides clear definitions of each skill, including the
results of skill checks.
Common Skills are available to every character, and represent basic, everyday knowledge someone might have (such
as running, jumping etc.) Professional Skills are much more involved, representing specific training in a field for use in a
career. All skills work in the same fashion – a check is made, modifiers are applied (if any) and the results observed.
Using Skills
The base value for skills is determined by doubling the skill’s Attribute value, such as Strength (STRx2) and Agility
(AGIx2). The core of the skill system is quite simple – the value attached to a skill is the percentage chance of success.
When a character needs to utilise one of their skills, the player rolls 1d100 (percentile dice) and checks the score of the
appropriate skill.
• If the roll is greater than the skill number, it is a failure.
• The roll is counted as a success if it is equal to or less than the skill’s number.
• Just remember: roll as high as you can without going over!
Automatic Successes
Sometimes, there’s simply no need for a skill check. This can be due to lack of difficulty, or simple expedience from
the Game Master. It can also cover basic functions for a skill, such as a casual ride on a horse along a peaceful road, or
even a thief attempting to pick a lock when there is no pressure or real-time limit. Skill checks are drama and in general,
don’t bother with a skill roll if the task is something the character considers routine, the character has plenty of time and
all necessary tools, or there are no significant consequences to failure.
Critical Range
Each skill has a chance for automatic success, referred to as a Critical Success. This is achieved when a skill check
rolls within 3 points of your skill level, and is referred to as your Critical Range. i.e. if your skill is at 55, then your Critical
Range is a roll of 53 to 55. The CR column on the character sheet is where you can write in the Critical Range for each
skill, and while 3 is the default range, talents and manoeuvres can increase or decrease this.
• A Critical Success on a weapon roll applies an additional dice of damage to the result.
• When using Manoeuvres or Psi Powers that don’t deal damage, that ability doesn’t use any Spirit Points.
• If a Critical Success happens for both you and your opponent, the highest native roll still wins.
Fumbled Rolls
At the opposite end of the spectrum is a Fumble. This is always a bad thing, far worse than merely failing a skill
check! Most skills will outline the consequences of a fumbled roll, but on opposed checks, a fumble makes the
opponent’s roll a Critical Success. The Fumble range for every skill is a roll of 00, and 3 points within that result. So, a
roll of 98, 99% or 00 is a fumble. As your skill increases into the 90’s, the Fumble Range gets pushed back too. There is
always a 1-point failure range between your skill level and a fumble, so once you get to 97 skill, your Fumble Range is
reduced to 99%-00. Once your skill is at 99%, your Fumble Range is reduced to 0, as you are so proficient with your skill
that a fumble is no longer possible.
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• A fumbled melee attack causes the attacker to drop their weapon, which loses 1 Hit Point.
• A fumbled ranged attack causes a misfire, or a broken bow string, and loses 1 Hit Point.
• A fumbled spell or manoeuvre causes the caster to be dazed for 1 round, and uses 1 extra Spirit Point.
Raising Skills
During a game session, skills are raised by 1 point every time you fail a skill check with a particular skill, allowing you
to learn from your mistakes. E.g. If you fail an Endurance skill check, you immediately raise that skill by 1 point. You can
only gain skill points for a given skill once per combat round. Skills cannot go above 99%, though talents and items may
permit higher effective scores through the addition of bonuses applied after a success is determined, known as the
result bonus. If you fumble a skill roll, you gain 2 points to that skill on the spot!
Result Bonuses
On opposed checks, other effects such as racial skill bonuses, high quality equipment and modifications from
talents usually come in the form of +5%, +10% etc. The bonus is added to the roll after it’s made, giving you an
effectively higher (or lower, for penalties) result without changing if the roll is a success or not. This bonus is noted on
the Character Sheet in the ‘+’ column.
For example, if your skill is 45, you roll a 35, resulting in a success. At this point, you then add any result bonuses
such as a +5%, making your final result effectively 40% while still being a success. Bonuses of this nature always stack,
so +5% from a racial bonus and +5% from a special weapon grant a total of +10% to a skill. This effect is very useful and
potentially game-changing when facing opposed rolls from skilled opponents. Critical successes ignore the bonus,
however – they are only gained on natural rolls of the dice.
Skill Spamming
Characters can use their skills as they please within a combat situation, where the pressure to succeed and learn is
at its peak. Outside of combat, in less exciting circumstances learning becomes less efficient – people often train for
weeks, months or years to improve their skills. Characters who wish to spend a day ‘perceiving things’ or ‘dancing like
nobody’s watching’ in an attempt to raise a skill in a ‘montage’ sort of way don’t make 50 separate checks and raise
skills extremely fast, they instead use the Extended periods of study rule below.
Essentially, characters will only gain skill points on failed checks if it’s a roll the Games Master has asked them to
make, such as a Perception check to spot someone moving in the shadows, or a Knowledge check to learn some
information. Characters embarking on specific tasks with GM consent can also gain skill points as required, such as
working out to raise their Brawn skill or practicing their seduction skills on the locals. Failed skill attempts for specific
tasks (such as disarming a particular trap or intimidating an NPC) can usually only be reattempted once, with a -20%
skill penalty. After that, the task was failed, and that’s the result the character has to deal with.
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Group Rolls
When dealing with large groups of characters and creatures, a Game Master can make skill rolls that affect the
entire group instead of the usual individual skill checks. Making a morale check, or determining the outcome of fifty
archers shooting at the same time are good examples of this.
There are two ways to apply this method.
• Make a skill roll based on the skill of one average individual. Success or failure for the entire group is bound to
this roll.
• Make a skill roll and determine how many in the group are above and below this number to determine individual
successes. For example, if ten archers have Archery skills ranging from 40% to 80%, and your dice roll is 55%,
those below your roll fail and those above succeed. It’s a little more complex but gives a more realistic result.
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Resistance Skills
Endurance (CON x2)
Endurance is one of three Resistance skills. It governs the ability to withstand physical assault, poison and is a vital
component for wearing medium and heavy armour, which require a high degree of fitness.
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Common Skills
Athletics (CON x2)
The Athletics skill represents physical activity involving climbing, jumping or running. It can also be used to
improvise throwing objects, such as chairs, rocks etc. Encumbrance impedes these activities, so if the character is
burdened or wearing at least one piece of heavy armour, penalties will be applied to the result. Check out the
Movement section for more details.
Climbing
A character in possession of climbing equipment and an appropriate surface (with handholds etc.) can make a
climb without a skill check if there are no time constraints. If under pressure, or lacking either of the above
prerequisites, a skill check is warranted. The speed at which a character makes the climb is determined by their ENC.
• If unburdened, they move at half their normal movement.
• If burdened, they move at a quarter of their normal movement.
• If heavily burdened or above, they cannot make the climb.
• Skill checks should be made when negotiating sheer or wet surfaces or if a character is distracted or
attacked during his ascent or descent.
•
Climbing Result Effect
Critical Success The climber moves rapidly and avoids all dangers on their ascent or descent.
Success Adequate achievement in climbing without showing off.
Failure The climb was aborted due to narrowly averted disaster.
Fumble The character falls, and cannot use any skill to avoid the consequences of said fall.
Jumping
With a successful Athletics roll, a character can jump up to twice their own height horizontally, provided they have
space to run-up of at least five squares. They can also perform a vertical jump up to half their own height. Without a run-
up, a character attempting either of these feats will only achieve half the stated distance, and naturally, if burdened, the
distances they can jump are also halved.
• Heavily burdened characters cannot make a jump of any distance.
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Throwing
Athletics covers the ability to throw objects of varying sizes and shapes not covered by the Thrown Weapon skill,
everything from small stones to bar stools. A modicum of improvisation is called for here, as the size and weight of a
given item can have a profound impact on its flight performance.
• The maximum throwing range is one metre for every point of the character’s STR above the object’s weight in
kg divided by 5.
Swim
An Athletics check is required when anything but calm conditions prevail. The character’s base speed for swimming
is half their standard movement rate. Swimming in rough seas or against a powerful river will decrease this further, at
the GM’s discretion. It should also be noted that swimming while wearing medium armour imposes a -40% penalty to
the skill, while wearing heavy armour while swimming doesn’t require any skill check – the character simply plunges to
the bottom!
Lifting
A character can do a ‘Casual lift’ equal to twice their STR in kg, or drag an object with a weight twice this value, all
without requiring a Brawn check. For anything weighing more than this amount, the character needs to put their Brawn
skill to the test. With a successful check, a character can lift a maximum of ten times their STR in kg for 1 round
without any consequences, but after this, an unopposed Endurance skill check is required every round, with failure
imposing fatigue on the character for 10 minutes.
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Breaking
Characters can use their brawn to smash or break objects, such as doors, chairs, or even chains. If the character
wishes to use a weapon to break the object, add the weapon’s damage dice to the result as well.
Co ntests of Strength
Brawn rolls also represent the ability of the character to challenge an opponent to a test of strength, whether it is
trying to grapple or break free of being restrained or pinned, challenge an opponent to an arm wrestle or some other
challenge.
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Professional Skills
Unlike Common Skills, Professional skills are learned as part of school, an apprenticeship or some other method
where the complex knowledge of these skills can be passed on. Characters gain a few of these during their
background, and can pick specific skills to learn as well as some fixed options. They can even learn new
Professional Skills over the course of an adventure, channelling their experience into new understanding.
The exceptions to this are Restricted Skills, those which can only be acquired through a particular set of
Professions, or taken as part of a species. These are very complex skills that take years to learn and cannot be
gained through any other method.
If a character doesn't have a given Professional skill, they can still attempt anything required by that skill using
their base Attribute as the default. The only exception to this is Restricted Skills, which require specialised training.
Untrained skills used in this way do not advance on skill check failures as normal.
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Skill Costs
The Accolade Cost is used when learning a new skill without the aid of another person, and this process takes no
time (Accolades represent learned experiences so you’ve already put in the time).
When learning a new skill from a teacher (for money), the Teacher’s Fee is the cost in Credits paid to the character
doing the teaching and unlike spending Accolades, this process does take time. The learning process can be done in
bits and pieces, a maximum of 8 hours per day until 80 hours have been spent, at which point the new skill is learned
and can be used.
• It costs 8 Accolades to learn a new skill.
• You could also pay a Teacher 1000cr and spend 10 days (80 hours) to learn a new skill.
• Newly acquired skills begin at their base Attribute level.
Skill Manuals
It’s possible to buy a Skill Manual and boost your skills that way, too.
Each one can be bought as a book or in digital form (on a data drive) and studied to Skill Skill Points
gain its benefits. level Gained
• Each manual costs 1000cr and is dedicated to one skill. 01%-30% 6
• If read for an 8-hour period, a character gains skill points, as noted on the table 31%-40% 5
at right. This 8-hour study period doesn’t have to be all at once. 41%-50% 4
Skill Manuals can only be used by a character once for a given skill, but the 51%-60% 3
information is there for anyone to read, and so can be passed around to friends to gain 61%-70% 2
the benefit to that skill. A Skill Manual can be for any Common, Resistance, Professional 71%-80% 1
or Restricted skill.
Result Effect
Critical Success If using one of the above abilities, increase Movement by +2 or reduce damage by an extra 1d6.
Success The character is able to perform their Acrobatics more than adequately.
Failure The attempted Acrobatics fails to elicit the asked-for result. People may laugh.
Fumble The would-be acrobat has a bit of a tumble, suffering 1d4 points of collision damage.
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Investigation Attempt Table
Result Effect
Critical Success The character is able to put together even the most elusive facts to draw accurate deductions.
Success This allows reasonable accuracy on any deduction formulated from the available evidence.
Failure A failure means the problem has proven too elusive to formulate a cogent theory.
Fumble A fumble means the character is completely baffled, possibly even overlooking something
obvious.
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Common Languages (available for all characters to learn)
Rattar. The squeaking grunting language of the Roden
Saeridish, the clicking, chirping language of the saerid.
Sharn, the guttural, rough language of the Shikava
Shifter, the native language of the shapeshifting blobs from outer space.
Veira, the glowing, flashing signal language of the Veiran.
Venatri, the growling, purring language of the venator.
Xaran, the beautiful, flowing language of the xarani.
Setting a Trap
To set up a trap, choose one of the available Traps that your skill is high enough to use. Make an unopposed
Mechanisms skill check and if successful, the trap is set to go off under its normal conditions.
• If you want to make it harder for someone to disable the trap, you can impose a penalty on yourself when setting
the trap. Every -10% penalty you impose on your own skill while setting up the trap, imposes a -10% penalty on
anyone attempting to disable it later! (Maximum of -40%)
Once the trap is set up, you need to hide it or it’ll be very obvious to anyone approaching it. This is covered by the
Conceal skill, which works the same way: Make an unopposed Conceal check (imposing a -10% penalty on yourself to
make it equally hard for someone to see through it), and if successful, the trap cannot be spotted unless someone is
actively searching via a Perception skill check.
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Disabling a Trap
Result Effect
Critical Success The trap is disabled in 1 round.
Success A trap is disabled after 2 rounds of work.
Failure You’ve failed to disable the trap, but can try once more with a -20% penalty to your skill.
Fumble Disaster. The trap goes off as if you’ve stumbled into it yourself (you still get your Resistance check)
Setting a Trap
Result Effect
Critical Success The trap is so well set up, the victim has a -10% skill penalty to avoid its effects.
Success The trap is set up in the usual amount of time, using the required Trap Kits.
Failure You’ve failed to set up the trap and you’ve wasted a Trap Kit.
Fumble Disaster. The trap goes off as if you’ve stumbled into it yourself (you still get your Resistance check)
Result Effect
Critical Success You find a shortcut which reduces travel time by as much as 25%.
Success You are able to find your way to your destination.
Failure You eventually find your destination, but it takes 50% longer than planned.
Fumble You have become utterly lost, unable to even backtrack.
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Result Effect
Critical Success The performance is beautiful and moving, a rare example of perfection.
Success The artist delivers a satisfactory performance.
Failure The artist delivers a mediocre performance which fails to impress.
Fumble The performance is a disaster, and the audience reaction probably involves thrown vegetables.
Result Effect
Critical Success You discover an extra mineral piece of your chosen type.
Success You find an amount of your desired minerals as noted on the Prospecting Search table.
Failure You don’t find your chosen mineral, but you do gather some shiny rocks valued at 1cr
Fumble You fail to find any useful minerals on your search at all.
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Search For Examples Terrain Rarity Mod. Amount Value
Bauxite - Underground Uncommon -20% 1 10cr
Uranium* - Underground Uncommon -20% 1 20cr
Silicon - Underground Common - 1d6 2cr
Clay - All Common +5% 1d6+6 1cr
Lead - Underground Uncommon -20% 1d6 3cr
* If at least +5 AP of radiation protection isn’t worn, uncovering uranium irradiates the miner.
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Survival Attempt Table
Result Effect
Critical Success Double the results for skinning animals, or you find ideal information about your surroundings.
Success You've successfully achieved your goal, whatever that may be.
Failure You fail to achieve your Survival goals.
Fumble Disaster. The character is fatigued for the rest of the day, and may also encounter a ferocious
animal, ruin any chance of lighting a fire, accidently consume poisonous or spoiled food etc.
Teaching Skills
Result Effect
Critical Success The student gains skill points in the chosen skill as noted on the table above, plus 1.
Success The student gains skill points in the chosen skill as noted on the table above.
Failure The student learns only 1 skill point from the lesson.
Fumble The student fails to learn anything.
Characters with the Teach skill can also teach abilities such as Talents, Manoeuvres, Inventions etc. to willing
students. Any of these abilities cost 1000cr. as well as the time required to be taught either Talents or Manoeuvres.
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Tracking Attempt Table
Result Effect
Critical Success The tracker finds even the tiniest sign of passage, allowing them to continue pursuit regardless of
any other limiting factor.
Success The tracker is able to follow the trail for another hour before making another check.
Failure The tracker loses the trail, forcing them to spend an extra hour backtracking in to pick it up.
Fumble The tracker completely fails to find their quarry, forcing them to abandon pursuit.
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Salvage Attempt
Result Effect
Critical Success You recover an extra 1d6 Parts above and beyond a successful result.
Success The target yields a number of Parts as listed on the table below.
Failure You recover only half of a successful result.
Fumble You fail to salvage anything and are damaged for 1d4 Hit Points (armour doesn’t protect). The
target yields no more parts for anyone.
Salvage Results
Source Wreck or Worn-Out Normal
Vehicle 1 Part per 2 Hit Point 2 Parts per Hit Point
Modern Weapon 1 Part 1 Part per ENC of the weapon.
Starship 1 Hull Part per 10 Hit Points 1 Hull Part per 5 Hit Points
Robot or Android 1d6, +5 per robot body size above Small 1d6, +10 per robot body size above Small
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Robot, Automaton and Android Repair table
Result Effect
Critical Success The Part or Circuit was ideal for the job, restoring 2d6 Hit Points (or Armour Points).
Success 1 Part or Circuit is used, repairing 1d6 Hit Points (or Armour Points) to the target machine.
Failure You only managed to repair half the successful Armour or Hit Points amount, using 1 Circuit.
Fumble The Part was broken during your repair attempt and no Hit Points are restored.
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Treating Wounds
Surgery relies on having appropriate equipment – bandages, needle and thread, etc., as well as a surgical toolkit.
Treatment takes 1 hour and cannot be interrupted, or the patient takes 1 point of damage and the process must
begin again. An operation to heal hit points in this way can only be done o nce per 24-hour period.
• If you attempt to heal a character of a species other than your own, the beneficial effects of a skill attempt are
halved, and you have +5 Fumble Range on the skill check. You’ll need the Xenobiology talent to be fully effective
against species other than your own.
• Before using the surgery skill, the patient should be treated with a relaxation tonic, or an anaesthetic. Failure to do
so applies a -20% penalty to your skill and gives them the nauseated condition for 24 hours, to say nothing of all
the screaming. Long operations may require multiple doses of sedation.
In addition to the basic surgery skills provided below, the Surgery skill can be expanded to include more advanced
techniques, Major Operations and implantation of Cybernetics for faster healing and augmentation. See the Medical
Talents section for more details.
Forensics
The character’s knowledge of anatomy is good enough to examine a corpse and determine the cause of death, and
how long ago it was, with a Surgery skill check
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Talents
Talents represent an area of passive bonuses the character gains over the course of time, allowing for unique
abilities that cannot be gained through other means. Talents are usually acquired with Accolades, and some talents
require others be learned first, but generally they can be taken whenever you have Accolades to do so, or can find a
teacher to show you how it’s done.
• It costs 8 Accolades to buy a new talent, or,
• Spend 1000cr and 10 days (80 hours) with a Teacher to learn a new talent.
• You can trade a talent, psi power or manoeuvre you don't use anymore for a new ability of any type you qualify
for. You can do this up to three times.
Talents only affect hand-held and “on-foot” capabilities unless they’re under the heading of vehicle or starship
talents, or otherwise say so in the talent description.
Combat Talents
Melee Talents Prerequisite Description
Axes
Backswing Melee skill (90%) Make 2nd axe attack on your turn without Damage Modifier.
Cleave Shields Melee skill (50%) The effect of the Impact trait on your axes is increased vs shields.
Savage Axes Melee skill (99%) On a critical hit, roll on the Lasting Injury table.
Maim Melee skill (90%) Axes deal +3 damage on a critical hit.
Sunder Weapons Melee skill (70%) Axe damage is inflicted onto weapons used to parry them.
Blades
Blade Finesse Melee skill (50%) Gain a result bonus to your skill result when using Blades.
Critical Mastery Melee skill (70%) Blade weapons gain +1 Critical Range, increases with skill.
Fencer Melee skill (70%) While using Blades, gain fencing benefits.
Riposte Melee skill (90%) Gain a free attack after a critical success on Parry with Blades.
Duellist Melee skill (99%) Blades ignore half target's AP on a critical success
Chains
Cripple Limb Melee Skill (99%) When target disarmed, limb becomes useless until fully healed.
Disarming Chain Melee Skill (70%) Target Parrying/Blocking chain makes Brawn chk or is disarmed.
Parting Strike Melee Skill (90%) Chain weapons can attack a target performing a Withdraw action.
Shorten Chain Melee Skill (50%) Choose whether your chain has ‘Reach’ or not for this round.
Stinger Melee Skill (90%) Chains deal +5 damage on a critical hit.
Clubs
Armour Breaker Melee skill (99%) On a Critical Hit, the target’s armour is reduced by 1d4.
Blunt Trauma Melee skill (70%) A hit from Clubs that doesn’t penetrate AP still causes loss of 1 HP.
Bruiser Melee skill (50%) Clubs deal extra damage as skill increases.
Forceful Impact Melee skill (70%) Clubs gain the Impact trait.
Sap Melee skill (90%) When an unsuspecting target is hit from behind, render unconscious.
Po learms
Cavalry Bane Melee Skill (70%) Polearms dice size is increased by 2 steps vs large targets.
Control Range Melee Skill (50%) Polearms gain +2 Critical Range when opening/closing range.
Guardian Melee Skill (70%) On a critical success with ‘Keep at Range’, make a free attack.
Hold the Line Melee Skill (99%) On a successful hit, target is pushed back to polearm max range.
Impale Melee Skill (90%) On a critical hit, hit multiple opponents in a line.
Swords
Deadly Swords Melee skill (90%) Swords gain +2 Critical Range.
Opportunist Melee skill (70%) Opportunity attacks with swords don’t require a Reaction.
Precision Cuts Melee skill (50%) +3% result bonus to Swords, increases with skill.
Sword Specialist Melee skill (99%) On a critical hit, make another sword attack.
Sword Prowess Melee skill (70%) Sword damage dice size is increased by 1 step.
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Profession Talents
Talent Prerequisite Benefit
Second Profession Character Creation Choose abilities from a second profession, advance slower.
Combat Profession Talents
Talent Skill Prerequisite Benefit
2-Handed Specialist Melee/Martial Arts (70%) Deal extra damage when wielding a two-handed melee weapon.
Acrobatic Combat Acrobatics (50%) Gain a bonus to attack and evade skills.
Advantage Stealth skill (50%) From stealth, 1st attack deals +5 damage.
Artful Dodger Evade skill (70%) In Light/no armour, gain increasing Critical Range to Evade checks
Close Quarters Melee/Martial Arts (90%) If ranged attacker in reach fails to hit, gain free opportunity attack.
Control Movement Melee/Martial Art skill Use Reactions to prevent enemy movement within your Reach.
Dual Wielding AGI 16+, Melee/MA (70%) Use a Small melee weapon in your off-hand to deal damage.
Grit Endurance (90%) Dazed instead of unconscious below 1 HP.
Inside Reach Melee/MA/Unarmed (50%) Weapon deals +5 damage if inside target’s Reach.
Spellbreaker Melee/Martial Arts (70%) Interrupt the use of psi powers.
Unyielding Endurance (70%) Can use manoeuvres while dazed.
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Specific Profession Talents
Courtesan Skill Prerequisite Benefit
Deadly Charms Seduction (99%) Apply your CHA Bonus to Seduction & 1 combat skill's crit range.
Distraction Seduction (90%) Make a single-handed attack as part of a Seduction action.
Special Friend Seduction (50%) Double the bonus from your Contact, apply Seduction to any sex.
Can't Play a Player Seduction (70%) Use Luck Points to prevent Conditions affecting you.
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General Talents Prerequisite Benefit
Miner Prospecting (50%) Find more of the common minerals when you search.
Poisons Herbalism skill (50%) Learn how to make poisons.
Reliable Drunk Endurance skill (70%) When you become intoxicated, choose from the table.
Renowned Performer Perform +50% to income when using this skill to perform.
Researcher Knowledge or Science Reroll failed Knowledge skill check for one field of study.
Scuba Training Athletics (50%) Knowledge of how to operate scuba gear.
Sharp Eyes Perception skill (70%) Become better at finding loot.
Shelter Commerce (50%) Pay half normal cost at inns for lodging, double Heal Rate.
Sharp Mind INT 16+ Use your Intellect Attribute to calculate Initiative.
Skill Focus Any skill (50%) Increase your Attribute bonus for a particular skill.
Strong Back Endurance skill (50%) Gain the ability to use larger backpacks to carry more.
Zero-G Training - Operate in zero-g without becoming nauseated.
Species Talents
Talent Prerequisite Benefit
Absorb Minerals Carapan, Endurance (70%) Gain different abilities from absorbing minerals.
Addictive Xarani Gain additional drug benefits & higher addiction chance.
Alien Lover Xarani, Seduction skill Remove penalties when seducing other species.
All of the Bits Roden, Salvaging (90%) Salvaging skill checks gain +2 Critical Range.
Animate Dead Veiran, Psychic (99%) Use the Possess manoeuvre to animate the recently dead.
Auto-Repair Android/Automaton, Repair (70%) Gain a normal Heal Rate based on your Attributes.
Bioweapon Veiran, Unarmed skill (50%) Afflict enemies with a powerful biological attack.
Blood Frenzy Shikava Gain attack bonuses against bleeding targets.
Chameleon Arborean, Saerid or Shifter Become harder to spot while stationary.
Chrysalis Saerid, Endurance (90%) Grow larger, grow wings or armour, use larger weapons.
Conduit Android, Automaton, Veiran Power weapons & devices with Spirit Points.
Crushing Grapple Ophidian, Brawn (70%) Your grapple attack deals damage.
Crystal Alchemy Carapan Gain benefits from eating different types of gems.
Cyborg Xarani Reduce the Spirit Point cost of cybernetic implants.
Diamondback Carapan Eat diamonds to increase your Natural Armour.
Dive Bomb Corvid/Saerid Charge ground targets with thrown weaponry while flying.
Energy Field Veiran, Resolve (50%) Gain Energy Armour as your Resolve increases.
Extend Reach Arborean, Shifter, Ophidian or Veiran Extend tendrils to reach further in or out of battle.
Unarmed or Martial Arts skill (50%)
Full Body Grapple Ophidian, Brawn (50%) Your grapple attack becomes more effective.
Healing Sleep Venator Increase Heal & Spirit regen rates, grant bonus to another.
Improviser Roden, Salvaging skill (50%) Create inventions of dubious reliability.
Natural Flier Corvid & Saerid Gain extra new flying abilities.
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Talent Prerequisite Benefit
Natural Weaponry Arborean Grow clubs and spikes on your body.
Improviser Roden, Salvaging (50%) Make inventions using your Salvaging skill. No warranty!
Imitate Sound Corvid or Shifter Imitate any sound using the Common Tongue skill.
Increase Mass Arborean, Carapan, Shifter, Gain in size, strength and resilience. Also allows the use of
Endurance skill (70%)+ larger weapons single-handed.
Inventor Mentari or Roden Reduce the time to build inventions by 50%.
Legend of Science Mentari, Science (90%) Science skill checks gain Critical Range.
Organic Systems Android Gain extra Spirit Points and benefit from nanotechnology.
Poisonous Bite Ophidian, Unarmed/MA (50%) Your bite attack can poison targets.
Razor Teeth Shikava Deal more damage and cause bleed with your bite.
Regeneration Arborean, Shifter or Veiran, Slowly regenerate health naturally.
Endurance skill (70%)
Sentry Mode Android or Automaton Use no Spirit Points while you partially shut down.
Shard Cannon Arborean, Heavy Weapons skill Grow a powerful projectile weapon on your shoulder.
Smother Shifter or Ophidian Species Grapple attacks cause suffocation & unconsciousness.
Starship Bond Arborean, Insight (50%) Bond with an arborean starship to directly control it.
Thorn Gun Arborean, Firearms skill Form a small projectile weapon on your arm.
Thick Carapace Arborean, Saerid, Endurance (50%) Gain Natural Armour as your Endurance increases.
Venator Power Venator Gain special abilities related to your subspecies.
Computer Talents
Talent Prerequisite Benefit
Advanced Design Computers/Electronics 99% Create Masterwork items with a fabricator or cybernetics.
Cybernetic Hacking Computers skill (90%) Use Computer manoeuvres against cybernetic creatures.
Encryption Computers skill (70%) Learn how to decrypt coded computer systems and files.
Hacking Computers skill Circumvent computer encryption or set up your own.
Programming Computers skill (50%) Write computer programs for various tasks.
Electronics Talents
Talent Prerequisite Benefit
Advanced Design Computers/Electronics (99%) Create Masterwork items with a fabricator or cybernetics.
Cybertech Electronics skill (90%) Learn how to fabricate cybernetic components.
Digital Avatar Electronics skill Turret gains bonuses when you directly control it.
Electronic Engineering Electronics (50%), INT 12+ Create Devices from scratch and craft inventions.
Improvised Inventions Repair skill (50%) Create inventions of dubious reliability.
Master Electrician Electronics skill (99%) Electronic skill gains a Critical Range bonus.
Neural Programming Robotics/Electronics (70%) Improve starting skills for new Robots, Drones, Turrets.
Recycle Tech Electronics/Salvaging (70%) Salvaging a device or high-tech item gives +1 Circuit.
Repair Robot Mechanic/Electronics Repair full amount on robots and androids.
Restore Machine Electronics skill (70%) Bring a wrecked turret or mini-drone back into service.
Reverse Engineering Electronics (70%) Learn cybernetic, nanotech, invention or meds.
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Mechanical Talents
Talent Prerequisite Benefit
Custom Weaponry Mechanical Engineering Use mechanic to modify high-tech weapons.
Efficient Design Mechanic skill (70%) Vehicle gains +1 to AP, HP, Charges & Movement.
Experienced Mechanic Mechanic skill (50%) Add +2 HP to successful repairs.
Expert Salvager Mechanic/Salvaging (70%) +1 Part when salvaging a vehicle, ship or weapon.
Master Mechanic Mechanic skill (90%) Mechanic skill gains a Critical Range bonus.
Mechanical Engineering Mechanic (50%), INT 12+ Mod weapons, build vehicles & improvised inventions.
Repair Robot Mechanic/Electronics Repair full amount on robots and androids.
Restore Machine Mechanic/Robot skill (70%) Bring a wrecked machine back into service.
Reverse Engineering Mechanical Engineering Learn cybernetic, nanotech, invention, meds.
Steam Tech Mechanic skill Create low-tech era steam engines and technology.
Medical Talents
Talent Prerequisite Benefit
Implant Cybernetics Surgery (90%) Safely implant and remove Cybernetic components.
Nanotechnology Medicine (90%), INT 17+ Design and create Nano-bots for organic upgrades.
Narcotics Medicine (50%), INT 12+ Delve into the less ethical aspects of drug production.
Reverse Engineering Medicine (70%), INT 12+ Learn cybernetic, nanotech etc. from examples.
Xenobiology Surgery or Medicine skill Remove penalty for healing on aliens.
Robotics Talents
Talent Prerequisite Benefit
Broad Application Robotics skill (90%) Use Robotics skill for mechanic & electronic skill checks.
Exotic Materials Mechanic or Robotics (70%) Reduces skill penalty when working with exotic material.
Expanded Chassis Robotics skill (70%)+ Robots you build or upgrade gain +1 or more Slots.
Precision Circuitry Robotics skill (70%) Robotics skill gains a Critical Range bonus.
Neural Programming Robotics/Electronics (70%) Improve starting skills for new Robots, Drones, Turrets.
Digital Avatar Robotics skill Robot gains bonuses when you directly control it.
Restore Machine Mechanic/Robot skill (70%) Bring a wrecked machine back into service.
Robot Servicing Robotics skill (50%) When repairing a robot or android, add +2 to the result.
Robotics Expert Robotics skill (70%) Build, repair and upgrade robots in half the standard time.
Science Talents
Talent Prerequisite Benefit
Biology Science (50%), INT 12+ How to manipulate biological systems with technology.
Chemistry Science (50%), INT 12+ The knowledge of how chemicals interact.
Clockwork Tech Science (50%), INT 12+ Invent & use clockwork contraptions.
Dark Matter Theory Science (99%), INT 21+ Advanced theories of dark energies in the universe.
Genetics Science (70%), INT 15+ Use gene editing techniques to improve living creatures.
Gravity Theory Science (90%), INT 18+ Knowledge of artificial gravity.
Nuclear Science Science (70%), INT 15+ Training in how to use and build nuclear power sources
Reverse Engineering Science (70%) Learn cybernetic, nanotech, invention or meds.
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Vehicle Talents
Talent Prerequisite Description
Internal Power Heavy Weapons Skill Use vehicle's fuel to power lasers and plasma weapons.
Pursuit Specialist Drive or Pilot skill (50%) Move and shoot with forward mounted weapons simultaneously
Vehicle Expert Pilot or Drive skill (70%) Your Pilot and Drive skills gain critical range and result bonus.
Combat Talents
Age of Fire
You are fully versed in the techniques of maximising the firepower of your Longarms.
Prerequisite: Firearms skill (99%)
Benefit: The damage dice size of your Longarms is increased by 1 step, and gain +2 Critical Range.
Archery Master
You are able to exploit your target's momentary weakness.
Prerequisite: Archery skill (90%), Strengthened Draw
Benefit: Your bow attack deals +5 damage to a target that has already been damaged this round.
Armour Breaker
A powerful strike on your foe damages their armour.
Prerequisite: Melee skill (99%)
Benefit: On a Critical Hit with a Club weapon, the target’s AP is reduced by 1d4.
Backswing
You can attack your opponents with your axe’s 2nd edge.
Prerequisite: Melee skill (70%)
Benefit: You may make a 2nd attack with an Axe-class weapon as part of your action. Should it hit, your Damage
Modifier doesn’t apply to this attack.
Blade Finesse
Your accurate and agile strikes forgo the need for brute force.
Prerequisite: Melee skill (50%)
Benefit: You gain +2% to your skill result when using a Blade weapon. This bonus automatically increases to +3% at
70%, +4% at 90% and +5% at 99%
Blindside
While your target is busy fighting someone else, you take full advantage of the distraction.
Prerequisite: -
Benefit: If one or more of your allies are within melee weapon range of your target (including Reach or Longreach of
course), your melee damage is increased by +1. If at least one of those allies also has the Blindside or Crossfire talents,
the bonus becomes +2 for everyone with this talent.
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Blunt Trauma
You strike with such force your enemy feels it through their armour.
Prerequisite: Melee skill (70%)
Benefit: If your Club weapon hits but fails to deal any Hit Point damage, the target still loses 1 point. This does not
count as weapon damage.
Bodyguard
You are dedicated to the defence of others.
Prerequisite: Shields skill (70%)
Benefit: You can use a Reaction to Block an attack against an adjacent ally with your shield. You effectively take the
place of your ally for this attack and if you fail to block, you take the damage. You’re also defending in place of your ally,
so if you fail, they don’t have the opportunity to defend against this attack. The Partial Block talent doesn’t work when
blocking for others.
Braced Shot
Your long guns and crossbows hit harder, especially when you use terrain to brace your shot.
Prerequisite: Firearms or Archery skill (70%)
Benefit: Longarms and Crossbow weapons you wield deal +1 damage, and while prone or from cover, this bonus
increases to +3 damage.
Bruiser
Your attacks with Club weapons deal extra damage.
Prerequisite: Melee skill (50%)
Benefit: Clubs you use gain +1 damage. This bonus automatically increases to +2 at 70%, +3 at 90% and +4 (99%)
Melee skill.
Brutal Throw
You have trained long and hard to enhance your throwing accuracy.
Prerequisite: Thrown weapon skill (99%)
Benefit: Your Thrown Weapon skill gains +2 to its Critical Range.
Cavalry Bane
You wield your polearms more effectively.
Prerequisite: Melee skill (70%)
Benefit: Your polearms base damage dice size is increased by two steps when fighting a target larger than 250cm
(8’2”) in size, such as mounted targets (including the rider) or huge creatures, vehicles etc.
Cleave Shields
Your axes are very effective at destroying armour.
Prerequisite: Melee skill (50%)
Benefit: On a critical hit with your axe that is blocked by a shield, deal 1d4 AP damage to that shield in addition to the
Impact trait bonus.
Close Shot
You can shoot pistols up close without fear of reprisal.
Prerequisite: Firearms skill (70%)
Benefit: Pistols no longer provokes attacks of opportunity for being used against adjacent targets.
Combat Fitness
Your increased physicality lends you great resilience.
Prerequisite: Endurance (70%)
Benefit: Gain +3 Hit Points. This bonus increases to +6 Hit Points gained at 90% Endurance, and +9 Hit Points at 99%.
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Combat Sense
Defend against attacks from behind.
Prerequisite: Perception skill (70%)
Benefit: You can defend against non-stealth attacks directly behind you with an Evade, Parry or Block Reaction as
normal, but you cannot add any Result Bonus to your roll.
Control Range
You are an expert at maintaining range using Polearms.
Prerequisite: Melee skill (50%)
Benefit: Your Polearms skill gains +2 to its Critical Range when using the Control Movement talent, Keeping a target at
range or Closing Range.
Critical Mastery
Your precision with blades gives you greater flexibility when inflicting harm.
Prerequisite: Melee skill (70%)
Benefit: When using a Blade weapon, your Melee skill gains +2 to its Critical Range. This bonus increases to +3 at 90%
Melee skill, and +4 Critical Range at 99%.
Crossbow Expert
Your precision with crossbows allows you to deal with armoured opponents more effectively.
Prerequisite: Archery skill (70%)
Benefit: Your crossbow’s damage dice size is increased by 1 step. at 90% this bonus increases the dice size by a total
of 2 steps.
Crossfire
You combine your ranged attacks with an ally for increased accuracy.
Prerequisite: -
Benefit: If one or more of your allies have attacked the same target this round, your ranged damage against them is
increased by +1. If at least one of those allies also has the Crossfire or Blindside talent, the bonus becomes +2 for
everyone with this talent.
Cripple Limb
Disable an opponent’s limb during a fight.
Prerequisite: Melee skill (99%)
Benefit: When you use a chain weapon to disarm someone, their limb becomes unusable until they are fully healed.
Deadshot
When your opponent is off-guard, you can land a powerful shot with your pistols.
Prerequisite: Firearms skill (99%)
Benefit: If the target cannot defend themselves, your pistol attacks deal an extra dice of damage.
Deadly Swords
You are an expert at cutting down foes with your sword.
Prerequisite: Melee skill (90%)
Benefit: When using a Sword weapon, your Melee skill gains +2 to its Critical Range.
Defensive Swing
Heave your heavy weapon around to keep enemies from closing range on you.
Prerequisite: Heavy Weapons skill (70%)
Benefit: You may consider any Heavy Weapon to have the ‘Reach’ trait for the purposes of keeping an approaching
target at range by using a Reaction. This only applies to hand-held weapons, not those mounted on vehicles or
starships.
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Devastating Critical
Your heavy weapons obliterate targets when they hit just right.
Prerequisite: Heavy Weapons skill (99%)
Benefit: On a critical hit, your heavy weapons roll an additional damage dice.
Disarming Chain
You’ve learned to rip your opponent’s weapon from their grasp.
Prerequisite: Melee skill (90%)
Benefit: When one target successfully parries your chain attack with a weapon, they must make an opposed Brawn
skill check or be disarmed. The disarmed weapon can be placed anywhere within three squares of you.
Disrupting Throw
Your quick reaction with a Thrown Weapon can stymie a psychic’s concentration.
Prerequisite: Thrown weapon skill (70%)
Benefit: You may use a Reaction to throw a Thrown Weapon at anyone in sight attempting to cast a discipline. The hit
deals ½ damage, but if damaged, the psychic’s discipline is lost. They may not defend against this attack.
Duellist
Your precision with blades makes sure your enemies get the point.
Prerequisite: Melee skill (99%)
Benefit: On a critical success with an attack from a Blade weapon, you ignore half the target's Armour Points.
Experienced Archer
You have learned to re-nock arrows faster, allowing you to shoot bows more often.
Prerequisite: Archery skill (50%)
Benefit: The loading time for bows is reduced by 1 round, effectively allowing you to shoot these weapons every round.
Exotic Mount
You have learned how to ride strange creatures.
Prerequisite: Ride skill (99%)
Benefit: You are able to ride one race of exotic mount the GM agrees to. The fantasy Bestiary has examples including
Griffin, Shadowcat, Grizzly Bear, Tiger, Dire Tiger etc. that can function as alien mounts, or design your own! Basically,
anything that you are capable of training with the Warhorse Command talent. You can also teach the Mount talent,
which increases the mount's Unencumbered ENC by 4x
Expert Rider
Your expertise at riding mounts increases.
Prerequisite: Ride skill (70%)
Benefit: The Ride skill gains +1 Critical Range. This bonus automatically increases to +2 at 90% and goes to +3 at 99%.
Fast Setup
You can reload heavier weapons faster than usual, through extensive training.
Prerequisite: Heavy Weapon skill (90%)
Benefit: Ignore the Setup trait on heavy weapons.
Fencer
You are deadly and effective with blades, especially with a single weapon.
Prerequisite: Melee skill (70%)
Benefit: Your Blade attacks gain a +1% result bonus and +1 damage. These bonuses increase to +2 at 90% skill, and +3
at 99%. While using a single Blade weapon without a shield or weapon in your off-hand, the bonus is doubled to +2, +4
and +6 at each skill level.
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Firepower
Your heavy weapons deal damage more reliably.
Prerequisite: Heavy Weapon skill (90%)
Benefit: Once per round, you may reroll a damage dice result of 1 for your heavy weapon.
Forceful Impact
Your clubs strike armour with significant force.
Prerequisite: Melee skill (70%)
Benefit: Your Club weapons gain the Impact weapon trait, reducing armour on targets you critically hit by 1 AP.
Guardian
Anyone coming within range of your weapon is in for a world of hurt.
Prerequisite: Polearms skill (70%)
Benefit: On a critical success with a ‘Keep at range’ Reaction, make a free attack with your polearm.
Gunslinger
You can wield two pistols at once or rapidly fire a single-shot pistol.
Prerequisite: Firearms skill (70%)
Benefit: This talent has two separate bonuses for pistols, and some apply to small crossbows too:
• You may wield a pistol or crossbow up to Small in Size in your off-hand. Roll your attack as normal, and if
successful, roll for damage from both of your weapons and apply them separately to the target. If above
250cm/8’2” in height, your 2nd weapon can be Medium in Size. Wielding two pistols (or crossbows) does not
interfere with your ability to load these weapons.
• A pistol that has the Burst trait while used with one free hand uses a d4 as its burst dice, applying damage a
number of times equal to the number you rolled, and uses 4 ammo.
• A pistol that doesn’t have the Burst or Oneshot trait while you have one hand free may make a Burst attack if it
has a clip size of 3 or more. E.g. 9mm Revolver, Gauss Pistol, 3-barrel black powder pistol etc.
Gun-Fu
Use pistols up close and more effectively against multiple targets.
Prerequisite: Firearms skill (90%)
Benefit: You may spread a Burst attack’s shots over multiple targets as desired. If the pistol doesn’t have Burst, you
can use a multi-barrel pistol in the same fashion.
Hail of Arrows
You have learned how to shoot arrows in rapid succession.
Prerequisite: Archery skill (99%)
Benefit: Your attacks with a bow can gain the Burst trait if you so choose. If your bow already has Burst for some
reason, it gains +1 to the result.
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Heavy Hitter
You become better able to aim heavy weapons, resulting in more damage.
Prerequisite: Heavy Weapon skill (50%)
Benefit: Heavy Weapons you use gain +1 damage. This bonus automatically increases to +2 at 70%, +3 at 90% and +4
at 99%.
Impale
If your enemies are lined up, that just makes your job easier.
Prerequisite: Melee skill (90%)
Benefit: On a critical success, your polearm also attacks the target in a line immediately behind your current target, and
the one behind that.
Improvise Weapon
Use local scenery as deadly weapons in melee.
Prerequisite: Martial Arts, Melee or Thrown Weapons skill (70%)
Benefit: You can use any object you can pick up with one or two hands, as up to ENC 10 (5kg/10lb) as a melee or
thrown weapon. It deals 1d6 plus your Damage Modifier, with hand-sized objects able to be thrown up to 10 squares,
and larger objects 5 squares.
Inspired Strike
Be invigorated by the success of your powerful strike.
Prerequisite: Melee or Martial Arts Skill (90%)
Benefit: On a critical success with the Melee or Martial Arts Skill, regain 1 Spirit Point (cannot go above maximum).
Iron Wall
You’re an expert at blocking incoming attacks.
Prerequisite: Shields skill (90%)
Benefit: Your Shield skill checks gain +2 Critical Range On a critical success, your shield is immune to damage loss
from the Impact trait or any other effect that would damage it from this attack.
Lethal Weapons
You have practiced your empty-handed strikes enough to maximise your damage.
Prerequisite: Martial Arts skill (50%)
Benefit: Martial arts weapons (including bare fists and feet) have their base damage dice size increased by 1 step
(from 1 to 1d4, 1d4 to 1d6 etc). at 90%, weapon dice size increases another step.
Maim
You become deadlier with axes.
Prerequisite: Melee skill (90%)
Benefit: Axes deal +3 damage on a critical success.
Martial Warrior
Your expertise and combat accuracy improve.
Prerequisite: Martial Arts skill (90%)
Benefit: Your Martial Arts skill gains +2 Critical Range.
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Mounted Archery
Your skill and training with ranged weaponry while mounted allows you to hit with greater accuracy.
Prerequisite: Ride skill (50%)
Benefit: Ranged weapons now apply their Damage Modifier where applicable.
Multi-Throw
You can throw more weapons at the same time.
Prerequisite: Thrown skill (70%)
Benefit: When you throw a weapon, you may make a second attack during your action to throw a weapon no larger
than Small.
Opportunist
You’re always ready to exploit an opponent’s weakness.
Prerequisite: Melee skill (70%)
Benefit: Making an opportunity attack with a sword doesn’t cost you a Reaction.
Pain Tolerance
Your increased mental strength lends you great resilience.
Prerequisite: Resolve (70%)
Benefit: Gain +2 Hit Points. This bonus increases to +4 Hit Points gained at 90%, and +6 Hit Points at 99%.
Partial Block
Even if you fail to block, your shield absorbs some of the damage.
Prerequisite: Shields skill (70%)
Benefit: If you attempt to block an attack using your shield but fail, you still gain +2 AP from the shield. This still
counts as a successful Block against weapons with the Impact trait. This amount increases to +3 AP at 90% Shields
skill, and +4 AP at 99%.
Parting Strike
Your chains can hit anyone attempting to leave your threatened area.
Prerequisite: Melee skill (70%)
Benefit: You may make an Opportunity Attack with a Chain weapon against a creature attempting to make a
Withdrawal action, within your weapon’s reach.
Phalanx
You have learned how to link shields with your allies for a stronger defence.
Prerequisite: Shields skill (50%)
Benefit: While adjacent to an ally who is also wielding a shield, you gain +1 to your shield’s effective AP. This bonus
increases to +2 at 70%, +3 at 90% and +4 at 99%.
Pinpoint Aim
Your aim with crossbows is exceptional.
Prerequisite: Archery skill (90%)
Benefit: When using a Crossbow, your Archery skill gains +2 to its Critical Range.
Poison Weapon
You’re an expert at using Herbalism to apply poison to your weapon.
Prerequisite: Herbalism skill (70%)
Benefit: You can apply a contact poison to your weapon using a Reaction at any time.
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Powerful Throw
Your arm is stronger with practice, allowing you to throw these weapons with greater force.
Prerequisite: Thrown weapons skill (50%)
Benefit: The range on all of your Thrown weapons is increased by 5 squares.
Practiced Aim
Your expertise with Longarms allows you to aim better with each shot.
Prerequisite: Firearms skill (50%)
Benefit: You gain +3% to your skill result when using a Longarm. This bonus automatically increases to +4% at 70%,
+5% at 90% and +6% at 99%.
Precision Cuts
Your expertise with Swords allows you to hit and parry with greater precision.
Prerequisite: Melee skill (50%)
Benefit: You gain +3% to your skill result when using a Sword. This bonus automatically increases to +4% at 70%, +5%
at 90% and +6% at 99%.
Quick Bash
You can quickly bash an enemy psychic to distract them.
Prerequisite: Shields skill (70%)
Benefit: You may use a Reaction to attack with your shield an adjacent target attempting to cast a psi discipline. The
hit deals ½ damage, but if damaged, the psychic’s discipline is lost. They may not defend against this attack.
Ranged Impact
You have trained to maximize the impact of each strike with your weaponry.
Prerequisite: Firearms skill (70%)
Benefit: Your Longarms gain the Impact trait.
Rapid Loading
You have learned to reload crossbows faster, allowing you to shoot these weapons more often.
Prerequisite: Archery skill (50%)
Benefit: The loading time for all crossbows is reduced by 1 round. For repeating crossbows, this applies to the time
required when changing the cartridge.
Rapid Reload
You have practiced extensively with Pistols, allowing you to reload faster than before.
Prerequisite: Firearms skill (50%)
Benefit: The loading time for Pistols is reduced by 1 round. For modern weapons with a clip, the time to change out the
clip is reduced by 1 round. Slow Load pistols can load 2 shots as a Reaction once per round.
Reciprocating Strike
You combine a perfect block with a quick strike on your attacker.
Prerequisite: Shields skill (99%)
Benefit: On a critical success when you Block, you may make a separate free attack against the same target.
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Riposte
Your speed and grace in combat allow you to make a rapid retaliation.
Prerequisite: Melee skill (90%)
Benefit: On a critical success when you Parry with a Blade weapon, you may make a separate free melee attack using a
Blade against that target.
Sap
Your skill and training with clubs lets you take someone completely out of the fight.
Prerequisite: Melee skill (90%)
Benefit: If a target is struck with your club from behind when they cannot or will not defend themselves, and takes at
least 1 point of damage, they must make an opposed Endurance skill check or fall unconscious for 1 minute.
Savage Axes
Your axes can cleave body parts.
Prerequisite: Melee skill (99%)
Benefit: When you score a critical hit on your enemy, roll on the Lasting Injury table and apply that effect to them.
Sentinel
While suppressing targets, you keep an eye out for anyone trying to escape your barrage.
Prerequisite: Heavy Weapons skill (70%)
Benefit: Anyone under the effect of the suppressed condition from a weapon you’re using, who tries to move or stand
up, is subject to a free attack with your suppressing weapon. This attack does not require the use of ammunition, as
you’re already blanketing the area with fire. They still get a chance to defend themselves, and if they fail to do so your
attack deals its regular damage effect.
Shorten Chain
By holding the weapon differently, you can reduce its reach and make it more powerful up close.
Prerequisite: Melee skill (50%)
Benefit: At the start of your turn, you can choose to remove or add the ‘Reach’ trait from your chain weapon. This
change lasts until you change it again.
Snap Shot
You can quickly fire off an arrow against enemy discipline psychics to distract them.
Prerequisite: Archery skill (70%)
Benefit: You may use a Reaction to shoot a bow at anyone within 10 squares (and line of sight) attempting to use a psi
discipline. The hit deals ½ damage, but if damaged, the caster’s spell is lost. They may not defend against this attack.
When your Archery skill reaches 99%, this attack ignores half the Energy AP on the target.
Sniper
Your steady shooting makes you effective at longer ranges.
Prerequisite: Firearms skill (70%)
Benefit: While you are prone, your single-shot longarm attacks deal normal damage right out to their maximum range.
Doesn’t work with weapons that have the Scatter trait.
Steady Shooter
Your steady hands allow you greater precision with pistols.
Prerequisite: Firearms skill (90%)
Benefit: When using a Pistol, your Firearms skill gains +2 to its Critical Range.
Stinger
Your chain weapons leave a mark.
Prerequisite: Melee skill (70%)
Benefit: Your Chain weapon deals +5 damage on a critical hit.
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Strong Draw
Your experience using a bow has strengthened your arms, allowing you to deal more damage.
Prerequisite: Archery skill (70%)
Benefit: The damage dice size used by Archery class weapons is increased by one step (1d4 to 1d6, 1d8 to 1d10 etc.).
at 90%, the dice size increases another step, and again at 99% skill.
Strongarm
You put everything you have into your thrown weapon attacks.
Prerequisite: Thrown weapons skill (90%)
Benefit: The damage dice size for thrown weapons you use is increased by 1 step.
Sunder Weapons
You are better able to apply the wicked edge from an axe.
Prerequisite: Melee skill (70%)
Benefit: Weapons used to parry your axe attacks take the weapon’s damage onto themselves.
Supremacy
Your firearms hit hard. Real hard.
Prerequisite: Firearms skill (90%)
Benefit: On a critical success, your longarm deals maximum damage on all dice.
Sword Prowess
Your skill with swords lets you make better use of their capabilities.
Prerequisite: Melee skill (70%)
Benefit: The damage dice size of swords you wield is increased by one step (d6 to d8, d12 to 2d8 etc).
Sword Specialist
Your sword training helps you to take advantage of an overpowering position.
Prerequisite: Melee skill (99%)
Benefit: On a critical hit when you’re using a sword, make another attack as part of your action.
Tactical Warrior
Your heavy weapons gain a bonus depending on their type.
Prerequisite: Heavy weapons skill (90%)
Benefit: Heavy weapons you use gain a bonus as noted below:
Weapon Type Details
Gauss or Accurate Gain +1 Critical Range and a +2% result bonus.
Missile or Shell trait Targets gain Suppressed condition for 1 round.
Plasma Damage Deal +2 AP damage.
Suppress Trait Apply your weapon’s damage an additional time.
Thick Skin
Your skin has become toughened to minor cuts and abrasions through rigorous training.
Prerequisite: Martial Arts skill (70%)
Benefit: You gain 1 point of natural armour. At 90%, gain an additional +1 natural armour, and again at 99% for a total
of +3 natural armour.
Thundering Blow
Your skin has become toughened to minor cuts and abrasions through rigorous training.
Prerequisite: Martial Arts skill (99%)
Benefit: On a critical success using a Martial Arts weapon or while unarmed, your target is stunned for 1 round. This
attack ignores any effects that would prevent the stun.
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Tiny Warrior
You have learned techniques for using your small size as an advantage against huge foes.
Prerequisite: Height no more than 110cm (3’3”)
Benefit: You deal +3 damage against targets above 250cm (8’2”) in height.
Vanquish
You have trained to maximise the armour penetration capability of crossbows.
Prerequisite: Archery skill (99%)
Benefit: On a critical success with a crossbow, ignore half the worn AP from armour on the target. This has no effect
on powered armour.
Warhorse Command
You are able to command your mount to attack in battle, and teach it manoeuvres.
Prerequisite: Ride skill (50%)
Benefit: You can use the Animal Training skill to teach General Talents, General Combat Talents and Pet Manoeuvres
to your mount by spending your Accolades, as if you were purchasing abilities for yourself. You may activate one of your
mount’s manoeuvres or make it attack a target in range by spending one of your character’s Reaction points. You may
only spend one Reaction in this manner per turn.
Warhorse Expertise
You have complete control over your mount in battle.
Prerequisite: Warhorse Command
Benefit: You may use your Ride skill in place of the mount’s Resolve skill when your mount is forced to make a Resolve
check.
Warrior Savant
Your skills have been honed to the point that Parrying attacks is second nature to you.
Prerequisite: Martial Arts skill (99%)
Benefit: Parry Reactions with your Martial Arts skill are considered automatically successful, except if the attacker has
rolled a critical success (in which case roll normally). Damage is dealt normally and you still spend a Reaction point to
Parry.
Weapon Training
You have general knowledge of light and medium firearms.
Prerequisite: Heavy weapons skill (70%)
Benefit: You can use your Heavy Weapons skill to fire pistols and longarms. This proficiency still doesn’t qualify you for
pistol or longarm talents or Firearms manoeuvres.
Profession Talents
Acrobatic Combat
Your nimble and quick moves make you more effective in close combat.
Prerequisite: Any Warrior Profession, Acrobatic skill (50%)
Benefit: While in Light or no armour, your Evade, Melee and Martial Arts skills gain a +2% result bonus. This bonus
increases to +3% 70%, +4% at 90% skill, and +5% at 99% skill.
Advanced Surgery
Your knowledge of medicine allows you to effectively treat Major Wounds and Lasting Injuries.
Prerequisite: Doctor Profession, Surgery skill (90%)
Benefit: Your Surgery skill can now also apply to Major Wounds or Lasting Injuries, but the time for the operation is
doubled to 2 hours. You also gain an extra action, which can only be used to use medicine, herbs or narcotics on
yourself or others.
Advantage
When you attack without warning, you have the opportunity to deal more damage.
Prerequisite: Any Warrior Profession, Stealth skill (50%)
Benefit: While in Light or no armour, when attacking or using a spell from stealth against an unwary target, your 1st
attack deals +5 damage. A burst attack only applies this on the first lot of damage.
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Agile Salvager
You know the best places to find salvage, and to pull it apart like a rat on a pizza.
Prerequisite: Scavenger Profession, Salvaging skill (99%)
Benefit: Add your Agility Attribute Bonus to your Salvaging skill results, and to Perception results when searching for
salvage.
Artful Dodger
Your expertise at avoiding attack increases.
Prerequisite: Any Warrior Profession, Evade skill (70%)
Benefit: While in Light or no armour, your Evade skill gains +1 Critical Range. This bonus increases to +2 at 90%, and
+3 Critical Range at 99%.
Artful Technique
Your combat style is graceful and magnificent to watch.
Prerequisite: Gladiator Profession, Perform skill (70%)
Benefit: When you gain skill points from failing or fumbling a Melee or Martial arts check in combat, you add 1 skill
point to your Perform skill if the roll was also above your Perform skill level.
At 90% Perform skill, the bonus effects from the Gladiatorial Style talent's effects increase to +3, and at 99% Perform
they go to +4.
Avoidance
Ever alert for danger, you can anticipate when it’s a good time to be someplace else.
Prerequisite: Thief Profession, Streetwise skill (70%).
Benefit: While in Light or no armour, the damage taken from Area of Effect (AoE) damage sources such as explosions,
or even a single effect that hits multiple squares (such as Cleave) is halved, calculated before it hits your AP.
Battle Rage
You can invoke a berserker rage, turning you in to a crazed killing machine.
Prerequisite: Savage Profession, Brawn skill (50%)
Benefit: As a Reaction during your turn, you can spend 1 Spirit Point to go into a rage with the following benefits fo r 1
minute:
• +1 Damage Modifier and +1 Natural Armour.
• These bonuses increase to +2 at 70% skill, +3 at 90% skill and +4 at 99% Brawn skill.
• You are immune to being frightened or terrified.
• You cannot withdraw, retreat or take any other action aside from attacking your enemies for the duration.
• You can't use this ability while fatigued. When the duration expires, you gain the fatigued condition for 10
minutes.
Brutal Existence
Your harsh lifestyle hardens you into a savage warrior
Prerequisite: Savage Profession, Brawn Skill (70%)
Benefit: Gain +4 Hit Points and +1 Natural Armour, and you are immune to the Bleed condition. This bonus increases to
+8 Hit Points and +2 Natural AP at 90% Brawn skill, and again to +12 and +3 AP when you reach 99% Brawn.
Bullseye
Your keen sight allows you to aim quickly and accurately.
Prerequisite: Pilot Profession, Pilot skill (70%)
Benefit: You gain +1 Critical Range and +1 damage to single-handed weapons and fixed air vehicle or ship mounted
weapons under your control, as well as the Pilot skill. These bonuses increase to +2 at 90% pilot skill, and +3 at 99%
pilot skill.
Close Quarters
Ranged attackers can’t concentrate with you standing that close.
Prerequisite: Any Warrior Profession, Melee or Martial Arts skill (90%)
Benefit: Ranged attackers shooting within weapon reach of you lose their result bonus on that attack.
Combo Attack
You can coordinate with your pet and take the offensive.
Prerequisite: Hunter Profession, Survival skill (90%)
Benefit: You can make an additional ranged attack during your action, or your pet can make an extra attack. You can
also train Dire Beasts as pets.
Control Movement
You are trained to impede enemy movement around the battlefield.
Prerequisite: Any Warrior Profession, Melee or Martial Arts skill
Benefit: When an enemy is moving past or around your position within your weapon’s Reach, you may spend a
Reaction point and make an opposed Melee or Martial Arts skill check versus their Evade skill. If they fail, they cannot
move around within your weapon reach for the remainder of the turn, though they can still move away from you.
• If your roll is a critical success, they cannot move at all for the remainder of their turn. If your attempt to Control
Movement is a failure, you can’t try again on the same target this turn.
Cutthroat
You’re an expert at ending the life of your opponent.
Prerequisite: Pirate Profession, Evade skill (99%)
Benefit: If the target of your attack is reduced to 0 Hit Points, they die instantly.
Deadly Charms
You're as deadly as you are sexy.
Prerequisite: Courtesan Profession, Seduction skill (99%)
Benefit: Add your Charisma Attribute bonus to both your Seduction skill's and one chosen combat skill's Critical Range.
Deadly Duo
You and your pet coordinate to take down your prey.
Prerequisite: Hunter Profession, Survival skill (99%)
Benefit: When your pet scores a critical hit, your next ranged attack with your chosen ranged skill is automatically a
critical success. Your pet gets an automatic critical success on their next Unarmed attack if you get a critical success
on your chosen ranged weapon attack. This effect can only be applied once per round. While you don't have a pet, your
chosen ranged weapon skill gains +3 critical range.
Deep Hack
You are perfectly at home delving deep into computerised security systems.
Prerequisite: Technomancer or Infiltrator Profession, Computers skill (70%)
Benefit: Gain a +3% result bonus to your Computers skill, and gain +1 VHP when you begin Virtual Combat. These
bonuses increase to +6% result and +2 VHP at 90% skill, and +9% and +3 VHP at 99% skill.
Desperado
You’re quick to act in a fight, with both weapons and wit.
Prerequisite: Vagabond Profession, Perception skill (90%)
Benefit: You gain an extra action during your turn. This action may only be used to make an attack with a concealed
weapon, move, reload a weapon, or make a skill check.
Disciplined
Through rigorous training, you become more precise with your abilities.
Prerequisite: Martial Artist Profession, Martial Arts skill (50%)
Benefit: You gain +3% to your Martial Arts skill result. This bonus automatically increases to +4% at 70%, +5%
at 90% and +6% at 99%.
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Distraction
You've learned to hit your enemies hardest while they're busy checking you out.
Prerequisite: Courtesan Profession, Seduction skill (90%)
Benefit: You may make an attack with a single-handed weapon as part of any action that uses the Seduction skill.
Dual Wielding
You’re agile enough to wield a small weapon along with your main weapon simultaneously.
Prerequisite: Any Warrior Profession, AGI 16+, Melee or Martial Arts skill (70%)
Benefit: You can wield a melee weapon no larger than Small in Size in your off-hand. Roll your melee attack as normal,
and if successful, roll for damage from both of your weapons and apply them separately to the target. Your offhand
weapon deals only half of your Damage Modifier, rounded down. If above 250cm/8’2” in height, your 2nd weapon can be
Medium in Size.
At 90%, you can add your full Damage Modifier to the offhand weapon.
At 99%, you can Dual Wield with a weapon of Medium Size in your off-hand. If above 250cm/8’2” in height, your 2nd
weapon can be Large in Size.
Epic Warrior
Your experience and resilience grant you extra staying power in a fight.
Prerequisite: Savage Profession, Brawn skill (99%)
Benefit: Double your Constitution Attribute bonus to your Hit Points.
Expect Trouble
It's a jungle out there. You always sleep with one eye open and a hand near your weapon.
Prerequisite: Vagabond Profession, Perception skill (50%).
Benefit: Concealed weapons you use gain +2% result bonus, +2 Critical Range and deal +2 damage. These bonuses
increase to +4 at 70% Perception skill, +6 at 90%, and +8 at 99% Perception skill. You cannot be surprised, even while
sleeping.
Faithful Servant
Your servant will stand by you with courage and conviction.
Prerequisite: Inheritor Profession, Leadership skill (90%)
Benefit: While you are conscious, your servant is immune to fear and Serious Wounds.
Field Medic
You're accustomed to working in the field, and refuse to let anyone die on your watch.
Prerequisite: Doctor Profession, Surgery (50%)
Benefit: The benefits of this talent are threefold.
• First Aid checks add +1 HP to the healing result, and only take an action to use.
• If you make a successful Surgery check against a creature who died within the last minute, you restore them to
life at 0 Hit Points, and with the fatigued condition which lasts for 24 hours.
• You can attempt to inject Anaesthetic, Procaine or Drift to quietly render a hostile target unconscious. You will
need to approach from behind with stealth first. If successful, you can immediately make an opposed Surgery
check vs their Evade or Brawn skill to quickly inject them, rendering them unconscious for the duration.
Flurry
You pile on the attacks to overwhelm your opponents.
Prerequisite: Martial Artist Profession, Martial Arts skill (90%)
Benefit: Make an extra Martial Arts or Unarmed skill attack during your action.
For Glory
You pile on the attacks to overwhelm your inferior opponents.
Prerequisite: Gladiator Profession, Perform skill (90%)
Benefit: Make an extra melee attack or Perform skill check during your action, and you gain +2 Critical Range to your
Perform skill.
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Frontal Assault
Your skill allows you to press the attack.
Prerequisite: Soldier Profession, Melee skill (90%)
Benefit: You may make an extra attack with any weapon during your action.
Full Access
You have learned how to subvert hostile security systems for your own benefits.
Prerequisite: Technomancer or Infiltrator Profession, Computers skill (70%)
Benefit: When you successfully complete a hack or a Virtual Combat, make an additional opposed Computers skill
check. If successful, any security systems linked to that system come under your control.
Gadgeteer
You have figured out how to work with circuitry.
Prerequisite: Tinker or Junk Droid Profession, Repair skill (90%)
Benefit: Use your Repair skill to qualify for Electronic talents and inventions, but anything you make has +5 to its
Fumble Range when skill checks are made with it.
Ghost
You fade back into your surroundings after striking from the shadows.
Prerequisite: Urban Legend Profession, Stealth skill (99%)
Benefit: After you make an attack from stealth, you automatically regain stealth at the end of your turn if you finish in
cover.
Grit
Your toughness is such that it’s very hard to knock you out.
Prerequisite: Any Warrior Profession, Endurance skill (90%)
Benefit: A Serious Wound no longer knocks you unconscious while you are in combat, but you still bleed and are dazed
until you are brought back above 0 Hit Points. Once the combat finishes, you fall unconscious. Cannot be taken by
Automatons.
Gladiatorial Style
You learn some specialised techniques to entertain the crowd.
Prerequisite: Gladiator Profession, Perform skill (50%)
Benefit: Choose one of these options:
• Brandish Weapon: Show off your moves to bolster your confidence!
As an action, make a successful Perform skill check to gain +2 DM for 1 min.
• Bring It On: Thump your chest with a hearty shout to show your toughness!
As an action, make a successful Perform skill check to gain +2 Natural AP for 1 min.
• Final Flourish: Finish a fight in style!
Make a successful Perform skill check at the end of a battle to gain 1 Accolade.
• Humiliate Opponent: Hurl insults and boast about your supremacy over a weaker opponent!
When you afflict your opponent with a negative condition (e.g. dazed, stunned, prone etc) make a successful
Perform skill check to gain +5 Critical Range on your Melee or Martial Arts skill for your next turn.
• Mo ve It: Literally run rings around your opponent!
As an action, make a successful Perform skill check to gain +2 Movement for 1 min.
At 70% skill, choose a 2nd option to access. At 90% choose a third, and at 99% choose a fourth.
Hard to Catch
You're desperate enough to fend off attempts to catch you.
Prerequisite: Vagabond Profession, Perception skill (70%)
Benefit: Gain a +20% result bonus to any check to avoid losing an action or movement, such as being grappled,
stunned etc.
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Hunter Training
Gain better combat abilities as your Survival skill increases.
Prerequisite: Hunter Profession, Survival skill (50%)
Benefit: You choose one of the following bonuses to apply:
• Either Firearms or Archery skill gains a +1% result bonus, +1 damage and +1 critical range.
• Your pet gains a +1% result bonus, +1 damage and +1 critical range.
• Traps you set gain a +1% result bonus, +1 damage and +1 critical range.
These bonuses increase to +2% at 70%, +3% at 90% and +4% at 99% of your Survival skill.
I Am the Law
You don’t seek out fights, but you know how to finish them when they start.
Prerequisite: City Watch Profession, Investigation skill (90%)
Benefit: Make an extra attack with a single-handed weapon during your action.
I Know a Guy
Your web of contacts is expanded.
Prerequisite: Inheritor Profession, Leadership skill (70%)
Benefit: Gain a Contact of your choice.
Inside Reach
When you get under the reach of your opponent’s big weapon, your smaller attacks hit harder.
Prerequisite: Any Warrior Profession, Melee, Martial Arts or Unarmed skill (50%)
Benefit: When you deal damage using a melee or martial arts weapon no larger than Medium in Size, against an
adjacent target with the ‘Reach’ or ‘Longreach’ ability, or is wielding a Heavy Weapon, add +5 damage. If the target is
restrained or pinned and your Medium or smaller weapon deals piercing damage, your attack bypasses their Armour
Points altogether.
Ironclad
Your extensive endurance training allows you to shrug off the weight of armour and resist more damage.
Prerequisite: Knight Profession, Endurance skill (99%)
Benefit: The ENC value of armour you are wearing is halved. Gain +5 AP vs one kind of damage of your choice.
Junksmith
You can cobble together rudimentary weapons and armour from spare parts.
Prerequisite: Tinker or Junk Droid Profession, Repair skill (50%)
Benefit: Use your Repair skill & Parts to craft metal Low-Tech weapons & armour, using 1 Part and 1 hour per ENC of
the item.
Last Stand
You dig deep to shrug off wounds and stay in the fight.
Prerequisite: Knight Profession, Endurance skill (70%)
Benefit: Choose to activate this ability at any time in combat. When activated, you gain +2 Damage Modifier and heal 3
Hit Points, which can go above your normal maximum. This effect lasts for 1 minute, after which you are fatigued for 1
minute. The bonus increases to +6 Hit Points healed at 90% Endurance skill, and +9 Hit Points healed at 99% skill. You
cannot use this ability when fatigued, or if it is already active.
Major Operation
You can perform surgery to heal extensive injuries in one session.
Prerequisite: Doctor Profession, Surgery skill (70%)
Benefit: You can extend the length of a Surgery operation to heal more Hit Points. For every hour beyond the first, you
heal an additional +3 Hit Points. Up to 12 hours a day can be spent in one operation, and additional doses of relaxation
tonic will be required to keep the patient sedated (with its Hit Point bonus applied only once to the entire operation).
Patient must rest (Movement 1, cannot take actions) for 12 hours after the surgery is completed or all of the Hit Points
gained from the operation are lost.
Martial Style
Your specific style enhances certain abilities.
Prerequisite: Martial Arts skill (70%)
Benefit: Choose one of the following styles to gain the listed benefit:
D ragon Style: Your Martial Arts weapons deal +1 damage.
Tiger Style: Your Unarmed attacks (including knuckledusters, gauntlets etc.) deal +1 damage.
Crane Style: Your Martial Arts skill gain +1 Critical Range.
At 90%, the bonus to all styles increases to +2, and to +3 at 99% Martial Arts.
Mechanist
You have figured out how to work with mechanical and robotic upgrades.
Prerequisite: Tinker or Junk Droid Profession, Repair skill (90%)
Benefit: Use your Repair skill to qualify for Mechanical talents and inventions, as well as Robotic Upgrades, but
anything you make has +5 to its Fumble Range when skill checks are made with it.
Multitasking
You're able to stay aware of the real world while in Virtual Combat.
Prerequisite: Technomancer or Infiltrator Droid Profession, Computers skill (90%)
Benefit: While engaged in a Virtual Combat, if needed, you may also take an action in the real world to attack with a
physical weapon, but you cannot move from your position.
Nimble Feet
You’re a slippery enemy to fight in unusual circumstances.
Prerequisite: Pirate Profession, Evade skill (70%)
Benefit: Ignore the penalties from difficult terrain, and gain a +5% result bonus when attempting to resist being
grappled, restrained or pinned.
No Trace
Your light footsteps leave no trace.
Prerequisite: Urban Legend Profession, Stealth skill (50%)
Benefit: While moving at normal speed (not hustling or rung, sprinting etc), you leave no tracks.
One in a Million
You always manage to pull off a miracle when you need to.
Prerequisite: Pilot Profession, Pilot skill (99%)
Benefit: Spend a Luck Point to make a Pilot or Evade skill check a critical success.
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Premeditation
When you hit a target from stealth, you hit hard.
Prerequisite: Urban Legend Profession, Stealth skill (90%)
Benefit: Attacks from stealth stun damaged targets for 1 round.
Readiness
You’re always ready to prepare even the heaviest of weapons.
Prerequisite: Soldier Profession, Endurance skill (50%)
Benefit: Draw or sheath a weapon of any size as a Reaction at any time. Add your DM to your Initiative Bonus.
Relentless
Your boundless fitness lets you pile on the attacks.
Prerequisite: Savage Profession, Brawn skill (90%)
Benefit: You may make an extra melee attack during your action and gain +2 Brawn Critical Range.
Renowned Surgeon
Your rock-steady hands and experience at mending injuries are at their peak.
Prerequisite: Doctor Profession, Surgery skill (99%)
Benefit: The result of any Hit Points restored from when you use the First Aid or Surgery skills are doubled. Also add
your Agility Attribute bonus to your Surgery and First Aid skill's Critical Range.
Resilience
You have been genetically augmented to withstand damage and become stronger.
Prerequisite: Gen Warrior Profession, Endurance skill (70%)
Benefit: Gain +2 Hit Points and Strength. These bonuses increase to +4 at 90% Endurance skill and +6 at 99% skill.
Rough Life
You're toughened by your hard life on the frontier, and have learned to keep an eye out for trouble and loot.
Prerequisite: Scavenger Profession, Salvaging skill (50%)
Benefit: Gain a +2% result bonus on your resistance and Perception skills, as well as Hit Points. These bonuses
increase to +3 at 70% Salvaging skill, +4 at 90% and +5 at 99%.
Rugged Hunter
You or your pet are tougher, and you're able to train bigger pets.
Prerequisite: Hunter Profession, Survival skill (70%)
Benefit: You can now use your Animal Training skill to train creatures of the Beasts category, in the same manner as
Small Animals. When you take this talent, you can also choose for either you or your pet to gain +3 Hit Points and +3%
to Stealth skill results. These bonuses increase to +6 at 90% Survival skill, and +9 at 99% Survival skill.
Scientician
You're able to improvise scientific devices of any complexity.
Prerequisite: Tinker or Junk Droid Profession, Repair skill (99%)
Benefit: Use your Repair skill to qualify for Science talents and inventions, but anything you make has +5 to its Fumble
Range when skill checks are made with it. (At 99% skill, a roll of 00 is always a fumble).
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Second Profession
You’ve split your attention between two careers, giving you extra resources, but it’s a lot to learn.
Prerequisite: Taken during character creation
Benefit: After you’ve chosen your primary profession, choose a second one.
• The usual restrictions apply: Androids only take android professions, automatons only take automaton etc.
• Take all the professional skills from both professions, including restricted skills. Ignore duplicates.
• Take only the common, resistance skills, money and equipment from your primary profession.
• Choose a special trait from each profession.
• Choose 1 contact from those listed in both professions.
• Buying new abilities is 50% more expensive (12 accolades instead of 8, 1500cr instead of 1000).
• Advancing skills from Accolades, teachers etc. yields 1 less skill point at each skill level (minimum of 1).
• You can learn talents from each profession’s list.
• If one of the professions has a light armour restriction, this applies to both professions.
Shadow
You can disappear from the scene when you need to.
Prerequisite: Thief Profession, Streetwise skill (99%)
Benefit: You can spend a Luck Point to make your Stealth skill check a Critical Success.
Single Handed
Single-handed weapons are far deadlier in your hands.
Prerequisite: Pirate Profession, Evade skill (50%).
Benefit: Any single-handed weapon you use gains +1% result bonus, +1 critical range and deals +1 damage. These
bonuses increase to +2 at 70%, +3 at 90% and +4 at 99% Evade skill.
Skirmisher
When you hit a target from stealth, you hit hard.
Prerequisite: Urban Legend Profession, Stealth skill (70%)
Benefit: Any attack from stealth gains +2 Critical Range.
Special Friend
Your contact is more than just a friend (wink!), and you keep another special friend close by.
Prerequisite: Courtesan Profession, Seduction skill (50%)
Benefit: Double the bonus from your Contact(s) (such as a Damage Modifier bonus or extra Luck Point). Concealed
weapons you use gain +2% result bonus and deal +2 damage. These bonuses increase to +4 at 70% Seduction skill, +6
at 90%, and +8 at 99% Seduction skill.
Spellbreaker
You react quickly to interrupt a psychic from using their abilities.
Prerequisite: Any Warrior Profession, Melee or Martial Arts skill (70%)
Benefit: You may use a Reaction to use make an Opportunity Attack at anyone in melee or martial arts range
attempting to cast a spell that uses an action to cast. The hit deals ½ damage, but if damaged, the caster’s power fails.
They may not defend against this attack. At 99% skill, the damage is no longer halved.
Spycraft
You've learned to be a better liar and to hide when needed, in order to better infiltrate secure locations.
Prerequisite: Technomancer or Infiltrator Droid Profession, Computers skill (50%)
Benefit: Gain a +4% result bonus to your Deceit and Stealth skill checks. This bonus increases to +6% at 70%
Computers skill, +8% at 90% skill and +10% at 99% Computers skill.
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Steady Aim
You'd rather fight enemies at range than up close.
Prerequisite: Scavenger Profession, Salvaging skill (90%)
Benefit: You get an extra action during your turn to make a ranged attack, or reload a weapon.
Street Smarts
Your training taught you to keep an eye out for trouble and be ready to act.
Prerequisite: Police Officer Profession, Investigation skill (50%)
Benefit: Add your Intellect Attribute Bonus to your Initiative modifier.
Strength of Arms
You are a force to be reckoned with in combat.
Prerequisite: Soldier Profession, Melee skill (99%)
Benefit: Add your Damage Modifier to your Hit Point total.
Suit Up
You’re well practiced in putting on and taking off armour, and make the most of it while worn.
Prerequisite: Knight Profession, Endurance skill (50%)
Benefit: Take off or put on armour in half the time. While dressed in a full suit of any kind of armour (i.e. 4 pieces), you
gain +1 Natural AP. This increases to +2 AP at 70% skill, +3 at 90% skill and +4 Natural AP at 99% Endurance skill.
Swashbuckler
You are an expert at mixing your melee attacks with a shot from your pistol.
Prerequisite: Pirate Profession, Evade skill (90%)
Benefit: After firing a pistol, you may make an immediate attack as part of your action with a single-handed melee
weapon or Unarmed/MA attack in your other hand. You can also make a pistol shot in your off-hand after making a
single-handed melee or Unarmed/MA attack. Use the appropriate skill for the weapon’s attack.
True Detective
Your gut instinct connects the dots on mysteries in the blink of an eye, and you are driven to find justice.
Prerequisite: Police Officer Profession, Investigation skill (70%)
Benefit: Add your Intellect Attribute bonus to your Investigation skill’s Critical Range, and to the result bonus of one
combat skill of your choice.
Unstoppable
Your iron will allows you to shrug off debilitating blows.
Prerequisite: Gen Warrior Profession, Endurance skill (99%)
Benefit: You are immune to the dazed, stunned or paralysed conditions.
Unyielding
Your combat instincts allow you to keep fighting with all of your might.
Prerequisite: Any Warrior Profession, Endurance skill (70%)
You can use Manoeuvres even when you have the dazed condition, although concentration effects are still broken so
any Manoeuvre with a duration requiring concentration only functions for 1 round.
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Veteran Cop
You’ve seen it all before, and plan ahead for every situation. It’s also possible you’re too old for this shit.
Prerequisite: Police Officer Profession, Investigation skill (99%)
Benefit: You get a free surprise round to act at the start of every combat. You cannot be surprised except by another
character with this talent.
Vengeance
Esprit de corps compels you to seek revenge after you or a comrade are brutally hit in battle.
Prerequisite: Knight Profession, Endurance skill (90%)
Benefit: If you or an ally within reach of your melee weapon are subject to a critical hit from an enemy in combat, you
may spend a Reaction to make an attack against that target if it is within weapon range.
Victory
Your victory inspires you to shrug off wounds.
Prerequisite: Gladiator Profession, Perform skill (99%)
Benefit: When you render an opponent unconscious or dead from a physical attack, you gain Hit Points of an amount
equal to double your Constitution Attribute bonus. These points can go above your normal maximum and remain for 1
hour.
Vigilance
You’re always on the lookout for hidden traps and other obstacles while creeping around.
Prerequisite: Thief Profession, Streetwise skill (50%)
Benefit: You don’t need to actively search for traps in order to make Perception check to spot one, nor do you need to
specifically slow down to search. Your Stealth skill gains a +2% result bonus. This increases to +4% at 70% Streetwise
skill, +6% at 90%, and +8% at 99% Streetwise skill.
Vulture
You're the best at finding and scrapping old junk.
Prerequisite: Scavenger Profession, Salvaging skill (70%)
Benefit: The time it takes for you to salvage parts and circuits from wrecks and the like is halved, and you find an
additional piece of loot when searching on a loot table.
War Machine
You are more resistant to pernicious magic.
Prerequisite: Gen Warrior Profession, Endurance skill (90%)
Benefit: You may make an extra melee or ranged attack during your action. If the weapon you're using cannot be used
more than once per round (e.g the Oneshot trait) then the weapon gains +5 damage.
Warrior Savant
Your skills have been honed to the point that Parrying attacks is second nature to you.
Prerequisite: Martial Artist Profession, Martial Arts skill (99%)
Benefit: Parry Reactions with your Martial Arts skill are considered automatically successful, except if the attacker has
rolled a critical success (in which case roll normally). Damage is dealt normally and you still spend a Reaction point to
Parry.
Weapon of Choice
Your muscle memory has been trained to a specific weapon style.
Prerequisite: Gen Warrior Profession, Endurance skill (50%)
Benefit: Choose a combat skill you know. That skill gains +1 result bonus, +1 Critical Range and +1 damage to
weapons used with it. These bonuses increase to +2 at 70% Endurance, +3 at 90% Endurance and +4 at 99% Endurance.
Weapon Training
You have trained hard with a specific type of weaponry.
Prerequisite: Soldier Profession, Endurance skill (70%)
Benefit: Choose one of your combat skills. Gain a +1% result bonus and +1 damage to weapons using the chosen skill.
These bonuses increase to +2 at 90% skill, and +3 at 99% Endurance skill.
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General Talents
Athlete
Your athleticism is such that you can run faster than others.
Prerequisite: Athletics skill (50%)
Benefit: Your Movement Rate is increased by +1. This bonus increases at 70% to +2 Movement, at 90% it increases to
+3 Movement, & finally +4 Movement at 99%.
Booming Voice
You’re not just intimidating, you’re loud.
Prerequisite: Intimidate skill (70%)
Benefit: The range of your Intimidate manoeuvres is doubled from the listed number for each manoeuvre.
Bowyer
Your woodworking skills take on a deadlier focus.
Prerequisite: Craft: Woodworking Skill (50%)
Benefit: You are able to make all ranged weapons made of wood up to Medium in Size, as well as basic bolts and
arrows. You can make up to Large in Size at 70% skill, as well as craft all types of ammunition for wooden weapons. You
can make weapons of Enormous Size at 90% skill, and the Size is unlimited at 99% skill. See the Crafting Equipment
section for more details.
Chef
You've learned how to bring out the natural, balanced flavours of quality produce.
Prerequisite: Craft: Cooking (90%), Home Cooking talent
Benefit: Cooking with Reasonable quality Raw Ingredients improves the bonuses given by the Home Cooking talent to
+2 each, and cooking with Superior quality improves the results to a +3 bonus.
Clever Traps
Your traps are cunningly designed and deal more damage.
Prerequisite: Mechanisms skill (90%)
Benefit: Add your Intellect Attribute Bonus to any damage caused by your traps.
Climber
You’re adept at scaling trees, buildings or any other surface.
Prerequisite: Athletics skill (90%)
Benefit: If you fail an Athletics skill check while attempting to climb you cannot fall or become injured from this failure.
Instead, you continue climbing at half the normal rate. A fumble still results in a fall.
at 90% you climb 50% faster and a failure results in you climbing at your normal movement speed.
at 99% you climb 100% faster and a failure results in you climbing at only 50% faster than normal.
Combo Move
Your tactical knowledge lets you combine multiple manoeuvres in the same action.
Prerequisite: Skill (70%), INT 12+
Benefit: Choose a skill you have (70%). When you use this skill, you can apply the effects of two different manoeuvres
related to this skill at the same time. For example, with Archery, you could use Multi-shot and then Rapid Shot in the
same attack roll. You must pay the Spirit Point cost for each manoeuvre. Manoeuvres of different activation types
cannot be used together in this fashion – they must have the same activation time. I.e. a Movement manoeuvre can
only be used with another Movement manoeuvre.
at 90%, you can apply the effects of three different manoeuvres with the same skill and activation type.
at 99%, you can apply the effects of three different manoeuvres from different skills, but same activation type.
Commander
Your calm and steady commands allow you to take more control of a battle.
Prerequisite: Leadership Skill
Benefit: At the start of a combat, just before Initiative is determined, you can make a Leadership skill check. If
successful, you may then rearrange the order of initiative in your party at your discretion to take full advantage of
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rd
everyone’s abilities. E.g. if the GM gets a 21 result, and two players have higher, the GM takes 3 position and everyone
else can be arranged around this.
Commodities
Your knowledge of specific commodities gives you an edge when trading in them.
Prerequisite: Commerce Skill
Benefit: When you take this talent, choose one of the commodity types on the table below. You become an expert on
this particular commodity, gaining a +4% bonus to successful opposed skill checks when negotiating prices. This bonus
automatically increases to +6% at 70%, +8% at 90% and +10% at 99%. You’re also able to spot poor-quality merchandise
and know the going rates of your speciality in any given town. You can take this talent multiple times, choosing a
different commodity each time.
Commodities Table
Commodity Description
Air Vehicles Anything that flies, short of actual starships.
Devices All manner of modern and high-tech devices, including forcefields.
Ground Vehicles Modern and high-tech ground vehicles such as cars, buses or tanks.
High-Tech Weapons Advanced weaponry of all kinds.
Livestock Everything pertaining to pets, mounts, or animals used for food.
Low-Tech Armour Ancient armour such as chain and plate.
Low-Tech Weapons Ancient weaponry such as swords, maces and staves.
Advanced Armour Kevlar and silksteel armour, as well as graphene and powered armour knowledge.
Minerals Understanding of the value of common and uncommon minerals such as silver and iron.
Modern Weapons All firearms and missiles from the modern era.
Ocean-Going Ships Sailing ships, steamers and other large water-bound ships.
Produce Food including grains and fruits
Scientific Equipment Nanotech, cybernetics and applied science inventions.
Sea Vehicles All types of smaller sea-going vehicles.
Starships All types of space-going vessels
Textiles Clothing & fabrics
Tools Basic and modern tools, as well as toolkits.
Comrades in Arms
Your calm and steady commands allow you to take more control of a battle.
Prerequisite: Leadership Skill (50%)
Benefit: When one of your allies within 20 squares of you fails a skill check, you may make a Leadership skill check. If
successful, spend one of your Luck Points to allow them to reroll that check. This can happen even after they have used
one of their own Luck Points to reroll.
Concealed Traps
Your traps are designed to blend into their surroundings better.
Prerequisite: Mechanisms Skill (70%)
Benefit: Anyone attempting to spot one of your traps suffers an additional -5% difficulty penalty to their Perception
skill. This penalty increases to -10% at 90%, and -15% at 99%.
Conditioning
Your extensive training and exercise allow you to carry heavy gear for long periods without fatigue.
Prerequisite: Endurance Skill (90%).
Benefit: You no longer need to make Endurance checks to avoid losing Spirit Points as a result of being Burdened or
Heavily Burdened while in combat. Cannot be taken by androids or automatons.
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Conduit
You can shunt power from your body into a device, weapon, or starship.
Prerequisite: Android, Automaton or Veiran Species
Benefit: As an action, you may use your Spirit Points in place of charges to power hand-held devices or weapons:
• 1 Spirit Point spent provides 5 Charges.
While operating a ship’s console, you can transfer power directly into a starship’s capacitor:
• 2 Spirit Points spent provides 1 Capacitor. Can spend 1 Spirit per round to maintain 1 ship system in the event
of a power outage.
Craft Armour
Your smithing skills have advanced to the point that you can craft quality protective metal armour.
Prerequisite: Craft: Blacksmithing Skill (70%)
Benefit: You are able to make chain armour and metal shields up to Medium in Size. At 80% Craft: Blacksmithing Skill,
you can make brigandine armour and Shields up to Large in Size. At 90% Craft: Blacksmithing Skill, you can make plate
armour and Shields of any Size. See the Crafting Equipment section for more details.
Craft Weapons
You're able to make metal weapons at the forge.
Prerequisite: Craft: Blacksmithing Skill (50%)
Benefit: You are able to make metal weapons up to Large in Size. You can make up to Huge in Size at 70% skill,
Enormous at 90% skill, and the Size is unlimited at 99% skill. See the Crafting Equipment section for more details.
Decisive Leadership
You are able to think quickly and command fearlessly. Shouting also helps.
Prerequisite: Leadership skill (50%)
Benefit: You and your allies within 20sq gain +2 to Initiative at the start of a battle. The range of your Leadership
manoeuvres is doubled to 20 squares.
Duty of Care
Your responsibility to those under your command has elevated your skills.
Prerequisite: Leadership skill (90%)
Benefit: When allies use your Luck Points, they can use them for any task they would normally be able to use luck
points for, such as reducing damage, avoiding death etc.
Efficient Crafting
Your skill at crafting enables you to produce your products at less cost.
Prerequisite: Craft, Electronics, Herbalism, Mechanic, Medicine, Science or Robotics skill (70%)
Benefit: Choose one of the above skills (70%). You can now build or perform other tasks related to this skill for 12
hours a day instead of being limited to 8.
Efficient Formulas
Your herbal formulae are created more efficiently.
Prerequisite: Herbalism or Medicine Skill (70%)
Benefit: When you spend an hour to create tonics, poultices, medicines or narcotics, you create 1 extra item at no
additional cost.
Efficient Study
You are an experienced student and are capable of absorbing new information in a methodical fashion.
Prerequisite: -
Benefit: When learning a new skill, discipline or manoeuvre, you can spend 12 hours a day instead of 8. If spending
time performing an Extended Period of Study, 12 hours can be spent instead of 8, permitting a 2nd skill check during that
extra four hour period.
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Epic Drinker
Things get wild when you have too much to drink.
Prerequisite: Endurance Skill (90%)
Benefit: When you become Intoxicated, roll on the drunken type table twice. The same result stacks.
Expert Crafter
You are a well accomplished crafter, able to make works of great quality with greater ease.
Prerequisite: Craft skill: Any (90%)
Benefit: When you decide to craft something, you can choose to make a masterwork item if you are prepared to spend
the additional time.
Expertise
Your extensive experience in a skill allows for greater success.
Prerequisite: One Skill (90%)
Benefit: Pick one skill that isn’t a Restricted skill, Weapon skill or Resistance skill. That skill gains +2 Critical Range.
You can take this talent multiple times, applying its benefit to a different skill each time.
Fast Learner
You are quicker and more efficient when learning new abilities.
Prerequisite: Intellect at 18+
Benefit: The cost of learning any new ability is reduced by 1 Accolade, or 100cr and 1 day of learning time if learning
from a teacher.
Firm Resolve
You are less susceptible to mind-altering effects.
Prerequisite: Resolve skill (70%)
Benefit: You are no longer susceptible to becoming frightened, but you can still be terrified. at 90%, your chance of
becoming addicted to narcotics is reduced by 2%, and at 99% the addiction chance is reduced by 5%.
Forager
You are well-practiced in the art of locating herbs.
Prerequisite: Herbalism Skill
Benefit: When searching for herbs, a success (or critical) yields double the normal batch of herbs.
Home Cooking
Your fine cooking fortifies and lifts the spirits of those who eat it.
Prerequisite: Craft: Cooking (70%)
Benefit: You can add cooking herbs to anything you cook (1 unit of cooking herbs per person being served), which, in
addition to its regular effect, also grants a +1 bonus to the Hit Points and Spirit Points of the character eating the meal,
above their normal maximum. This effect lasts for the 24 hours, and can only be applied once in this period. Raw
Ingredients provide no additional benefit if they are of reasonable or superior quality.
Iron Liver
You can drink anyone under the table.
Prerequisite: Endurance Skill (99%)
Benefit: You may ignore all the negative effects of the Intoxicated condition, though you still need to roll on the
drunken type table. You can drink double the normal amount of alcohol before passing out.
Legendary Leader
Your leadership ensures the right results, always.
Prerequisite: Leadership skill (99%)
Benefit: You are no longer restricted to using only 1 Luck Point when you allow an ally to reroll their dice – You can let
them keep rerolling the same result by spending additional Luck Points.
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Logical Reasoning
Use your deductive reasoning to convince people.
Prerequisite: INT 18+
Benefit: You may add your Intellect Attribute bonus to your Influence skill results (in addition to your Charisma bonus).
Master Crafter
You have reached the pinnacle of skill, where everything you create is a Masterwork.
Prerequisite: Craft skill (99%)
Benefit: Choose one crafting skill (99%). All of your successful rolls with this skill are counted as criticals.
Master Forager
You have vast knowledge of where to find the herbs or minerals you need.
Prerequisite: Herbalism or Prospecting skill (90%)
Benefit: Choose either Herbalism or Prospecting when you take this talent.
• For Herbalism, when you fail a skill check while searching for at least 4 hours, instead of nothing, you find 1
batch of a different herb of your choice.
• For Prospecting, when you fail a skill check while searching for at least 4 hours, instead of nothing, you find a
low-value gem worth 10cr.
• This talent does nothing if you roll a fumble.
Medic
Your skills with mundane healing methods are exceptional.
Prerequisite: First Aid (50%)
Benefit: When you heal damage with the First Aid skill, you may add +1 Hit Point to the amount gained from a
successful result.
Miner
Your prospecting skills allow you to find more of the common minerals.
Prerequisite: Prospecting Skill (50%)
Benefit: When searching for minerals valued at no more than 10cr each, a success or critical yields +1 to the amount
found. This bonus increases to +2 at 70%, and +3 at 90% and +4 at 99%.
Poisons
You learn how to safely distil dangerous plants into potent poisons.
Prerequisite: Herbalism (50%)
Benefit: You can use your Herbalism skill to make concentrated poisons, as noted in the Poisons section.
Quick Draw
When the time comes, you can draw your weapon faster than just about anyone else.
Prerequisite: AGI 12+
Benefit: You can draw or sheath a weapon no larger than Medium in Size as a free action. You can also draw a weapon
of this size and defend yourself during an enemy’s surprise round.
Reliable Drunk
You know the sort of person you become when you’re drunk.
Prerequisite: Endurance skill (70%)
Benefit: When you become Intoxicated, you may choose one of the conditions on the table instead of rolling.
Renowned Performer
Your performance is in high demand, resulting in higher payouts.
Prerequisite: Perform skill
Benefit: You gain an additional 50% to income generated by Perform skill checks when performing one style, whether
it’s music, singing, dancing, art, or some other performance.
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Researcher
Your extensive studies give you an advantage when recalling vital information.
Prerequisite: Knowledge or Science skill
Benefit: You may reroll failed checks for any Knowledge or Science skill involving general knowledge.
Scuba Training
You’ve learned how to use scuba equipment safely.
Prerequisite: Athletics skill (50%)
Benefit: You have undertaken training necessary to safely use scuba gear, and gained knowledge of diving in general.
Servant
You gain the service of a loyal NPC.
Prerequisite: Leadership (70%), Charisma 15+
Benefit: You gain the service of a man or woman who is proficient in housekeeping and general-purpose skills, but
cannot learn combat skills or abilities. They can be of any species you like, but never have contacts, background events
or Luck Points of their own. Servants, like all NPC companions, don’t count against the party’s number when calculating
Accolade rewards, and while their skills advance on failure as normal, they don’t gain Accolades of their own – if you
wish to spend Accolades on their advancement, you must spend your own.
The servant can be of any age category, with Young servants being called a Page, Mature servants a Squire, and Old
servants called a Butler. Instead of choosing a Profession, create a companion character with these skills:
Sharp Eyes
You’ve learned how to spot movement in your surroundings, and spot more ammunition and Parts.
Prerequisite: Perception skill (70%)
Benefit: When you use Perception checks to search ruins and find items with a dice roll to determine their quantity
(such as “1d6 Parts or 1d10 Shotgun Shells”), add +2 to the result. This bonus automatically increases to +3 at 90% and
+4 at 99%.
Sharp Mind
Your highly-trained mind reacts quickly to danger.
Prerequisite: Intellect at 16+
Benefit: You may use your Intellect Attribute to calculate your Initiative, instead of your Agility Attribute.
Shelter
You can always haggle for a good deal for lodging, and treasure a comfortable bed.
Prerequisite: Commerce skill (50%)
Benefit: Pay only half the normal rate for food and lodging at inns or when renting a place, and double the Heal Rate
bonus for staying indoors (house, apartment, inn). i.e. this bonus isn’t gained when sleeping outside.
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Skill Focus
Your focus on a particular skill yields better results.
Prerequisite: One skill (50%)
Benefit: Choose one skill. The result bonus for this skill is increased by +4%. This bonus increases to +6% at 70%, +8%
at 90% and +10% at 99%. This talent can be taken multiple times, choosing a different skill each time.
Spellbreaker
You react quickly to interrupt a psychic from using their abilities.
Prerequisite: Melee or Martial Arts skill (70%)
Benefit: You may use a Reaction to use make an Opportunity Attack at anyone in melee or martial arts range
attempting to cast a spell that uses an action to activate. The hit deals ½ damage, but if damaged, the psychic’s power
fails. They may not defend against this attack. At 99% skill, the damage is no longer halved.
Strong Back
You are able to use larger backpacks to haul greater loads without complaining.
Prerequisite: Endurance skill (50%)
Benefit: This talent allows you to use heavier backpacks to increase your ENC. You can automatically use heavier
packs at 70%, 90% and then 99% Endurance skill.
Tactical Focus
Your tactical knowledge allows you to keep up the fight for longer periods.
Prerequisite: Resolve skill (90%), INT 12+
Benefit: You are able to maintain an additional Manoeuvre which has ‘Concentration’ as its duration.
Wounding Traps
Your traps cut into your victims, causing them to bleed out.
Prerequisite: Mechanisms skill (70%)
Benefit: Anyone who takes damage from one of your traps gains the bleed condition.
Zero-G Training
You've had experience with zero-g environments.
Prerequisite: -
Benefit: Operating in a zero-g environment usually makes non-machine characters nauseated by default, but with
training, you are able to operate in zero-g without becoming nauseated.
Species Talents
Absorb Minerals
You are able to absorb special properties from minerals to gain new abilities.
Prerequisite: Carapan Species, Endurance Skill (70%)
Benefit: Hold one of the following minerals in your hand for 1 ho ur. After this time has passed, you gain the listed
benefit and penalty for that mineral as it is absorbed into your body. The effect remains in place until you remove the
effect by spending 1 hour to excrete the mineral out of your body. (90%) Endurance skill you can absorb 2 minerals at
once, and another (99%) Endurance. Effects gained from multiples of the same mineral stack.
Mineral Value Benefit Penalty
Bauxite 10cr +5% to Perception skill results. -2 to maximum Hit Points
Clay 1cr +5 AP vs fire damage. Take +2 damage from piercing
Coal 5cr +5% to Stealth skill results. -1 natural Armour Point
Copper 20cr Device or energy weapon you are holding gains 1 charge Take +2 damage from electricity
for 1 Spirit Point spent, maximum spend of 1 per round.
Gold 1000cr +5% to Influence & Deceit skill results. Can’t apply Attribute Bonus to Evade.
Iron 5cr +10 to maximum ENC. -1 Movement
Silicon 2cr +1 Movement. -2 natural Armour Points
Silver 100cr +1 to First Aid & Surgery result, +1 to Heal Rate. -2 ENC
Titanium 500cr +5 AP vs collision damage. -1 Damage Modifier
Uranium 20cr +2 to maximum Spirit Points. Take +2 damage from radiation
Lead 3cr +5 AP vs radiation damage. -5% to Evade skill results
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Addictive
Your heritage grants you extra benefits from medicines and narcotics, but you are more dependent on them.
Prerequisite: Xarani Species
Benefit: All herb, medicine, narcotics, poison and nanomedicine benefits with a ‘+’ or (such as +3 to Hit Points gained)
add an additional +1 to the result (for a total of +2 above listed bonus), but the duration is no longer doubled. Your
addiction chance for narcotics and nanomeds is increased by 5%.
Alien Lover
The xarani are renowned for their appeal amongst all species.
Prerequisite: Xarani Species, Seduction skill
Benefit: You may apply your result bonus when using the Seduction skill against other species.
Animate Dead
You are able to operate all aspects of a corpse for a short time.
Prerequisite: Veiran Species, Psychic skill (99%)
Benefit: When using the Possess manoeuvre, you’re typically influencing the creature to do your bidding, but with this
talent, you can actually full animate a deceased creature, whether it is organic or mechanical, with a few caveats:
• The body must be deceased within the last minute, and have at least a head and torso section. Any missing
limbs reflect in the ability of the body to perform normal actions.
• While you animate it, it has Hit Points equal to its normal maximum, but once it reaches 0 or you leave the
corpse, it is completely destroyed and can never be brought back to life or animated by you again.
• It has half its normal movement.
In other respects, it functions just like the normal Possess ability.
Auto-Repair
You modify your circuitry to repair minor damage to your body.
Prerequisite: Android or Automaton Species, Robotics Skill (70%)
Benefit: You gain the normal Heal Rate equal to your Constitution Attribute Bonus plus 1. Although you do not require
sleep, you still need to shut down for 8 hours for this healing to take effect.
Bioweapon
Your unarmed attack gains a unique and potent ability.
Prerequisite: Veiran Species, Unarmed Skill (50%)
Benefit: Choose one of the following abilities:
• Co ntagious: Infect your enemies with a disease, resulting in bleeding wounds almost instantly.
Benefit: Your Unarmed weapon also gives a damaged target the diseased condition if they fail an opposed
Endurance skill check. You are also immune to becoming diseased and are unaffected by poisons.
• Tempest: Channel electrical power through your unarmed attack.
Benefit: Your Unarmed attack now deals electrical damage.
at 70%, Contagious option prevents victim using their Endurance result bonus. Tempest option gains +1 dice size
and +5 AP vs electrical damage.
at 90%, Contagious option also adds bleed. Tempest option gains another +1 dice size and Invulnerability to
electrical damage.
Blood Frenzy
Bleeding targets incite an instinctive frenzy.
Prerequisite: Shikava, Unarmed skill (70%)
Benefit: When attacking a target that has the bleed condition, gain a +3% result bonus with any combat skill. This
bonus increases to +6% at 90%, and +9% at 99%.
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Chameleon
You learn how to alter the colour of your body to match your surroundings.
Prerequisite: Arborean, Saerid or Shifter species
Benefit: When you make a Stealth skill check while stationary, gain a +10% result bonus.
Chrysalis
You experience a growth spurt, granting you greater abilities, plus either wings or armour.
Prerequisite: Saerid Species, Endurance skill (90%)
Benefit: After the first full night’s rest you take after gaining this talent, you shed your outer layer and emerge as a
mature Saerid with the following benefits:
• You grow 30cm (1”) taller and 10kg (22lb) heavier.
• Your arms are able to use weapons of Medium Size single-handed, and can use Large weapons with two hands.
Additionally, either:
• Sprout wings, allowing you to fly at your normal Movement Rate while Unburdened.
OR
• Grow an extra-thick shell, granting +10 natural AP, -2 to Movement, and your natural armour counts as Medium
for the purposes of qualifying for light armour talents and manoeuvres.
Crushing Grapple
Your grapple attack can crush the life out of your foes.
Prerequisite: Ophidian Species, Brawn skill (70%)
Benefit: When you succeed with a grapple action that successfully renders your target restrained or pinned, they take
your Damage Modifier as collision damage. This is also applied on a round where the target tries and fails to break free
of your grapple.
Crystal Alchemy
You can ingest gems of value greater than 10cr and gain special effects from them.
Prerequisite: Carapan Species
Benefit: The simplest gems provide you with sustenance, but the curious crystalline formations of more valuable gems
can now provide you with other benefits for the listed time. It takes 1 action to consume each gem, at which point the
effect kicks in. Eating more than five of any combination of gems in a 24-hour period has no additional effect.
Gem Name Value Effect
Chalcedony or Moonstone 20cr Heal 2 Hit Points to Minor or Serious Wounds, or 2 Natural Armour points.
Onyx or Rose Quartz 50cr Gain +2 Natural AP for 2 hours.
Zircon, Amber or Jade 75cr Gain +1 Damage Modifier and +5 Hit Points above your normal maximum for 1
hour. Damage taken reduces these extra Hit Points first.
White pearl 100cr Gain +1 Critical Range to all skills, +2 Movement and ignore the fatigued
condition for 1 hour.
Amethyst or Silver pearl 200cr Heal +4 Hit Points or Armour Points.
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Diamondback
You harden your exterior skin by adding diamonds to the mix.
Prerequisite: Carapan Species
Benefit: Carapan are unable to digest diamonds, but with a little clever thinking (and this talent), they can shift small
pieces of diamond to their skin, where they help harden their exterior against damage.
• For every diamond of 5000cr you eat, you gain a permanent +3 to your natural armour.
• Consuming a diamond worth 10000cr counts as eating two 5000cr diamonds.
• You can eat up to five diamonds of 5000cr value for a maximum of +15 AP.
Upon eating your first diamond, you are effectively wearing medium armour for the purposes of qualifying for light
armour talents and manoeuvres.
Dive Bomb
Your Mastery of the skies allows you to better used dropped weaponry against unsuspecting targets below.
Prerequisite: Corvid or Saerid Species
Benefit: While flying, you can use a Thrown Weapon as part of a Charge manoeuvre versus a target below you. The
attack deals +2 damage in addition to any relevant charge damage bonus, and you can continue moving on out to your
maximum movement.
Energy Field
Your ‘body’ produces an energy field to protect you.
Prerequisite: Veiran Species, Resolve skill (50%)+
Benefit: You gain +3 Energy Armour. When your Resolve skill % increases to 70%, 90% and 99%, you gain an additional
+3 Energy Armour each time, for a total of +12 (99%).
Extend Reach
Tendrils extend from your body to allow your attacks to reach further.
Prerequisite: Arborean, Shifter, Ophidian or Veiran Species, Unarmed or Martial Arts (50%)
Benefit: Your Unarmed or Martial Arts attacks with your natural weapons (bite, fists etc) can gain or lose the Reach
trait, decided at the start of your turn. When your skill % reaches 70%, you can gain or lose the Longreach trait as well.
Healing Sleep
You can help heal yourself and others even while you sleep.
Prerequisite: Any Venator Species
Benefit: Add +2 to your base Heal Rate. You can also choose one other living creature to curl up next to when you
sleep and grant this bonus to them as well.
Imitate Sound
You are able to duplicate sounds and voice patterns you hear around you.
Prerequisite: Corvid or Shifter Species
Benefit: By making a successful Common Tongue check, you can imitate any sound you hear around you and recall it
for the next two weeks. You can imitate noises like trees falling over, or the speech patterns of particular people. If you
fail the skill check, you have to wait 24 hours before trying to imitate that sound once more.
Improviser
You can build things with a minimum of training. No warranty!
Prerequisite: Roden Species, Salvaging skill (50%)
Benefit: You can use the Salvaging skill in place of the Mechanic or Electronics skills to qualify for mechanical or
electronic inventions, manoeuvres and weapon modifications. You can also use the Salvaging skill to operate inventions
you make in this fashion. Anything you make or modify needs to use 1 additional use of Duct Tape for each Part and/or
Circuit, and the finished item has +5 Fumble Range on all related skill checks.
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Increase Mass
As you eat, your body becomes denser and more resistant to damage.
Prerequisite: Arborean, Carapan or Shifter Species, Endurance skill 70%, 90% and 99%
Benefit: Gain +2 Strength, Constitution and Natural Armour, & you gain 20kg (44lb) of weight & 50cm (1'5") of height.
• If taking this talent increases your height to above 250cm (8'2"), you are able to effectively use two-handed
melee weapons in one hand, so long as they don’t have the ‘longreach’ property,
• You can use longarms of no more than Large size single-handed too.
• You no longer have penalties for using a ‘Setup’ type weapon without first setting up.
(90%) Endurance skill, the benefits of this talent are applied a second time, and once again (99%) Endurance skill.
Inventor
Your ability to figure out how to build inventions is beyond that of other lesser species.
Prerequisite: Mentari or Roden Species
Benefit: The time required for you to build inventions is halved.
Legend of Science
Mentari are renowned for their scientific prowess, and you are no exception.
Prerequisite: Mentari Species, Science Skill (90%)
Benefit: Add your Intellect Attribute bonus to your Science skill's Critical Range.
Natural Flier
Your flying abilities are exceptional.
Prerequisite: Corvid or Saerid Species
Benefit: You gain +2 Movement, and your Athletics & Pilot skills gains +2 Critical Range while flying.
Natural Weaponry
You are able to grow your own wooden weapon systems and ammunition.
Prerequisite: Arborean
Benefit: You are able to grow a weapon on your body which manifests after an 8-hour rest. Each can be manifest as
the skill related to that weapon reaches the required level.
Turn one arm into a Club at any time, which can be used with your Unarmed or Martial Arts skill. It still retains its
usability as an arm while granting the combat bonus. When either of these skills reaches 50%, you can modify the
weapon (over an 8-hour rest), to grow spikes, dealing +2 damage, and the weapon itself now does piercing damage.
At 90%, you can instead grow a Heavy Club, which also can have the spikes bonus. Treat both of these weapons as
Clubs when qualifying for talents, manoeuvres and weapon mods.
At 99%, both weapons gain +4 damage.
Organic Systems
You have some living tissue in your body that boosts your available energy.
Prerequisite: Android Species
Benefit: Gain +1 to your Maximum Spirit Point total. This bonus automatically increases to +2 at 50% Endurance skill,
+3 at 70%, +4 at 90% and +5 at 99% Endurance skill. You now count as a living creature for the purposes of benefiting
from nanomeds and genetics.
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Poisonous Bite
Your bite becomes more powerful and gains a poison ability.
Prerequisite: Ophidian species, Unarmed or Martial Arts skill (50%).
Benefit: Your unarmed Bite attack’s dice size increase by 1 step. When you deal damage with your bite attack, your
target must make an opposed Endurance check or gain the fatigued condition for 1 minute.
at 70%, the victim also gains the bleed condition until healed.
at 90%, the victim also gains the nauseated condition for 1 minute.
at 99%, the fatigue and nauseated conditions last for 24 hours.
Razor Teeth
Deal more damage and cause targets to bleed.
Prerequisite: Shikava Species, Unarmed skill (50%).
Benefit: The Vicious Bite attack gains a +1 damage bonus. This bonus increases to +2 damage at 70%, +3 damage at
90%, and +4 damage at 99%. If you damage a living target with your Vicious Bite attack, it gains the bleed condition.
Regeneration
Your natural vitality allows for rapid healing.
Prerequisite: Arborean, Shifter or Veiran Species, Endurance skill (70%).
Benefit: While you are above 0 Hit Points, you automatically heal 1 Hit Point per round up to your normal maximum.
Sentry Mode
You’ve optimised your code allowing you to remain aware of your surroundings while resting.
Prerequisite: Android or Automaton
Benefit: When resting, you can still sense what is happening around you and may choose to take an action to wake
yourself up.
Shard Cannon
Grow a powerful projectile weapon on your shoulder.
Prerequisite: Arborean, Heavy Weapons skill
Benefit: You can grow a Shard Cannon on one of your shoulders over an 8-hour rest, which is used with the Heavy
Weapons skill, and has traits as noted below. Treat it as a Heavy Weapon when qualifying for talents, manoeuvres and
weapon mods.
at 70%, the Shard Cannon gains the Oneshot trait, and deals +4 damage.
at 90%, the Shard Cannon gains double the range and Ammunition for the day.
at 99%, the Shard Cannon gains the Accurate trait.
After every 8-hour rest, you automatically regrow all of the ammunition as noted on the ammo column for any
natural weapons you have.
Smother
When you fight unarmed, you can engulf your target and suffocate them.
Prerequisite: Shifter, Ophidian or Veiran Species
Benefit: When you make a successful grapple attempt, the target is unable to breath and begins to suffocate, losing 1
Hit Point per round round provided they do not escape the grapple. If their Hit Points reach 0, they suffocate and die. If
they do escape, these lost Hit Points are regained instantly. (Keep track of them separately).
Starship Bond
You can link with a starship to control all crew positions remotely.
Prerequisite: Arborean species, Insight skill (50%)
Benefit: You can connect to an arborean-species starship’s computer core with your hands and assume control of a
ship. Once in control, you can use any crew station, and even abilities from different crew positions in the same turn.
You cannot share functions with an active crew member at a console. If you lack a required skill, such as Pilot, you can
use your Insight skill instead. While using this ability, you don’t gain console bonuses.
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Thick Carapace
Your carapace has thickened over time to provide better protection.
Prerequisite: Arborean or Saerid Species, Endurance skill (50%)+
Benefit: You gain +2 Natural Armour. When your Endurance skill % increases to 70%, 90% and 99%, you gain an
additional +2 Natural Armour each time, for a total of +8 (99%).
Thorn Gun
Grow a small projectile weapon on your forearm.
Prerequisite: Arborean, Firearms skill
Benefit: You can grow a Thorn Gun on one of your forearms over an 8-hour rest, which is used with the Firearms skill,
and has traits as noted below. Treat it as a pistol when qualifying for talents, manoeuvres and weapon mods.
at 70%, the Thorn Gun gains the Burst trait and if damaged, the target gains the bleed condition.
at 90%, the Thorn Gun gains a total of 90 Ammo for the day, +4 damage and the Suppress trait.
at 99%, the Thorn Gun replaces the Burst trait with the Gatling trait, and gains a total of 180 Ammo for the day.
Venator Power
Gain a special ability for your subspecies.
Prerequisite: Venator Species
Benefit: Take the new ability linked to your venator subspecies:
Feline: Gain a Perception result bonus in darkness of +5%.
Canine: Gain +2 AP when adjacent to an ally.
Ursine: Gain +1 Damage Modifier and +5 Hit Points.
When the relevant skill reaches 90%, also gain the following benefit:
Feline: Gain +2 Critical Range to Acrobatics skill checks.
Canine: Gain +2 Critical Range to Perception skill checks.
Ursine: Gain +2 Critical Range to Brawn skill checks.
Vehicle Talents
Internal Power
You can use power from the vehicle’s engine to operate energy weapons.
Prerequisite: Heavy Weapons skill
Benefit: When you fire a laser or plasma weapon mounted on a vehicle, you can choose for it to use a point of the
vehicle's fuel instead of its normal power source.
Pursuit Specialist
Continue pursuit of your target while you engage with weapons.
Prerequisite: Drive or Pilot skill (50%)
Benefit: You can attack with forward mounted weapons in the same action as moving the vehicle.
Vehicle Expert
Your talent with controlling vehicles is exceptional.
Prerequisite: Pilot or Drive skill (70%)
Benefit: Your Pilot and Drive skills gain +2 Critical Range and +2 Result bonus when operating vehicles. These bonuses
increase to +3 at 90% skill, and +4 at 99% skill.
Spirit Talents
Graceful
Your movement flows with incredible grace and efficiency.
Prerequisite: Evade Skill (50%)
Benefit: Your maximum Spirit Points are increased by +1. This bonus automatically increases to +2 at 70%, +3 at 90%
and +4 at 99%.
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Hidden Power
An unprepared mind is easy pickings for your talents.
Prerequisite: Psychic Skill (50%)
Benefit: If a target is unaware of your presence (usually due to a successful stealth check) the first psychic ability they
are struck with grants you a +4% bonus on a successful result. This bonus increases to +6% at 70%, +8% at 90% and
+10% at 99%.
Magnitude
Your mind can project psychic effects further.
Prerequisite: Psychic Skill (70%)
Benefit: The range of your psi disciplines with a base range of 10 squares is increased by an extra 10 squares.
Mental Precision
Your mind is a finely tuned apparatus.
Prerequisite: Psychic Skill (90%)
Benefit: Your Psychic skill gains +2 Critical Range.
Mind Power
Generate more mental energy on a perfect application of mind power.
Prerequisite: Psychic Skill (90%)
Benefit: On a critical success with the Psychic skill, regain 1 Spirit Point (cannot go above maximum).
Psychic Focus
You focus your talents on a particular type of damage.
Prerequisite: Psychic Skill (90%)
Benefit: Choose one damage type from psychic, fire, cold, electrical or bludgeoning. Add +5 damage to psychic
disciplines that deals this type of damage. You can take this talent multiple times, choosing a different damage type
each time.
Resolute
Your mental discipline is highly developed.
Prerequisite: Resolve Skill (50%)
Benefit: Your maximum Spirit Points are increased by +1. This bonus automatically increases to +2 at 70%, +3 at 90%
and +4 at 99%.
Stalwart
Your physical resilience and health grants you additional stamina.
Prerequisite: Endurance Skill (50%)
Benefit: Your maximum Spirit Points are increased by +1. This bonus automatically increases to +2 at 70%, +3 at 90%
and +4 at 99%.
Synergy Link
You can channel your psi powers through a willing individual.
Prerequisite: Psychic Skill (90%)
Benefit: After you have touched one other willing psychic, you can then move up to 100 metres apart and maintain the
link. You can sense what the target in the link are sensing, and channel a psi power through them as if they were
activating it themselves. All range limits are based on their position, not yours.
Transcendent
Your Mastery of psychic abilities has fortified your spirit beyond lesser minds.
Prerequisite: Psychic skill (50%)
Benefit: Your maximum Spirit Points are increased by +2. This bonus automatically increases to +4 at 70%, +6 at 90%
and +8 at 99%.
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Computer Talents
Advanced Design
Your knowledge of advanced mathematics allows you to reduce the time to decrypt files.
Prerequisite: Computers or Electronics Skill (99%)
Benefit: You can create Masterwork items using a fabricator, or when using the Electronics skill to create cybernetics.
Use a current blueprint you have and apply the modifiers as listed in the high-tech crafting section.
Cybernetic Hacking
You have learned how to impair and undermine cybernetic implants just for other machines.
Prerequisite: Computers Skill (90%)
Benefit: You can now apply Computer manoeuvres to cybernetically enhanced individuals or suits of powered armour,
just like if they were robots or androids. The manoeuvres list a body location that needs to be cybernetically enhanced
for that manoeuvre to work on the subject, such as ‘Disable Sensors’, which requires a head upgrade for you to hack in
this way.
Hacking
You have the skills and talent to bypass and disable security systems.
Prerequisite: Computers Skill
Benefit: Bypassing security measures on computer systems is covered by this skill, provided the user has access to
the secure system through a terminal, infopad, or other interface via a direct hard line connection. Attempting to take
over a hostile robot, android or AI essentially requires them to be completely stationary or shut down for the duration.
When attempting to understand the design of a strange new system or run a bypass on security systems such as
fingerprint or retina scanners (making this an advanced version of Lockpicking), this is the skill to use. When making
your own security system, you can impose a penalty to your check to also impose this penalty on anyone attempting to
hack the system later (maximum of a -50 penalty).
A hacking attempt usually takes 1 ho ur, but can be done much faster through the use of the 'Fast Hack' manoeuvre.
Result Effect
Critical Success You successfully hack the system in half the usual time.
Success The system is disabled in one hour, allowing you to bypass it safely.
Failure Your attempt fails, and the system is still active.
Fumble Utter disaster. Your attempt is discovered and the appropriate authorities have been alerted.
Programming
You can apply your knowledge of computers to create programs.
Prerequisite: Computers Skill (50%)
Benefit: You are able to write programs in computer language for inventions, robotics, sentry turrets, or any manner of
creative program designs.
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Electronic Talents
Custom Weaponry
You are able to modify any modern or high-tech weapon.
Prerequisite: Electronic Engineering or Mechanical Engineering talent.
Benefit: You may use your Electronics skill to apply modifications to modern weaponry, and/or the Mechanic skill to
modify high-tech weaponry.
Cybertech
You learn the technology to be able to make cybernetic components.
Prerequisite: Electronics Skill (90%)
Benefit: When you take this talent, choose one design from the Cybernetic Upgrade table. You can now use your
Electronics skill to make this component. Extra upgrade designs can be learned or bought using Accolades or money
(provided someone is able to teach it to you).
Digital Avatar
You learn how to take advantage of technology to operate your robot more directly.
Prerequisite: Robotics or Electronics Skill (50%)
Benefit: When directly piloting a robot with the Cockpit upgrade, or when using an AR Visor plugged into your Remote-
Control device, your robot or sentry turret gains a +2% result bonus to all of its opposed skill checks. This bonus
automatically increases to +3% at 70%, +4% at 90% and +5% at 99% Robotics or Electronics skill.
Electronic Engineering
You are able to create electronic devices and inventions from scratch.
Prerequisite: Electronics Skill (50%), INT 12+
Benefit: This talent allows you to apply your knowledge of Electronics to create your own devices and inventions, as
well as gain some other benefits:
• You may use your Electronics skill to apply modifications to high-tech weaponry.
• Taking this talent grants you access to Electronic Inventions, allowing you to choose from one of the available
designs to learn right away.
You may also use your Electronics skill to create any Device from the Devices list using a set of electronic tools, and the
right components.
• Each Device requires 1 Part per ENC of the device, and 1 Circuit for each 500cr of value.
• Creation takes 1 hour for each Part and Circuit.
• Some Devices have special requirements for building, listed with each Device.
• It then takes 8 hours per Circuit to program it with a Computers skill check.
• If you have a fully functioning device as an example, you can copy over the operating system to a new device in
one hour with a Computers skill check, bypassing the need to program your own.
Finally, you can create an Electric Engine for vehicles. A mechanic with the design is needed to create the rest of the
vehicle though.
Improvised Inventions
You can learn to make mechanical inventions, but the results can vary greatly.
Prerequisite: Repair Skill (50%)
Benefit: When you learn this talent, pick one mechanical or electronic invention you qualify for to learn along with it.
You can build that invention using your Repair skill, but it requires 1 extra use of duct tape for every Part used, and the
finished result, when used, gives a +5% fumble chance to the skill. On a fumble, the invention is broken and requires an
hour of work to fix, along with half the number of Parts required to make it.
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Master Electrician
You reach the pinnacle of electronic aptitude.
Prerequisite: Electronics Skill (99%)
Benefit: Your Electronics skill gains +2 Critical Range.
Recycle Tech
You are an expert at salvaging old parts from broken devices.
Prerequisite: Electronics or Salvaging Skill (70%)
Benefit: When you successfully salvage Circuits, add +1 to the total gained.
Mechanical Talents
Mechanical Engineering
Your skill and training allow you to design and build vehicles, mechanical inventions, and modify weaponry.
Prerequisite: Mechanic Skill (50%), INT 12+
Benefit: This talent allows you to apply your knowledge of machines to create your own inventions, as well as gain
some other benefits:
• You may use your Mechanic skill to apply modifications to modern weaponry.
• Arm vehicles with weapons, taking 1 hour per weapon slot.
• Taking this talent grants you access to Mechanical Inventions, allowing you to choose from one of the available
designs to learn right away.
• If you have access to a garage or other work space, you can build a vehicle:
Choose a vehicle template. Use 2 Parts per Hit Point of the vehicle template, and put them together at a rate of 1
Part per hour. You can choose from Internal Combustion or Turbine engines, each of which requires 1 Part per Hit Point
of the vehicle. You’ll then need some tires, and you’re done! Electronic Engineering can supply designs for electric
engines, and Nuclear Science is needed to make fusion engines for the vehicle.
Mechanical Engineering Result Table
Result Effect
Critical Success You create the invention, vehicle design or modified weapon in half the time.
Success The build was successful.
Failure The result is flawed, worth only a quarter of its listed value, and takes twice as long to make.
Fumble You fail to create the machine and half the components are destroyed in the attempt.
Custom Weaponry
You are able to modify any modern or high-tech weapon.
Prerequisite: Electronic Engineering or Mechanical Engineering talent.
Benefit: You may use your Electronics skill to apply modifications to modern weaponry, and/or the Mechanic skill to
modify high-tech weaponry.
Efficient Design
You improve the overall design of your machines.
Prerequisite: Mechanic Skill (70%)
Benefit: A vehicle you spend 3 hours working on gains a permanent +1 AP on all facings, +2 HP, +1 fuel and +2
Movement Rate. A given machine can only gain this benefit once.
Exotic Materials
You have learned how to work with exotic materials.
Prerequisite: Computers, Mechanic, Salvaging or Robotics skill (70%)
Benefit: Working with advanced materials takes more than just a plasma cutter and elbow grease, you need skill and
experience. Ordinarily, you would have a -20% penalty to skill checks involving Carbon-Fibre, Titanium, Graphene and
Auldsteel, which is negated by taking this talent. You also need this talent to avoid a penalty when using a fabricator or
AMT with exotic materials.
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Experienced Mechanic
You are more effective at repairing damage.
Prerequisite: Mechanic Skill (50%)
Benefit: When you repair damage to a machine of some sort, add an extra +2 to the final amount of Hit Points
restored.
Expert Salvager
You are an expert at salvaging old parts from wrecks
Prerequisite: Mechanic or Salvaging Skill (70%)
Benefit: When you successfully salvage Parts, add +1 to the total gained.
Master Mechanic
You reach the pinnacle of mechanical aptitude.
Prerequisite: Mechanic Skill (90%)
Benefit: Your Mechanic skill gains +2 Critical Range.
Repair Robot
Your mechanic training can now be applied to robotics.
Prerequisite: Mechanic, Electronics or Repair Skill
Benefit: When you use your Mechanic or Electronics skill to repair robots or androids, you repair the normal 1d6
amount instead of halving it.
Restore Machine
You can bring a wrecked machine back from the brink, after a fashion.
Prerequisite: Mechanic, Electronics or Robotics Skill (70%)
Benefit: By spending 1 hour and using 1 Part, a wrecked vehicle, starship, robot, sentry turret or mini-drone gains +1 Hit
Point. Continue this process until the machine is above its negative maximum Hit Points, at which point it counts as
merely Inoperative, and can be repaired with Parts in the regular fashion. Note that a machine that is below 2x it’s
maximum negative Hit Points is utterly destroyed and cannot be repaired.
Robots and ship AI’s will only retain its previous data, such as learned talents, manoeuvres, skills etc. if the
technician makes an unopposed Computers skill check. Check the table below for results
Reverse Engineering
You can dismantle an invention, cybernetic or nanotech design, or medicine to learn how to make your own.
Prerequisite: Mechanical Engineering, Electronic Engineering, Science talent, or Medicine skill
Benefit: When you come across an intact example from your field of study, you can spend 48 hours of time to
dismantle it and learn how it works, for which you need the toolkit for your profession. This gives you the appropriate
design in your field in order to make your own versions of that object, just as if you’d spent money or Accolades to learn
it.
Steam Tech
You are able to make inventions from the dawn of science.
Prerequisite: Mechanic Skill (50%)
Benefit: This talent allows the mechanic to understand the basic mechanisms of steam technology, and to utilise such
knowledge to create and operate primitive but effective inventions. Usually used in steampunk settings.
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TALENT LIST
Healing Talents
Implant Cybernetics
Your surgical techniques have advanced to the point that you can integrate complex devices into living beings.
Prerequisite: Surgery skill (90%), AGI 17+
Benefit: This allows you to use the Surgery skill to implant a cybernetic device. The operation takes 8 hours to perform,
halved on a critical success. A fumble forces the character to make an Endurance skill check or sustain a Major Wound,
possibly resulting in death.
Nanotech
You are able to design and fabricate tiny machines to create short-term effects on living creatures.
Prerequisite: Medicine skill (90%), INT 17+
Benefit: You can use the Medicine skill and a Nanobot Lab device to create and program Nanobots to heal and
augment the body above and beyond what mere chemicals can achieve. Upon taking this talent, gain 1 Nanomed
program from the list - see the Nanotech section for more information on this ability.
Narcotics
You can combine and alter herbal remedies to make them far more potent for other uses.
Prerequisite: Medicine skill (50%), INT 12+
Benefit: You can now use your Medicine skill to create Narcotics, medicines with uses other than healing.
Xenobiology
You’re your extensive knowledge of alien physiology allows you to effectively heal species other than your own.
Prerequisite: Surgery or Medicine skill
Benefit: You can now use your First Aid, Surgery & Medicine skills to treat species other than yours without penalty.
TALENT LIST
Robotics Talents
Broad Application
Your knowledge of basic robotics has expanded greatly.
Prerequisite: Robotics Skill (90%)
Benefit: You may use your Robotics skill to perform mechanic and electronics skill checks for basic knowledge of
these systems, and to repair, salvage and upgrade vehicles, weapons and devices in twice the standard time (they’re not
exactly your field of expertise). You can also use your Robotics skill to qualify for Mechanic and Electronics
manoeuvres, but they can only be used on robots.
Expanded Chassis
You redesign the internals of a robot to make more space for upgrades.
Prerequisite: Robotics Skill 70%, 90% or 99%
Benefit: By making a successful Robotics skill check and spending 8 hours, a robot or Automaton you work on gains 1
additional slot. at 90% this process grants 2 extra slots, and (99%) it grants a total of 3 extra slots.
Precision Circuitry
Your knowledge of Robotics is exceptional.
Prerequisite: Robotics Skill (99%)
Benefit: Robotics skill checks made when building or repairing robots gain +2 Critical Range.
Neural Programming
Improve the machine learning abilities of your robots.
Prerequisite: Robotics or Electronics Skill (70%) (also Science or Mechanic (70%) for Clockwork and Steam robots)
Benefit: Add +10% to the baseline skills for robots (doesn’t apply to automatons), turrets, mini-drones, powered
armour resistance, AI Construct inventions and starship drones that you build, at the time of building them. This bonus
increases to +20% when your skill reaches 90%, and tops out at +30% bonus to baseline skills when you have 99% skill.
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Digital Avatar
You learn how to take advantage of technology to operate your robot more directly.
Prerequisite: Robotics or Electronics Skill (50%)
Benefit: When directly piloting a robot with the Cockpit upgrade, or when using an AR Visor plugged into your Remote-
Control device, your robot or sentry turret gains a +3% result bonus to all of its opposed skill checks. This bonus
automatically increases to +4% at 70%, +5% at 90% and +6% at 99% Robotics or Electronics skill.
Robot Servicing
You have specialised with repairing robotic systems.
Prerequisite: Robotics Skill (50%)
Benefit: When repairing a robot or android, add +2 to the result.
Robotics Expert
Your knowledge allows you to services robots much faster.
Prerequisite: Robotics Skill (70%)
Benefit: The time required to build or repair robots (and androids where appropriate) is halved.
Biology
Your knowledge of biology allows you to understand the natural world better.
Prerequisite: Science Skill (50%), INT 12+
Benefit: This talent expands your knowledge of biological systems, granting you a +10% skill bonus on knowledge
related to this topic (useful on difficult checks!) More importantly, you can access and build Biology inventions.
Chemistry
Your knowledge of chemistry allows you to apply this field of science in practical applications with ease.
Prerequisite: Science Skill (50%), INT 12+
Benefit: This talent expands your understanding of chemical interactions, granting you a +10% skill bonus on
knowledge related to this topic (useful on difficult checks!) More importantly, you can access and build Chemistry
inventions.
Clockwork Tech
You are able to make inventions utilising intricate and elaborate designs.
Prerequisite: Science Skill (50%)
Benefit: This talent allows you to understand basic mechanisms of clockwork technology, and to utilise such
knowledge to create and operate primitive but effective inventions.
Genetics
You learn the techniques and technologies that allow for the editing of genetic sequences.
Prerequisite: Science Skill (70%), INT 15+
Benefit: This talent improves your understanding of genetics, specifically as it applies to enhancing living creatures
through altering their genetic pathways. Your knowledge grants you a +10% skill bonus on knowledge related to this
topic (useful on difficult checks!) More importantly, you can access and apply genetics inventions.
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Gravity Theory
You learn the complex theories on which artificial gravity and anti-gravity systems are designed.
Prerequisite: Science Skill (90%), INT 18+
Benefit: This talent expands your understanding of gravity, including how it interacts with matter on a micro and macro
scale, and how to create and manipulate it in high-tech systems. Your knowledge grants you a +10% skill bonus on
knowledge related to this topic (useful on difficult checks!) More importantly, you can access and build Gravity Theory
inventions.
Nuclear Science
You have advanced knowledge of nuclear systems.
Prerequisite: Science Skill (70%), INT 15+
Benefit: This talent represents the knowledge you’ve gained regarding nuclear physics and related sciences,
particularly how it relates to power generation, radiation and weaponry, granting you a +10% skill bonus on knowledge
related to this topic (useful on difficult checks!) More importantly, you can access and build Nuclear Science inventions.
Finally, if you’re in a high-tech era, you can create a Fusion Engine for vehicles. You’ll need to supply Parts equal in
value to the cost of the engine you want to make.
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Equipment
Currency & Gems
Adventurers need equipment to ply their trade and this chapter covers all of the mundane equipment available for
purchase, as well as the currency system used to determine item value. Sabre uses Credits (CR) as the standard unit of
currency, and lists all items hereafter in CR, unless noted otherwise. One credit is the average price for a day’s food,
drink and accommodation for one person, assuming basic quality of meals and housing. Thus, a character needs to
spend 7cr per week to simply exist.
A Credit is typically a round plastic disc, wafer thin and etched with holographic images to prevent counterfeiting. It
weighs next to nothing and doesn’t take much space, so 1000 credits equal 1 ENC.
For dealing in smaller transactions, there are centi-credits or simply ‘cents’ predominately used as change for
credits, as cents don’t really have a lot of buying power.
The exchange rate is:
• 100 Cents = 1 Credit
Gems and jewels are the next highest state of currency, useful not simply for display, but for moving large sums of
wealth in a compact package. Below is a list of gems (relatively common) and jewels (rarer) with their relative values.
Actual value depends on buyers and sellers, and the market demand for such objects.
Gemstone Table PROSPECTING SKILL
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Equipment Prices
When the party are in the market to sell their acquisitions after an adventure, merchants can be very shrewd when
offering to buy. Prices can be affected by supply and demand, reducing price by as much as half in abundant markets,
and tripling it if the item is scarce (subject to haggling!) Heavily damaged equipment in low demand may be completely
unsellable in a given market. Characters may need to seek out wealthy buyers such as collectors or nobility to offload
their more expensive gear.
Below, you’ll find lists of all the equipment available to adventurers in Sabre, divided into relevant sections for
different types. The quality of these items is considered average, with no bonuses or penalties. Equipment quality is
covered in the Item Condition section.
Second Hand equipment can be found in flea markets. These items have the Worn-out condition which halves their
value, Equipment is described in terms of price (credits), toughness (Armour Points) and encumbrance (ENC). Other
items have special qualities which are described later.
Starting Kit
Item ENC
Low quality clothing: -
Small Backpack -
5 Bandages -
Bedroll 1
Belt pouch (holds 1 ENC) -
Lighter 1
Water Skin or Canteen (holds 2 litres of water) 1
Flashlight 1
Hemp rope, 10m (11y) 2
Dry Rations, 7 days 1
Ident Card (modern or high-tech era) -
Bank Card (Allows digital access to your bank account) -
TOTAL 7
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Armour
Whether it is fashioned from cured animal hides or the finest steel, armour protects the wearer against physical
harm, reducing the amount of damage sustained by its Armour Point value. Even the lightest armour can be the
difference between life and death, and all characters should consider investing in some form of armour.
Armour has its downsides too – it’s heavy and restrictive, requiring good endurance to wear into a fight. Armour is
purchased in pieces, with each piece adding to an overall increase in Armour Points and ENC. If the AP value of an
armour piece ever falls to 0, the armour is destroyed. The tables below are divided into torso, leg, hand and head
pieces, restricted by the type of armour (light, medium or heavy).
Light armour
This consists of leather tunics or jackets & pants, and includes cured leather shaped into hardened armour. It’s
relatively cheap and readily available to just about anyone, though its protective qualities are limited. Light armour
requires no special training to wear as it’s donned in a similar manner to clothing, and provides light protection without
inhibiting movement.
This category also covers modern and high-tech light armours, usually a composite of polyethylene or graphene to
provide reasonable protection without compromising movement.
Medium armour
This category covers chain shirts and pants, as well as brigandine which is a leather coat with closely stitched metal
plates providing excellent protection and mobility. This armour provides decent protection for moderate expense, and is
commonly used by mercenaries and soldiers. The weight does require a character to learn the Medium Armour Training
talent to wear, requiring a decent level of fitness to wear.
This category also covers modern and high-tech medium armours, usually a composite of Kevlar, polyethylene or
graphene to provide reasonable protection without compromising movement.
Heavy armour
This armour is made from metal plates fitted to cover as much of the body as possible and consists of breastplates
of solid steel, plate boots called greaves which protect the legs and feet, and a visored helm which covers the head and
face. Plate armour is expensive and typically worn by nobility or wealthy adventurers, and it requires a high level of
personal fitness to wear – you’ll need the Heavy Armour Training talent to use this prestigious equipment, but it is
simply the best ancient armour that money can buy, especially if it’s made of exotic materials.
This category also covers heavy duty modern and high-tech armours, usually a composite of Kevlar, polyethylene or
graphene, designed to provide the best protection possible.
Powered armour
Protecting against advanced weaponry becomes increasingly difficult as technology progresses simply because of
the weight requirements of armour. The solution to this comes about when a society develops a power source compact
enough to be worn, which is then used to power an exoskeleton layered with heavy plates of armour, essentially turning
a soldier into a small, walking tank. These suits require skill with computers to operate, but have very little in terms of
weight on the body thanks to a series of electrically operated servos.
Armour Tables
Each type of armour is defined by the following qualities:
• AP: The number of armour points this piece provides. If this number reaches 0, the armour is destroyed
• Type: The class of armour: Light, Medium, Heavy, Modern or Powered.
• ENC : The armour’s average bulk and weight. This number is roughly equal to imperial pounds, while half this
number is kilograms.
• Cost: The price, in Credits. Exotic materials or quality construction can increase this.
• Mo ve: Heavier armour reduces a character’s Movement by this amount.
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Ancient Armour
This armour is common in low-tech settings, whether historical or post-apocalyptic in nature. It’s highly effective
against melee and low-tech ranged weapons, but is susceptible to the penetrative power of ranged weapons from the
industrial era onwards.
• Ancient armour is only worth half the listed AP vs ranged weapons from the industrial era onwards, rounded
down (minimum of 1). Only ancient armour made from titanium or other high-tech materials ignores this
penalty.
Torso Pieces
Type AP ENC Cost ENC Cost ENC Cost
Leather Jacket or Robe Light +1 1 50 2 100 3 150
Leather Breastplate Light +2 2 100 3 200 4 300
Chain Shirt Medium +3 3 125 6 250 9 400
Brigandine Coat Medium +3 2 250 4 500 6 750
Breastplate Heavy +4 5 300 8 600 10 900
Hand Pieces
Type AP ENC Cost ENC Cost ENC Cost
Leather Gloves Light +1 1 30 2 60 3 120
Chain Gloves Medium +2 2 60 3 125 4 200
Brigandine Gauntlets Medium +2 1 90 2 180 3 300
Plate Gauntlets Heavy +3 3 125 5 250 6 400
Leg Pieces
Type Mo ve AP ENC Cost ENC Cost ENC Cost
Leather Pants Light - +1 1 75 2 150 3 225
Chain Pants Medium -1 +2 3 125 6 250 9 400
Brigandine Greaves Medium - +2 2 250 4 500 6 750
Plate Greaves Heavy -1 +3 3 300 6 600 8 900
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Modern Armour
Modern armour is made from woven Kevlar or other ballistic cloth, designed to stop bullets and other high-speed
projectiles (and is also effective against ranged energy weapons). The nature of this weave means that it’s not so good
against melee weapons though, and so all modern armour is only worth half the listed AP versus melee weapons,
rounded down (minimum of 1).
• All versions of modern era armour are no n-conductive, and provide invulnerability to electrical damage.
• Mo dern era armour cannot be repaired. Once it’s taken significant damage, it is generally discarded and
replaced.
< 110cm 110cm to 249cm 250cm+
Helmets < 3' 6" 3' 6" to 8'1" 8' 2"+
Type AP ENC Cost ENC Cost ENC Cost
Ballistic Helm Light +1 2 150 4 300 5 450
Kevlar Helm Medium +2 3 300 5 600 6 900
Torso Pieces
Type Mo ve AP ENC Cost ENC Cost ENC Cost
Ballistic Vest Light - +3 2 150 4 300 5 450
Tactical Vest Medium - +5 5 400 8 800 10 1200
Riot Vest Heavy -1 +7 6 600 10 1200 12 1800
Hand Pieces
Type AP ENC Cost ENC Cost ENC Cost
Ballistic Gloves Light +1 1 50 2 100 3 150
Kevlar Gloves Medium +2 2 100 3 200 4 300
Riot Gauntlets Heavy +3 4 150 6 300 8 450
Leg Pieces
Type Mo ve AP ENC Cost ENC Cost ENC Cost
Ballistic Pants Light - +1 2 75 3 150 4 225
Tactical Pants Medium - +2 3 250 4 500 6 750
Riot Greaves Heavy -1 +3 5 500 8 1000 10 1500
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High-Tech Armour
Designed to stop high-powered bullets and provide excellent protection against blades and other melee weapons,
high-tech armour is thin and light, and can be repaired. It is the finest non-powered armour available, made from highly
advanced materials that include metal, but also no n-conductive materials.
• Silksteel armour is engineered at a molecular level from spider’s silk, and is extremely strong, lightweight and
flexible. This armour is ideal for stealthy assassins and those who prefer mobility over protection, without
compromising too much. Its properties are exceptional and so is the price.
• Co mposite armour is made of thin sheets of graphene layered together with carbon fibre to provide excellent
protection against all forms of physical attack, and it will even ignore AP damage from plasma or impact weapons.
A Composite Breastplate can be augmented with Mo dular Plate Inserts to provide additional protection against
specific damage types, but even without these, the armour is some of the best you can buy.
< 110cm 110cm to 249cm 250cm+
Helmets < 3' 6" 3' 6" to 8'1" 8' 2"+
Type AP ENC Cost ENC Cost ENC Cost
Silksteel Bandana Light +2 0 750 1 1,500 2 2,250
Composite Helm Medium +3 1 2,500 2 5,000 3 7,500
Torso Pieces
Type AP ENC Cost ENC Cost ENC Cost
Silksteel Vest Light +4 1 1,500 2 3,000 3 4,500
Composite Breastplate Medium +6 2 4,000 3 8,000 4 12,000
Hand Pieces
Type AP ENC Cost ENC Cost ENC Cost
Silksteel Gloves Light +2 0 750 1 1,500 2 2,250
Composite Gauntlets Medium +3 1 5,000 2 10,000 3 15,000
Leg Pieces
Type AP ENC Cost ENC Cost ENC Cost
Silksteel Boots Light +2 1 1,000 2 2,000 3 3,000
Composite Greaves Medium +3 1 9,000 2 18,000 3 27,000
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Powered Armour
This type of armour consists of a frame called an exoskeleton, with servos and sensors to detect the wearer’s
movement, and augment said movement with power assist from a Large Power Cell. On its own, this exoskeleton is
used by workers in industrial settings to lift heavy and dangerous goods, while soldiers can be sent into battle wearing
versions covered in armour plating.
While providing good protection, the real benefits of powered armour are the virtually zero Encumbrance, and
enhanced mobility afforded by the system. Additionally, powered armour suits are highly modifiable, with a wide variety
of upgrades to adapt to different requirements.
Wearing an exoskeleton has a number of benefits:
• The wearer gains +6 Strength, +3 Natural Armour and +2 Movement.
• The suit is sealed against airborne contaminants, and while powered, provides breathable air within.
• Allows the wearer to walk on metal surfaces as if wearing Mag Boots.
• No need to ‘Setup’ a heavy weapon in order to use it, and Large melee weapons can be used single-handed.
• A Large Power Cell provides 20 hours of operation, using 1 Charge per hour. It can be changed out in 2 rounds.
• It takes 1 round to get into or out of an exoskeleton, entering and exiting it through a large opening on the back.
• No other armour can be worn beneath an exoskeleton as its sensors need to be firmly placed against the
wearer’s body.
Individual armour plating can be attached to the appropriate armour location on an exoskeleton. Steel is by far the
most common type of plating due to easily obtained and affordable material, but it's possible to fabricate plating from
other materials if available (see the crafting section for more information).
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Armour Types
There are three methods of increasing the Armour Points for a character – Energy Armour, Mundane Armour and
Natural Armour. Each provides a layer of protection against incoming damage.
Energy Armour
This is armour fashioned from pure energy. When activated, it appears as an aura of light which acts just like real
armour except it has no weight. Energy armour stacks with all other armour, but not of the same type: i.e. a hardlight
shield granting 10 AP would stack with a forcefield device (also granting 10 AP for a total of 20), but adding a second
forcefield or hardlight shield wouldn’t increase AP further. Energy AP isn’t reduced by modern or high-tech weapons, or
by weapons with the Impact trait as it regenerates right after being hit. The shield is effective against area of effect
damage from explosions, such as fire or plasma. Finally, melee weapons and ranged weapons with the ‘missile’ trait
completely ignore energy armour worn by the target, as these weapons are either too large and/or fast for the field to
vaporise.
Natural Armour
This form of protection is usually part of a creature’s body, though there are some disciplines which provide this kind
of protection as well. The AP bonus from Natural Armour stacks with other kinds of armour as it tends to be under or
behind any other armour on the target. Disciplines can boost natural armour on a creature such as a bear, but
disciplines which provide Natural Armour do not stack with themselves, thus the bear in question could only gain the
benefit of one such discipline. Just like Energy Armour, Natural Armour’s value counts on each armour location.
If Natural Armour is damaged, it regrows during your normal rest period at a rate equal to your Heal Rate (i.e. Heal
Rate 2 means you regrow 2 Natural Armour points during an 8 hour rest).
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Shields
Shields are defensive items used to block incoming ranged and melee attacks. Positioning a shield during a fight is
key to their use – the smaller the shield, the faster it can be repositioned, but the larger shields absorb more damage.
Wooden shields are lighter, cheaper & less durable than their metal counterparts, but also non-conductive. Both
categories provide little to no protection against modern and high-tech ranged weapons, which tend to go straight
through without resistance. Heavier shields prevent the use of Stealth or Acrobatics.
Wooden Shield Table (Provides no AP against modern and high-tech ranged weaponry).
Shield AP Damage Size ENC Defence Bonus Trait Cost
Buckler 4 1d4 S 1 +12% Light 40
Round shield 6 1d6 M 3 +9% Light 80
Heater Shield 8 1d8 L 5 +6% - 150
Kite Shield 10 1d10 H 7 +3% - 250
Tower Shield 12 1d12 E 9 0 - 400
Metal Shield Table (Provides ½ AP against modern and high-tech ranged weaponry).
Shield AP Damage Size ENC Defence Bonus Trait Cost
Buckler 6 1d4 S 2 +12% Light 80
Round shield 8 1d6 M 4 +9% Light 150
Heater Shield 10 1d8 L 6 +6% - 250
Kite Shield 12 1d10 H 8 +3% - 400
Tower Shield 15 1d12 E 10 0 - 600
Modern & High-Tech Shield Tables (Effective against modern and high-tech ranged weaponry).
Modern shields consist of either Riot Shields or Ballistic Shields used by police departments, or improvised shields
picked up from piles of junk, alleyways, or whatever is lying around. There are examples below for each of these shield
classifications, though it should be noted that improvised shields cannot be repaired, and tend to be unwieldy and
provide sub-standard AP. With the advent of high-tech melee weapons, advanced shields were developed with greater
protection for their size, incorporating designs from armoured vehicles to deflect incoming attacks.
Melee Weapons
The weapons listed below are designed for use in close-quarters combat, from knives and weapons such as the
classic knight’s arming sword, to a halberd or a sledge hammer. There are also modern era weapons such as baseball
bats, and high-tech weaponry that provides the pinnacle of melee fighting effectiveness. Each of these belong to a
category which includes several weapons of similar design and fighting style.
• Axes deal good damage and are able to damage armour, shields and weapons.
• Blades deal average damage but are fast, accurate and have better Critical Range.
• Chains deal average damage but have excellent range control and are able to disarm and restrain enemies.
• Clubs typically deal the most damage, and can be used to disable and knock-out opponents.
• Polearms have the longest reach and are the best to control range and set against charging opponents.
• Swords can gain extra attacks cause bleeding.
• Martial Arts fighting grants cunning Manoeuvres to 'box' or impair opponents.
• Powered weapons are similar to various types listed above, but pack a lot more punch.
• Two handed weapons usually have Reach or Longreach, and their damage output is higher.
While all of the weapons are more or less available in a Sabre campaign, certain cultures may prefer one type over
another, thus leading to scarcity of some weaponry. Weapons are governed by characteristics, as noted below:
Characteristic Details
Type The sub-category of weapon, for the purposes of determining which talents affect it.
Damage The amount of damage the weapon delivers if an attack is successful. Damage type icons will
indicate: Piercing Bludgeoning or Slashing damage. Powered melee weapons can
also deal Laser Plasma or Fire damage.
Size Tiny (T), Small (S), Medium (M), Large (L), Huge (H), Enormous (E) and Colossal (C).
ENC The weapon’s weight and general bulkiness. This number roughly equals imperial pounds, while half
this number is the ENC in kilograms.
HP Weapons have Hit Points, denoting their ability to withstand direct damage or wear and tear.
Cost The weapon’s baseline price, in Credits.
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Exotic Weapons
These are melee weapons that can be used with the Martial Arts skill. They can still be used with the Melee skill, but
do not benefit from any melee weapon talents, only from Martial Arts.
Weapon Group Damage Size Traits ENC HP Cost
Bo Staff Martial Arts 1d6 H Double, Wood, 2 handed 4 25 100
Hanbo Martial Arts 1d4 M Double, Wood 2 15 72
Katana Martial Arts 1d10 L Reach, 1 or 2 handed 4 20 280
Kusari Martial Arts 1d4 S Reach 1 10 50
Naginata Martial Arts 1d6+4 E Longreach, 2 handed 8 30 400
Ninjato Martial Arts 1d6 M 1 or 2 handed 3 15 120
Nunchaku Martial Arts 1d4 S Double, Wood, Parrying 1 10 60
Sai Martial Arts 1d4 S Parrying 1 10 60
Tanbo Martial Arts 1d3 S Concealed, Wood 1 5 40
Tanto Martial Arts 1d4 S Concealed 1 10 40
Tonfa Martial Arts 1d4 S Parrying, Wood 1 5 40
Wakazashi Martial Arts 1d6 S Agile 2 10 60
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Modern Single-Handed Weapons
Weapon Group Damage Size Traits ENC HP Cost
Arc Welder Unarmed/MA 1d6+1 L Replaces standard unarmed dmg 5 20 300
Drill Unarmed/MA 1d8 S Bleed, Can’t Parry 2 10 200
Electrical Foil Blades 1d6 M Agile, +3 electrical damage 4 15 400
Extenda-Spear Polearms/MA 1d8 L Reach (optional), 1 or 2 handed 10 20 500
Hammer Fist Unarmed/MA +5 L Impact 8 20 500
Power Spike Swords 1d10 M Impact 10 15 600
Shock Baton Clubs/MA 1d6 S Stun, +3 electrical dmg 2 10 200
Taser Glove Unarmed/MA +1 S Stun, +3 electrical dmg, Concealed 1 10 500
Welding Torch Unarmed/MA 1d8 L Can’t Parry 4 20 300
Modern Two-Handed Weapons
Weapon Group Damage Size Traits ENC HP Cost
Extenda-Pole Clubs 1d12 L Double, Reach (optional) 8 20 600
Searing Sledge Clubs 1d12 H Impact, +5 fire dmg. 12 25 1,000
Longcutter Polearms 1d12 E Longreach, Bleed 12 30 800
Chainsaw Swords 1d12 M Bleed 6 15 300
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Ranged Weapons
Ranged weapons allow a character to engage foes at a distance, and include weapons such as bows, javelins,
crossbows, and knives. Ranged combatants are able to use cover to protect them against incoming ranged attacks, and
are able to move and shoot at the same time. Ranged weaponry also has the advantage of being difficult to defend
against. The most effective forms of protection are shields, and to a lesser extent cover, such as a tree or door.
• Bows are able to fire more rapidly and have the best range, but can have trouble piercing armour and are less
effective in inexperienced hands.
• Crossbows have good range and are excellent at piercing armour, but reload slowly. The strength and
experience of the archer is much less of a factor, however.
• Black powder guns deal the most damage of all low-tech ranged weapons so they are better able to blast
through shields and armour, but their range is short and their reload time is very slow.
• Thrown weapons are simple to use and often deal good damage, though it’s difficult to carry a lot of them.
• Firearms are modern weapons, able to rapidly dish out high damage and feature fast loading, scatter attacks
and burst-fire modes and armour-piercing capability. All modern ranged weapons reduce the AP of modern armour by
1 point if the character wearing them takes any Hit Point damage. High-Tech weapons do the same for all armour.
• Energy weapons are advanced weaponry. Lasers are powerful weapons with plenty of ammo capacity, and
beam lasers can blast all targets along the line of fire. Gauss weapons have the best range and are excellent at piercing
armour. Plasma guns have short range but deal high damage, and melt armour. Pistols and rifles use micro-power cells
as their ammunition, while heavy energy weapons such as an energy lance use large power cells to provide power.
• Missiles offer good range & damage on and around the target, and missiles are too large for Energy Armour to
deal with so they simply pass straight through. They have difficulty hitting human-sized targets though.
Ranged Weapon Characteristics Table
Weapon Trait Details
Accurate Weapon adds +2 Critical Range to its related skill.
Anti-Air Weapon has +10% to skill result vs flying targets, loses result bonuses against ground targets.
Burn Weapon deals its listed fire damage again to affected targets at the start of their next turn unless
they spend their action rolling on the ground. These weapons also completely ignore Cover penalties.
Burst See the automatic weapons section for details on how this trait affects the weapon.
Cartridge The weapon has X number of shots in a quick loading cartridge, can shoot 3 times per round.
Concealed The weapon is easily concealed (with the Sleight skill) and not visible until drawn.
Cone Weapon attacks all targets in V-shaped cone out to maximum range.
Detonate Weapon explodes at the start of your next turn (can be remotely detonated as well).
Disrupt X If target machine is damaged, it is drained of X Spirit Points (or Capacitor in the case of starships).
Explosive Weapon deals damage in a 2sq radius of impact, (1sq if used on the vehicle combat grid). Evade
check for ½ (including ships). Non-grenade weapons can be fired at the ground with an unopposed
check, deals half damage in radius.
Gas Weapon covers 3sq radius with gas. Anyone breathing inside becomes nauseated.
Gatling See the automatic weapons section for details on how this trait affects the weapon.
Gauss Magnetically propelled projectile. If target loses any HP from this hit, weapon also attacks next
target directly behind the first, and behind that, up to a distance of 5 squares from the 1st hit.
Impact On a critical success, a weapon with this trait deals 1 AP damage to armour or blocking shield.
Melee The weapon can also be used in melee, applies Damage Modifier and may denote damage type.
Missile The weapon ignores Energy Armour on targets it directly hits, and gains a +10% result bonus.
Against targets less than 250cm (8'2"), it doesn’t apply any result bonus and deals half damage.
Multishot X Weapon can choose to fire X shots at once. Roll damage once and apply X number of times.
Oneshot Weapon can only be fire once per round regardless of any other ability or bonus.
Radiation X Weapon irradiates the target on a hit, reducing maximum Hit Points by this amount.
Return After throwing, weapon returns to your outstretched hand, ready to be thrown again immediately.
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Characteristic Details
Damage The amount of damage the weapon Laser Plasma Fire
delivers if an attack is successful.
Piercing Bludgeoning Electrical
+DM? A Yes or No entry indicates if the user’s Damage Modifier can be applied to this weapon.
Range The weapons’ effective range, in combat squares/metres/yards as required. The 1st number is
Close Range. The 2nd is Maximum Range. Beyond Close Range, weapons deal half damage.
Load The number of actions required to reload a weapon which uses ammunition.
Size Size indicates the over size of the weapon. The size categories are Tiny (T), Small (S), Medium (M),
Large (L), Huge (H), Enormous (E) and Colossal (C).
Trait Combat traits, as noted on the Ranged Weapon traits table.
ENC The weapon’s weight and general bulkiness, combined into one stat.
HP Weapons have Hit Points, denoting their ability to withstand damage and wear and tear.
Cost The weapon’s baseline price, in Credits.
Clip The number or shots that can be fired before the weapon needs to be reloaded. A clip takes 1
round to reload.
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Black Powder Firearms Table (Optional for Low-Tech Campaigns, all damage is piercing)
Weapon Group Dmg Rng Reload Size Trait ENC HP Cost
Pistol, Coat Pistol 1d6+2 3/12 1 S Concealed 1 10 60
Pistol Pistol 1d6+6 6/24 2 M - 1 15 90
Pistol, 2-barrel Pistol 1d6+6 6/24 2 M Multishot 2 2 15 180
Pistol, 3-barrel Pistol 1d6+6 6/24 2 M Multishot 3 3 15 270
Pistol, Dragon Pistol 1d6+4 3/12 2 M Scatter 1 15 100
Arquebus Longarm 1d8+12 15/60 3 L - 3 20 150
Arquebus, 2-barrel Longarm 1d8+12 15/60 3 H Multishot 2 5 25 360
Arquebus, 3-barrel Longarm 1d8+12 15/60 3 E Multishot 3 8 30 700
Culverin Longarm 1d12+15 30/120 4 C Setup 12 35 1000
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Modern Grenades & Explosives
Weapon Skill Dmg Rng Size Trait ENC HP Cost
C4 Pack Mechanisms 1d20+30 - S Detonate, Explosive (10) 3 10 2500
Claymore Mine Mechanisms 1d12+15 5sq S Detonate, Explosive cone 2 10 400
Flare Gun Firearms 1 20 S Lights 5sq radius for 5min 1 10 50
Flashbang Thrown - 10 S Explosive (2), Stun 1rd 1 10 150
Frag Grenade Thrown 1d10+10 10 S Explosive 1 10 250
Fuel Can Mechanisms 1d6+10 - L Explosive (2), Burn 8 20 30
Incendiary Grenade Thrown 1d20+4 10 S Explosive (2), Burn 1 10 400
Lockbreaker Bomb Mechanisms 1d10+10 - T Detonate - 5 150
Smoke Grenade Thrown - 10 S Smoke 1 10 80
Tear Gas Thrown - 10 S Gas 1 10 80
Late 20th Century/Early 21st Century Firearms Table (After 1950, all damage is piercing)
Weapon Group Dmg Rng Clip Size Trait ENC HP Cost
.50 Pistol Pistols 1d8+8 15/60 9 M Burst 2 15 450
.50 Sniper Rifle Longarm 1d12+12 250/1000 5 E Setup, Oneshot 25 30 5000
7mm Assault Rifle Longarm 1d8+6 50/200 30 L Burst, Suppress 6 20 1500
5mm Microgun Hvy. Weps 1d6+4 50/200 180 M Gatling, Suppress 15 15 40k
7mm Minigun Hvy. Weps 1d8+6 200/800 180 E Gatling, Suppress, 40 30 80k
Setup
20mm Rifle Longarm 1d12+15 300/1200 3 C Setup, Shell, Oneshot 40 30 20k
Multi-Grenade Lchr Hvy. Weps - 50 12 L Burst, Slow Load 10 20 1200
Shotgun, Full-auto Longarm 1d8+8 6/100 12 L Burst, Scatter 8 20 2500
9mm Submachine gun Pistols 1d6+6 15/60 30 M Burst, Suppress 3 15 900
Modern Tasers
Weapon Group Dmg Rng Clip Size Trait ENC HP Cost
Taser Pistol Pistol 1d6 2 1* S Stun 2 10 200
Taser Rifle Longarm 1d8 4 5* M Stun 3 15 400
Lasers
Weapon Group Dmg Rng Clip Size Trait ENC HP Cost
Energy Lance Hvy Weps 1d12+20 100/400 15 H Setup, Accurate 20 25 60,000
Lassiter Pistol 1d6+10 5/20 5 T Accurate, Concealed 1 5 500
Pistol, Beam Pistol 1d6+10 25/100 20 S Accurate 1 10 2,000
Pistol, Pulse Pistol 1d6+8 15/60 30 S Burst, Suppress 1 10 2,500
Rifle, Beam Longarm 1d8+12 50/200 20 M Accurate 3 15 10,000
Rifle, Pulse Longarm 1d8+10 25/100 30 M Burst, Suppress 3 15 15,000
Gatling Laser Hvy. Weps 1d8+12 80/320 180 E Gatling, Setup, Suppress 20 30 100k
Gauss Weapons
Weapon Group Dmg Rng Clip Size Trait ENC HP Cost
Pistol, Gauss Pistol 1d6+12 100/400 20 S Gauss 1 10 4,000
Railgun Hvy Weps 1d12+25 500/2000 5 L Setup, Gauss 15 20 65,000
Rifle, Gauss Longarm 1d8+16 250/1000 30 M Gauss 5 15 12,500
Compact Assault Hvy. Weps 1d8+10 250/1000 180 L Gatling, Suppress, 12 20 120k
Weapon Gauss
Plasma Weapons
Weapon Group Dmg Rng Clip Size Trait ENC HP Cost
Plasma Cannon Hvy Weps 1d12+30 50/200 1 E Oneshot, Setup 20 30 300k
Rifle, Plasma Longarm 1d8+20 20/80 1 M Oneshot 8 15 60k
Stun Guns
Weapon Group Dmg Rng Clip Size Trait ENC HP Cost
Stun Pistol Pistol 1d6+10 6/24 10 S Stun 2 10 3,000
Stun Rifle Longarm 1d8+12 8/32 10 M Stun 4 15 10,000
Pistol, Disruptor Pistol 1d6+6 10/40 5 S Disrupt 1, Stun 3 10 5,000
Rifle, Disruptor Longarm 1d8+8 20/80 5 M Disrupt 2, Stun 5 15 20,000
Heavy Disruptor Hvy Weapon 1d10+10 50/200 5 L Disrupt 3, Stun 10 20 90,000
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Missile Launchers
Weapon Group Dmg Rng Clip Size Trait ENC HP Cost
Micro-missile Pistol 1d6+25 50 3 S Explosive (2m), Rocket 3 10 5k
Missile Swarm Hvy. Weps 1d6+25 50 3 M Explosive (2m), Rocket, Burst 8 15 12k
Mini-Missile Hvy. Weps 1d8+40 1000 1 L Explosive (2m), Rocket 5 20 50k
Heavy Missile Hvy. Weps 1d8+60 2000 1 H Explosive (2m), Setup, Missile 10 25 80k
Skyshield Hvy. Weps 1d8+40 20km 1 L Explosive (2m), Anti-Air, Missile 8 20 120k
Thrown Weapons
Operated like a normal weapon of its type, these advanced weapons are powered by a micro-power cell (good for 20
throws) and a small inertia reduction field generator which augments your throw, allowing you to apply double your
damage modifier on thrown shots.
Weapon Group Dmg +DM? Rng Reload Size Trait ENC HP Cost
Grav Dagger Thrown 1d4 Y (2x) 20/40 - S Melee, Return 1 10 5,000
Grav Spear Thrown 1d10 Y (2x) 30/120 - L Melee, Return 5 20 20,000
Grav Hammer Thrown 1d8 Y (2x) 20/40 - M Melee, Return 3 15 15,000
Dual Weapons
These are melee weapons with a light gauss gun built-in. Deploying or retracting the gun is a free action, done with
the simple push of a button, and their micro-power cell is changed out when depleted just like regular guns.
Weapon Type Dmg Rng Clip Size Trait ENC HP Cost
Gunblade Pistols/Blades 1d6+10 10/40 6 S Melee (P), Gauss 2 10 4,000
Gunstaff Hvy. Weps/Clubs 1d12+15 30/120 15 H Melee (B), 2 handed, 8 25 15,000
Gauss
Gunsword Longarm/Sword 1d8+12 20/80 10 M Melee (S), 2 handed, 6 15 12,000
Gauss
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Lasers
These are direct energy weapons that apply their power through the aperture of a focusing array, directing their
power to a single point. A Lassiter is an inefficient laser pistol that’s easy to conceal, but with very short range and only
5 shots. A Switch Bow is an energy weapon in the shape of an ancient longbow, able to fire short bursts of laser energy
in the same manner as its predecessors. It can switch between Laser, Fire or (half) Electrical damage.
Weapons: Beam Pistol, Pulse Pistol, Beam Rifle, Lassiter, Pulse Rifle, Energy Lance, Gatling Laser, Tachyon Cannon,
Switch Bow.
Gauss Weapons
These weapons use high-powered electromagnets to propel slivers of metal at extremely high speeds, making this
type of weapon one of the premier systems for taking on armoured opponents. They’re available in pistol, rifle and
heavy weapon configurations that appear as sleek, streamlined weapons. There is also the fearsome Compact Assault
Weapon. This is a six-barrel gatling gauss weapon, not unlike a minigun, but smaller and easier to manage, with very
little recoil and additional heatsinks to keep it from overheating.
Weapons: Gauss Pistol, Gauss Rifle, Compact Assault Weapon, Railgun, Mass Driver
Plasma Weapons
Some of the most powerful weapons available, plasma is an ionised gas heated to extreme temperatures, which can
simply melt whatever they hit. They are bulky weapons, and are typically deployed to deal with enemies in heavy armour.
Due to the cooling required to make sure the weapons themselves don’t melt, these weapons can typically only be fire
once per round, with a steam discharge visible after each shot. The shot consumes all of the charge from a power cell,
which must be changed out after firing.
Weapons: Plasma Rifle, Plasma Cannon, Particle Accelerator, Powered Crossbow
Disruptors
These weapons discharge a powerful bolt of electrical energy, appearing in a flash not unlike a bolt of lightning. This
energy is highly disruptive to powered system such as robots, androids, vehicles and starships, and the electricity will
pass through conductive materials such as steel and graphene. The appear much like regular ranged weapons of their
type, but with visible coils running the length of the barrel.
Weapons: Disruptor Pistol, Disruptor Rifle, Heavy Disruptor
Stun Guns
A more advanced version of taser weapons, stun guns deal a ‘punch’ of concussive force to their target, dealing
some damage but primarily being used to subdue them.
Weapons: Stun Pistol, Stun Rifle
Missile Launchers
High-tech missiles are more compact and more destructive than their modern era counterparts. Their standard
warheads are high explosive, but can be fitted with alternate warheads (listed under Special Modern Ammunition) such
as plasma for extra damage, and impact warheads designed to knock out critical systems on starships and vehicles.
• A Micro-Missile is a pistol, albeit a large one, that shoots a missile no larger than a shotgun shell. The clip has
up to 6 missiles in it, and although the range is short, they pack quite a punch.
• A Mini-Missile is similar to a modern LAW rocket, but lighter and with more firepower.
• A Missile Swarm is a mini-missile launcher designed to burst-fire multiple micro-missiles at once.
• A Heavy Missile is much like a modern anti-tank missile, complete with a built-in guidance system, and enough
firepower to crack the hull of a tank, or even a starship.
• Skyflash, Skyshield & Stinger are fast, guided weapons designed to take out flying vehicles. Cruise missiles are
powerful against distant ground targets.
• Missile Pods are versions of these or modern era missiles, bolted together in a multi-barrel pod, to be mounted
on vehicles or ships. They can fire individually, or a burst of three at once.
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Grav Weapons
These are low-tech weapons redesigned for a high-tech era. The appear much as their names suggest, but internally
they have a power system and gravity couplers designed to fly back into the thrower’s hand after hitting (or missing)
their target. This grav system also allows propels the weapon at greater speeds, doubling the effect of your throw.
Bo nus: Doubles the thrower’s D amage Modifier when used in either throwing or melee.
Weapons: Grav Dagger, Grav Spear, Grav Hammer
Dual Weapons
High-technology meets low-tech tradition, with the addition of a plasma gun in each of these basic weapons. A
Gunblade is not unlike a long dagger, with a plasma pistol built into the grip, and a short barrel running alongside the
blade near the hilt. A Gunstaff is the largest of these weapons, functioning just like a quarterstaff with the ability to use
both ends of the weapon in a fight, with one end also sporting a large bore plasma weapon. A Gunsword isn’t quite as
long as a greatsword, but is still a two-handed weapon. When its ranged capability is required, the blade itself splits
along the centre, revealing the barrel of a powerful plasma rifle, which can then be used like a regular longarm.
Bo nus: The listed damage is applied when used in either melee or ranged applications, though when used in melee,
they have a specific damage type as listed (piercing etc).
Weapons: Gunblade, Gunstaff, Gunsword
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Ammunition
Traditional and advanced ranged weapons use ammunition to deliver their damage – specifically, bo ws use arrows,
crossbows use bolts, firearms use bullets, gauss weapon use flechettes in addition to Micro-Power Cells, which are
also used by lasers and plasma guns. Bullets can be fabricated out of exotic materials to increase effectiveness.
Expanded Magazines (cannot be applied to plasma weapons)
Any ammunition listed below as having a clip or a belt can be bought (or fabricated) as an expanded magazine.
• Belts have 50% more ammunition at 50% more cost, and +1 ENC
• Clips have 100% more ammunition at 100% more cost, and +1 ENC
Modifying Weapons
With the right skill, weapons can be modified with a wide assortment of improvements to increase their
effectiveness in battle. Each has a specific skill requirement, and of course requires the tools appropriate for that skill.
The Cost column represents the price to have a professional install that mod for you at a shop.
Weapon Modifications
Cost Low-Tech Industrial Modern High-Tech
Advanced Bowstring 100/2,000
Airborne Tracking sys 20,000
Ammo Pack 500
B.A.D. Lever 500
Balanced 300
Barrel Modification Varies
Beam Splitter 8,000
Calibrated 1,000
Comfort Grip 300
Cutting Beam 20,000
Delayed Trigger 100/1,000
Disruptor Field 20,000
Field Extender 600/8,000
Flared Muzzle 300
Folding Stock 250
Grenade Launcher 200+weapon
Guidance System 15,000
Hair Trigger 2,000
Hook 100
Infrared Lens 1,000
Laser Sight 250
Magnetic Resonator 12,000
Overcharge 25,000
Power Assist 3,000
Precision 2,000
Proximity Trigger 1,000
Reinforced 200
Remove Safeties 10,000
Rifled Barrel 600
Scope 750
Serrated 500
Sharpened 300
Spiked 300
Stabilised 200
Superconductors 6,000
Weapon Strap 150
Weighted 300
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Advanced Bowstring
High Strength, Reduced Breakage Low-Tech Industrial Modern High-Tech
The string for a bow or crossbow is made from a modern or high-tech material, either Kevlar or Silksteel. Kevlar is
stronger than standard strings but is still subject to wear, while Silksteel is much more flexible and as strong as steel,
so it won’t break in the normal course of using the weapon.
A computerised tracking system designed to lock onto flying targets and aid the used in engaging and destroying
such targets.
Ammo Pack
Ammo Feed System for Gatling Weapons Low-Tech Industrial Modern High-Tech
This backpack allows the wearer to carry ammunition for any non-energy weapon that has the gatling trait. The
clip change time for the weapon becomes 0, allowing the full 180 rounds to be fired every round without having to
change out an ammo belt. The pack is large, but can be worn beneath a regular backpack. The amount carried varies
according to the calibre of the ammunition.
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B.A.D. Lever
Rapid Reloading System Low-Tech Industrial Modern High-Tech
This is a Battery Assist Device, essentially a lever bolted onto the side of a longarm which instantly pops an
expended clip out, greatly speeding the reload time for the weapon. It’s also useful for rapidly clearing a jammed
barrel.
Balanced
Greater Accuracy and Harder Hitting Low-Tech Industrial Modern High-Tech
The weapon is stripped, and each piece is carefully machined, then reassembled to give the weapon a
combination of accuracy, power and reduced recoil, producing a tangible increase in performance. It takes 1 hour per
weapon size to complete (Tiny = 1, Small = 2, Medium = 3, Large = 4, Huge = 5, Enormous = 6, Colossal = 7).
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Barrel Modification
Change the Performance & Range of a Weapon Low-Tech Industrial Modern High-Tech
The weapon’s barrel is modified with one of the following mods (only one of these can be applied to a single
weapon).
Beam Splitter
Short Range Energy Blaster Low-Tech Industrial Modern High-Tech
The energy focusing element of a high-tech longarm is replaced with a component which splits the energy. The
result drastically reduces the weapon’s range, but increases its accuracy and utility up close.
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Calibrated
Greater Accuracy and Harder Hitting Low-Tech Industrial Modern High-Tech
The weapon’s circuit are better calibrated, providing a small but noticeable increase in power efficiency. It takes 1
hour per weapon size to complete (Tiny = 1, Small = 2, Medium = 3, Large = 4, Huge = 5, Enormous = 6, Colossal = 7).
Comfort Grip
Better Grip Results in More Control Low-Tech Industrial Modern High-Tech
The weapon’s handle is replaced with an ergonomically designed grip providing easier handling, and reducing the
effects of recoil after a burst of firing.
Cutting Beam
Laser Cuts a Swath Through Enemy Ranks Low-Tech Industrial Modern High-Tech
A beam laser is upgraded to withstand a longer burn without sustaining damage, allowing the weapon to slice
across multiple targets within its cone of effect. This does require more power.
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Delayed Trigger
Add a Timer to a Grenade Low-Tech Industrial Modern High-Tech
A grenade has its firing mechanism changed from ‘detonate on impact’ configuration to the classic pin-and-
hammer arrangement. A fumbled attack detonates the grenade instantly at your position.
Disruptor Field
Direct Energy Melee Mod Low-Tech Industrial Modern High-Tech
A high-tech melee or thrown weapon is enhanced with an EMP effect that can disrupt the operation of machines.
Field Extender
Extends Reach on Powered Weapons Low-Tech Industrial Modern High-Tech
The power output of the weapon is increased to allow it a little extra range in combat.
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Flared Muzzle
Faster Loading Low-Tech Industrial Modern High-Tech
This flared 'spout' is attached to the muzzle of a longarm such as an arquebus or culverin, which assists in a
faster reloading time by widening the aperture for shoving powder and shot down the weapon's gullet.
Time
2 hours
Parts
1 iron ingot
Folding Stock
Convert a Pistol into a Longarm Low-Tech Industrial Modern High-Tech
Attach a stock to the back of a pistol to greatly increase stability and accuracy, effectively turning it into a
Longarm, allowing the use of longarm talents and manoeuvres to be used. The stock can be folded back in as an
action to return the weapon to ‘pistol’ mode. Note that the weapon still counts as a pistol for applying weapon mods.
Grenade Launcher
Integrated Weapon Component Low-Tech Industrial Modern High-Tech
Add a grenade launcher under the barrel of this weapon, adding +1 ENC and Size to the weapon’s total.
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Guidance System
Enhanced Targeting for Missiles Low-Tech Industrial Modern High-Tech
Attach a radar system to a Rocket weapon, giving it the ability to adjust course in mid-flight when fighting vehicles
and other large targets.
Hair Trigger
Faster Firing Response Low-Tech Industrial Modern High-Tech
The firing mechanism of a weapon is replaced by a lighter, finely tuned system made from titanium to allow for
faster firing and less delay between moving your finger and discharging the weapon.
Hook
Pull People off their Mounts Low-Tech Industrial Modern High-Tech
Attaching a hook onto a polearm allows you to actually pull people off their feet, or even from their mount.
Parts
1 iron ingot
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Infrared Lens
Alternate Laser Damage Mode Low-Tech Industrial Modern High-Tech
The homopolar array on a laser weapon has a second focusing crystal installed, allowing the user to switch
between them as a Quick action. The second lens changes the frequency of the energy emitted to Infrared.
Laser Sight
Laser Targeting Assistance Low-Tech Industrial Modern High-Tech
Attach a Laser Pointer to your weapon, calibrating it precisely to allow for greater accuracy when shooting.
Magnetic Resonator
Electromagnetic Field Enhancement Low-Tech Industrial Modern High-Tech
A magnetic focusing system is installed onto an energy weapon, allowing it greater accuracy and power.
Circuits
8
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Overcharge
Damage Above Weapon Specifications Low-Tech Industrial Modern High-Tech
The weapon is modified to permit more energy into the firing chamber, well past the weapon’s design
specifications. The result is extra damage output, at the risk of damaging the weapon, which also voids the
manufacturer’s warranty.
Power Assist
Hydraulic Framework to Assist Aiming Heavy Weaponry Low-Tech Industrial Modern High-Tech
The weapon has a powered frame system mounted on it that allows the user greater control for aiming, and
reduces firing recoil.
Precision
Maximise Accuracy Low-Tech Industrial Modern High-Tech
The weapon is augmented with titanium to allow for greater precision when used.
Parts
1 Titanium Part
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Proximity Trigger
Sensor Detonated Mine Low-Tech Industrial Modern High-Tech
A grenade has its firing mechanism changed from ‘detonate on impact’ configuration to a proximity system. It can
be safely dropped or placed on the ground at the chosen location and anything that comes within 2sq of it will set it
off, just like a mine. Once set, it can be disarmed if approached with a successful unopposed Stealth skill check, and
then an unopposed Mechanisms skill check. Failing either of these causes the grenade to detonate.
Reinforced
A More Resilient Weapon Low-Tech Industrial Modern High-Tech
By adding additional metal at certain points on a weapon, it gains more resilience against direct damage.
Parts
1 steel part
Remove Safeties
Unstable but Powerful Melee Mod Low-Tech Industrial Modern High-Tech
The weapon’s safety protocols can be disabled, sending a discharge of electrical energy in a small radius. This
damage will also affect the weapon’s user if in range and damages the weapon itself, which is why the weapon has
safety settings in the first place.
Circuits
5 Circuits
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Rifled Barrel
Barrel Mod Increases Accuracy and Range Low-Tech Industrial Modern High-Tech
With specialised equipment and knowledge, a weaponsmith can carefully grind a rifling pattern into the barrel of a
black powder weapon, adding a stabilising spin to the bullet as it leaves the barrel.
Scope
Long Range Sighting Attachment Low-Tech Industrial Modern High-Tech
Attach a Scope (found in the modern tools section) to your longarm, calibrating it precisely to allow for greater
range when shooting.
Serrated
Intimidating Sawtooth Weapon Low-Tech Industrial Modern High-Tech
Changing the straight edge of a sword into a sawtooth gives the weapon a powerful cut, but reduces the overall
area that does the cutting. Usually used by those who like the intimidating appearance.
Parts
-
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Sharpened
A Finely-Honed Edge Low-Tech Industrial Modern High-Tech
Standard weapons like swords and daggers are plenty sharp already, but a professional can spend time carefully
honing the edge and point of the weapon to a greater degree.
Spiked
Convert Bludgeoning Weapon into Piercing Low-Tech Industrial Modern High-Tech
By adding a spike onto a bludgeoning weapon (including a shield), you can increase its effectiveness on a direct
hit, but it reduces the total contact area resulting in a little less regular damage.
Parts
1 iron or steel ingot
Stabilised
Accurate Archery Attachment Low-Tech Industrial Modern High-Tech
A stabiliser assists in a more accurate release for the bow or crossbow it’s attached to.
Parts
1 unit of wood
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Superconductors
High Efficiency Power Systems Low-Tech Industrial Modern High-Tech
The weapon’s power conduits are enhanced with superconducting material, granting a substantial increase in
efficiency.
Weapon Strap
Easy Carrying Mod Low-Tech Industrial Modern High-Tech
You attach a sturdy strap to a Longarm, so you can secure to your back or draw it quickly.
Parts
1 Leather, 1 Part
Weighted
Heavier Bludgeoning Damage Low-Tech Industrial Modern High-Tech
By attaching a metal weight onto a bludgeoning weapon, you can improve the speed of the swing.
Parts
1 iron ingot
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Item Condition
Items aren’t always in the best condition when found, which is usually determined by the GM. Even heavily damaged
weapons and devices can be repaired and put back into use, provided you have the skill and the Parts. Bear in mind that
item condition is separate to an item’s Armour Points, and they are repaired separately too.
Normal
Above 0 Hit Points:
The item is in a new or as-new state, with all systems functioning as normal.
Inoperative
At or below 0 Hit Points:
The item has sustained too much damage to continue functioning, but it can be repaired to a working state with
the appropriate tools and Parts or Circuits as detailed under the Mechanic or Electronic skills.
Wrecked
At Negative 100% Hit Points:
The item has been utterly wrecked and is no longer functional, useful only for providing Parts or Circuits to hungry
scavengers.
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Low-Tech Crafting
Resources
Access to resources is essential to crafting. These will differ from one job to another but will, at the very least,
involve suitable tools, materials and a suitable place of work (a forge or workshop for example). Each item requires the
same type of material to build, so you can’t mix-and-match different types of metal or leather. The exception to this is
medium and heavy armour, which requires both leather and metal to create. See below for more information on working
with exotic materials.
The Survival and Craft (Leatherworking) skills can be used to skin animals to gain leather:
• A rabbit or similar small critter yields 2 leather.
• A young deer or similar herd animal yields 7 leather.
• An adult deer or similar animal yields 15 leather.
Crafting Method Crafting Modifiers Table
To craft an item, spend the time and materials required for Item Skill Modifier
your particular craft, and at the end of the time make a check No tools or materials Task is impossible
against the relevant crafting skill, modified by any adjustments Improvised tools -10%
as noted on the Crafting Modifiers Table. Then consult the Lacking a proper workshop -20%
Crafting Success Table for the result. Exotic Material (Untrained) -20%
Crafting Assistance
You can have up to two assistants aid in the creation of your item. They simply do the normal ‘assist’ action, making
a roll against their crafting skill. If successful, they add 10% of their skill to yours when you make the primary crafting
skill check. Each assistant also reduces the time required for an item by 10%, and this number can be calculated for
each day, if desired.
Masterwork Items
Once a certain level of skill in one’s craft is reached (in this case, 90%) you can take the Expert Crafting talent and
from there, choose to make a Masterwork item. These are pieces of exceptional quality equipment, adorned with
engravings and polished to a fine sheen. They are symbols of wealth and power, are more durable than regular pieces of
equipment, but require an exceptional commitment of time to build. There are some important modifiers to understand
about Masterwork equipment:
• Masterwork items take three times as long to craft compared to a normal item of the same type.
• You must spend an additional 50% of the item’s base cost in precious metals (gold, platinum etc).
• They are worth three times the base value of the standard variety.
• Masterwork weapons gain +5 HP, +1 damage and skill checks made with them gain a +2% result bonus.
• Craft Masterwork ammunition for any type listed in the ammunition section, in a batch as listed for each ammo
type (e.g. 12 arrows at once). Ammo gives +1 damage and a +2% result bonus.
• Masterwork armour gains +1 AP.
Crafting Success Table
Result Effect
Critical Success Everything went perfectly - the item uses 10% less materials to produce.
Success You have made a standard quality piece of equipment.
Failure The finished product is of poor quality: -1 damage (for weapons), -1 AP, ½ item value.
Fumble The crafting result is a disaster, you lose the materials and have nothing to show for it.
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Armour Cost Table Weapon & Shield Cost Table
Light Armour Metal Leather Hours Weapon Size Materials Ho urs D ifficulty
Leather Bandana - 4 1 Tiny 1 8 0
Leather Breastplate 1 20 48 Small 2 16 0
Leather Jacket - 10 24 Medium 3 24 0
Leather Pants - 15 24 Large 4 40 -5%
Leather-Stitched Robe - 10 24 Huge 5 56 -10%
Medium Armour Metal Leather Hours Enormous 6 72 -15%
Bascinet 10 2 24 Colossal 7 84 -20%
Brigandine Coat 15 10 24 Barding Cost Table
Brigandine Greaves 15 15 32 Light Barding Metal Leather Hours
Brigandine Gauntlets 5 4 32 Small (Dog) - 6 8
Chain Coif 5 - 32 Medium (Pony) - 12 16
Chain Shirt 12 6 48 Large (Horse) - 24 24
Chain Pants 10 10 48 Medium Barding Metal Leather Hours
Chain Gloves 5 2 36 Small (Dog) 5 2 16
Heavy Armour Metal Leather Hours Medium (Pony) 25 6 24
Breastplate 20 8 24 Large (Horse) 40 10 32
Plate Gauntlets 12 2 36 Heavy Barding Metal Leather Hours
Plate Greaves 20 12 48 Small (Dog) 10 2 24
Visored Sallet 12 2 24 Medium (Pony) 30 6 48
Large (Horse) 90 10 64
Exotic Materials
There are rare and exotic materials which can enhance the durability and power of equipment made from them.
Such materials are not commonly found in stores, but a shop keeper might have a secret stash at the GM’s discretion.
The prices listed below are typical for such situations, and also reflect the buy price for exotic materials found as
treasure, for the purposes of sale.
Using these materials to craft an item imposes a -20% skill penalty during crafting or repair unless the Exotic
Crafting talent has been taken for that type. Making a suit of metal armour with exotic leather adds its padding yields
the leather’s benefits as if it were a suit of leather armour, but you also need Craft (Leatherworking) to properly integrate
it into your suit’s design.
Modern steel can be used for ancient armour and weapons to improve the baseline stats:
Exotic Metals Cost Weapon Benefit Armour Benefit
Modern Steel 25 +1 damage +1 AP
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Exotic Wood
Rosewood
A graceful material with a fine grain ideal for furniture, this wood is very popular for crafting
musical instruments. The exquisite balance that can be gained from this material can create
weaponry of exceptional accuracy and beauty.
Bloodwood
Tinged like the blood in its name, this is a beautiful and desirable wood that is heavier and
more resilient than common types. Ideal for weaponry, it's also commonly used for bespoke
furniture for nobility and those who can afford it. Entire homes can be made from this particular
kind of hardwood, though again, only the wealthy would be able to afford such a home.
Ironwood
A dark grey wood with a dim lustre not unlike metal, this is a dense, heavy material ideal for
weaponry where additional mass confers more damage to the target. It's also much more
resilient against damage, with qualities not unlike the metal it resembles. It is quite rare and
highly-prized, increasing its value on markets accordingly.
Auldheart
An ancient species of tree found on alien worlds, Auldheart is very rare and highly sought-
after. The wood is golden, with glittering flecks visible over its surface which shine in the light,
and it is thought to be imbued strange properties yet to be properly quantified. It is a heavy
wood, difficult to work with, but the results can be the finest pieces of woodworking in the
known worlds.
Exotic Metals Cost Shop AP ENC Weapon Benefit Armour Benefit (per piece)
Titanium 100 x4 - -50% Ranged Weapons Only: +5 AP vs electrical damage.
+4% weapon skill, +1 damage +10 HP.
Carbon Fibre 200 x12 +1 -50% +10 HP Invulnerable to Electrical damage
Graphene 1000 x60 +2 -50% +6% weapon skill, +2 damage Ignore Plasma AP damage.
+25 HP
Auldsteel - - +3 - +8% weapon skill, +3 damage, Bypass +5 AP vs. fire & electrical dmg.
all DR. +50 HP Ignore Plasma AP damage.
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Exotic Metal
Titanium
Flexible and tough, titanium is a lightweight metal that needs to be formed and worked with
at temperatures of up to 800 degrees Celsius. Ideal for armour, the material is as strong as
steel for half the weight, and its flexibility allows it to survive more punishment. It's only
partially conductive to electricity, but its light weight and inability to hold an edge make it
virtually useless for melee weapons.
Carbon Fibre
More of a fibre than a metal, this material is woven together by large machines or
fabricators into rolls, which can then be unspooled and treated into the final hardened result.
It is lighter than yet stronger than steel, and lacks any ferrous metals so it's impervious to
electricity. It's also able to be ground to a fine edge for melee weapons, and ranged weaponry
made with it is easier to aim and more resilient in combat situations.
Graphene
Painstakingly formed from atom-thin layers, graphene is the wonder material of science.
Lighter than steel yet far stronger, it is ideal for fabricating armour, but its highly conductive
nature does make it susceptible to electrical attack. This downside serves as a desirable trait
for electronics, which benefit from this low-resistance material by allowing it to conduct more
power while easily dissipating heat.
Auldsteel
This darkly glittering metal is heavy, with a noticeable violet hue and motes of other
minerals present that add flecks of colour to it. Auldsteel was discovered on an alien derelict
floating in space, and only recently have scientists discovered the secrets of how to create this
metal. Highly classified and unavailable for public sale, the technology and knowledge to work
with Auldsteel is difficult to come by. In spite of this, should one be able to create and work
with this metal, it imposes a -40% skill penalty (reduced to -20% by the exotic crafting talent).
Masterwork Items
Just like with low-tech crafting, you can take the Advanced Design talent and from there, choose to fabricate a
Masterwork item, or make a master-crafted cybernetic implant. There are some important modifiers to understand
about Masterwork equipment:
• Masterwork items take three times as long to create compared to a normal item of the same type.
• You must spend an additional 50% of the item’s base cost in precious metal such as gold, which must be
added to the fabrication process.
• They are worth three times the base value of the standard variety.
• Masterwork weapons gain +5 HP, +1 damage and skill checks made with them gain a +2% result bonus.
• Masterwork armour gains +1 AP.
• Masterwork cybernetic augments and bionic limbs (using Titanium Parts) each grant +1 natural armour when
implanted. Masterwork implants (using Circuits) take half the time to implant or remove during surgery.
• Should the crafting attempt fail, you produce a regular item instead, a flawed piece of work that could have
been so much more. A fumble completely destroys all materials.
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Fabricators
The lifeblood of advanced societies, these devices can take a number Blueprint Groups
of Parts and turn them into useful equipment. Exotic Melee Weapons
Blueprints High-Tech Armour
Fabricators require blueprints of whatever you need them to make and High-Tech Devices
are typically supplied with all designs from one given group, as noted on High-Tech Ranged Weapons
the table at right. A fabricator is only limited by the blueprints you have Hydrocarbon Fuels
available, and you’ll find new blueprints on data drives or other Low-Tech Ammunition
fabricators. Industrial fabricators & AMT’s can create Parts, Circuits & Low-Tech Armour
clothes. Low-Tech Ranged Weapons
• 1 Steel + 1 Copper = 1 Part, in 4 hours. Low-Tech Shields
• 400cr of Gold + 1 Coal + 1 Silicon = 1 Circuit, in 4 hours. Low-Tech Tools
• 10 Parts + 10 Ceramic Tiles = 1 Hull Part in 20 hours. Material (Auldsteel)
• 1 bolt of cloth = 1 garment of clothing in 4 hours. Material (Carbon-Fibre & Kevlar)
Material (Graphene & Fibreglass)
Advanced Material Fabrication Material (Titanium, Aluminium, Steel)
In addition to creating standard items found in the system, industrial Modern Ammunition
fabricators can also put together the raw materials used in the creation of Modern Armour
advanced equipment. The Advanced Materials table details the Modern Devices
ingredients for creating 1 Part of a given material. Other areas of the Modern Ranged Weapons
system require the use of these specialised Parts in order to construct Modern Tools
things such as vehicles, armour or robots.
Nuclear Devices
For example, Auldsteel armour plating for powered armour requires 2x
Powered Melee Weapons
its ENC in Auldsteel Parts. Robots are made from regular Parts, but if you
Shields
use Carbon-Fibre Parts, they gain extra AP and reduced weight. And
Melee Weapons
cybernetics requires Titanium Parts, which have the remarkable ability to
be surgically attached to living tissue with practically no side effects. Toolkits
Industrial Fabricator & AMT Advanced Materials Tables
Material Ingredients Typical use
Aluminium 1 Ingot of Bauxite Lightweight frames and components.
Auldsteel 1 Ingot each of steel, titanium & clay. Powered armour, starship hulls, weapons.
Carbon Fibre 1 Ingot of coal, 1 bolt of cloth Vehicles and armour.
Ceramic Tile 2 units of Clay. Starship hulls, more specifically Hull Parts.
Fibreglass 1 ltr sand, 1 bolt of cloth, 1 epoxy resin Lightweight vehicles, cheap but weaker than steel.
Graphene 1 Ingot of coal, 1 block of soap, 1ltr water Vehicles, armour and starships.
Kevlar 1 Steel Part, 1 bolt of cloth Modern armour, some tools.
Silksteel 1 unit of graphene, 1 bolt of silk cloth Lightweight high-tech armour
Steel 1 Ingot of coal, 1 Ingot of iron Vehicles, weapons and armour.
Titanium 1 Ingot of Titanium Ore Cybernetics, vehicles and robots.
The Fabrication Process
Simply select the desired blueprint and start the process with a Computers skill check.
• Use 1 Part for every ENC of the item to be fabricated.
• Devices & High-Tech weapons also require 1 Circuit for every 500cr of the item’s value.
• Hydrocarbon fuels use 5 coal to produce 1 unit of Fuel (1 ENC).
• Modern ammo requires materials as outlined with Improvised Ammo invention, but half the listed time.
• It takes 1 ho ur per 500cr the item is worth, minimum 1.
Fabrication Result
Result Effect
Critical Success The product requires only ½ the time to create, and uses 1 less Part (minimum 1).
Success The product turns out as desired.
Failure There was a problem with the process – the time is wasted, but you can reuse the parts
Fumble The fabricator suffers a serious malfunction, wasting all the Parts and requiring 2 hrs of repair.
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Repairing Equipment
Weapons and armour can often be damaged during the course of an adventure due to area of effect weapons or
being dropped. So long as it’s still above 0 AP (in the case of armour or shields) or 0 HP (for weapons), items such as
these can be repaired. If you’re doing it yourself, you’ll need the appropriate Craft skill for leatherworking, smithing or
woodworking. Devices and high-tech weapons require the Electronic skill and vehicles, robots, androids, modern
weapons and starships require the use of the Mechanic skill and the use of Parts – see the Item Condition or Vehicle
Condition sections for more info.
A crafting skill check to mend traditional weapons or armour takes ten minutes of time. If successful, you mend 1
Armour Point or Hit Point, as desired. A critical success repairs 2 points in one go. A fumbled roll deals an additional
point of damage to the item, quite possibly destroying it. Be careful!
If you’d rather pay someone else to do the job, the average price for repairing 1 point of damage is 10 cr for armour
and equipment, 5 cr for traditional weapons, 50 cr for high-tech weapons, multiplied by 3 if the item is a Masterwork.
Accommodation
A place to rest one’s weary head at the end of a long day is essential to gain decent rest, whether it’s a comfortable
pile of hay in a barn or an opulent manor house. Below you’ll find a list of available accommodations of variable quality
for renting or purchase.
• Housing of Reasonable quality grants a +1 bonus to Heal Rate,
• Superior quality housing grants a large x2 bonus to Heal Rate. Costs will vary according to demand, as always.
Accommodation Tables
Housing (Buy) Cheap Reasonable (+1) Superior (x2)
Hovel or shack 10,000 25,000 -
Cabin or Cottage (per bedroom) 75,000 125,000 250,000
House or Apartment (per 2 bedrooms) 250,000 500,000 1mil
Villa or Mansion (per 4 bedrooms) 1mil 2.55mil 5mil
Tower, small, Inside city 500,000 750,000 1.5mil
Tower, small, countryside 250,000 500,000 1mil
Tower, large, Inside city 500,000 1mil 2mil
Tower, large, countryside 100,000 250,000 1mil
Garage or Medical Facility 500,000 1mil 2mil
Military Base 2.5mil 5mil 20mil
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Food Table
Item ENC Cheap Reasonable Superior
Meal at a pub or traveller’s inn - 5 12 * 30 *
Trail rations (7 days) 1 6 12 * 18 *
Vitabar. Consume in 1 minute, +1 HP once per day, counts as a meal. - 5 - -
Preserved Food (tinned or in a sealed package, 1 meal) 1 2 4 8
Raw Ingredients (for use with the Craft: Cooking skill) 1 serving 1 1 3 6
Cooking Herbs (for use with the Craft: Cooking skill) 10 servings - 1 - -
* Food of this quality provides a bonus to Heal Rate, +1 to Reasonable quality and +2 to Superior.
* Trail Rations apply a -1 Heal Rate – they'll keep you alive, but aren't a satisfying meal!
Livestock Table
Item Cheap Reasonable Superior
Cattle 3000 5000 10000
Camel 800 1500 6000
Fowl (chicken, pheasant etc.) 50 100 200
Goat 25 50 100
Ox 1500 3000 8000
Pig or Sheep 250 500 1500
There are few greater symbols of power and station than mounts. They allow for easier travelling over long
distances, carry a great deal of equipment and cargo and can be trained to fight in battle. Listed here are riding dogs,
riding pigs, and horses, the most common type of mount. The quality and breeding of mounts affects their capabilities
and the price they can fetch. Exotic mounts taken from the Bestiary such as Unicorns, Shadowcats and Griffins require
special training, both to tame the creature and to learn how to ride it.
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Standard Mounts Table Optional Mount Traits Table
Mount Base Price (cr) Roll Mount Trait Move HP Resists Price Modifier
Pony 900 1 Thoroughbred +3 +3 +15% x3
Riding Horse 1200 2 Spirited +2 - +10% x2
Courser 3000 3 Heavy - +5 +5% +50%
Hunter 6000 4 Stubborn -1 - +5% -10%
Draft Horse 5500 5 Worn-out - -2 -5% -25%
Charger 12000 6 Lame -2 -3 -10% -50%
Pony TL: 4
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Clothing
Characters begin the game with a set of cheap clothes appropriate to their background, though they will eventually
need replacing as time goes on. Adapting one’s clothing to the environment is also wise, for without winter clothing,
characters risk exposure and health consequences in colder seasons and climates.
Although the table below lists prices for garments, these are to be considered very generic – with exotic fabrics and
99%ful fabrication, there isn’t really an upper limit on the cost of clothes. Certainly, dyes and brighter colours fetch a
premium and are typically only worn by those with money to spend on frivolous things.
As a general rule, cheap clothing can be worn for a year before it needs replacing. Clothing of Reasonable quality
lasts for three years before being downgraded to Cheap. Clothing of Superior quality endures for ten years before it is
then downgraded to Reasonable status. Repairing clothing is a normal part of everyday life, and it can be handy to keep
a set of needles and thread on-hand for emergency maintenance.
Backpacks
Backpacks are an essential piece of kit for the aspiring adventurer and come in all shapes and sizes. Each pack can
hold a baseline 20 ENC of equipment (individual items of no bigger than 2 ENC each), and successively larger packs
include straps and pouches, enabling a character to carry extra above their unburdened ENC limit, provided they have
the Strong Back talent and sufficient Endurance to haul such loads around. The bonus given is applied to a character’s
unburdened score, and multiplies out for burdened and heavily burdened conditions as normal.
Item Endurance % ENC Bonus Cost
Small Backpack - - 30
Large Backpack 50% +4 100
Heavy Backpack 70% +8 300
Expedition Backpack 90% +12 600
Military Backpack 99% +16 1000
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Low-Tech Tool Table
Item Crafted with ENC Cost
Bandages (10 uses of the First Aid skill) First Aid - 1
Bedroll Tailoring 1 5
Bit & Bridle Blacksmithing 1 15
Block & tackle Blacksmithing 3 20
Bolt of cloth (cotton or wool) Tailoring 1 50
Bolt of cloth (silk) Tailoring 1 500
Bottle, glass/earthenware Glassmaker - 2
Bowstring Bowyer/Fletcher - 1
Candle, 6 hour Survival - 20c
Canteen (holds 2 litres of liquid) Leatherworking 1 5c
Chain, 2m Blacksmithing 2 40
Chest, Large Woodworking 5 80
Chest, Small Woodworking 3 40
Compass Mechanisms 1 70
Cooking Pot (for travel) Blacksmithing 2 3
Doorjamb Woodworking 2 5
Fine wine goblet Glassmaker - 8
Light Stick (provides bright light in 5sq radius for 30 minutes) Mechanisms - 10
Game Snares and Traps Survival/Mechanisms 1 1
Glass vial (empty) Glassmaker 1 5
Goggles Glassmaker 1 50
Grappling hook Blacksmithing 1 5
Hammer/Saw/Mallet/Chisel/Pick/Knife Blacksmithing 1 10
Ladder, rope 3m Tailoring 4 2
Lantern, basic Glassmaker 1 10
Lock picks Blacksmithing - 50
Lockbox Woodworking 2 100
Mirror (hand glass) Glassmaker 1 12
Monocle Glassmaker - 100
Mug/Beaker/Dish/Plate (wood – double price for metal) Woodworking - 5
Musical instrument Woodworking 2 70
Nails or tacks (50) Blacksmithing - 2c
Paint Can Blacksmithing 1 10
Paper sheet Woodworking - 1
Pen or pencil (5) Woodworking - 1
Pole, 3m Woodworking 1 1
Rope (hemp), 10m Tailoring 2 10
Rope (silk), 10m Tailoring 1 200
Sack (holds up to 60 ENC) Tailoring 1 1
Shaving kit Blacksmithing - 2
Skill Manual, in book form - 4 1000
Soap Survival 1 2c
Spade/Hoe/Pitchfork Blacksmithing 2 30
Spectacles Glassmaker - 100
Telescope, Large, provides 10x magnification Glassmaker 5 800
Telescope, Small, provides 3x magnification Glassmaker 1 200
Torch, 6 hour Woodworking 1 50c
Trap Kit Mechanisms 1 10
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Modern Era Tool Table
Item Description ENC Cost
Binoculars See at 10 times your normal sight distance. 1 300
Crowbar Gives +10% to Brawn skill when used on structures. 1d6 dmg melee. 2 30
Data Drive Small, thumb-sized solid-state device that contains programs for computers. - 20
Duct Tape All-purpose high-durability tape for sticking anything together. 20 uses. 1 20
Epoxy Resin This is glue. Strong stuff. Enough to cover 50 square centimetres. - 20
EVA Suit Allows wearer to operate in a vacuum for 1 hour. If suit is damaged, the 5 1mil
protection is gone. Comes with mag boots as standard.
Fire Extinguisher Metal cylinder containing 6 rounds worth of flame-retardant foam. 3 150
Garage Tool Heavy Jack, Winch etc. Grants mechanic skill checks -10% time taken. 20 2k
Fuel Can Contains 4 units of Fuel for internal combustion engines, turbines or flamers. 3 10
Hand Cuffs Once cuffed, subject has restrained condition until freed. Key included. 1 200
Lighter Creates a small flame to light cigarettes etc. Fuel for 1-hour use. - 10
Makeup Kit Increases female Charisma by +1 when used. - 10
Microscope Allows examination of tiny objects. For science! 2 1000
Radiation Suit Gives wearer +5 DR vs radiation while worn, unless hit with a weapon. 5 2000
Rebreather Face mask provides filtered air in noxious conditions for 2 hours. 1 300
Rope (Kevlar) 10 squares of rope, able to hold 5x the normal weight of rope. 1 1000
Scope Compact telescope, provides 10x magnification. 1 500
Scuba Tank Allows 1 hour of breathing underwater. 4 800
Silicone Sealant Water resistant sealant. Can apply to carapan character as an action, heals 1 20
1d6 Hit Points if below half maximum HP.
Sunglasses Protect against bright sunlight and look cool. - 25
Suit Seal Patch Seals any suit that has been breached, makes it airtight in 1 action. - 50
Syringe Sterile container used to inject medicines, narcotics or nanomeds. - 10
Towel 1 2
Welding Visor Heavy visor to protect head and eyes from bright light and impacts. +1 AP 2 100
Wetsuit Increases movement by 1 when in water, protects against cold. 2 250
Toolkits
Some skills require the use of toolkits, without which the majority of abilities become off-limits. Each kit contains
tools required for a particular skill, as detailed below. The quality of the toolkit also reflects how fast you can
accomplish tasks with them. Toolkits can be bought or made beginning with the listed era, or above.
• Basic Toolkits have the bare essentials, though without the more specialised tools as other kits it takes twice
as long to make skill checks.
• Co mplete Toolkits have all the required tools of average quality, but the collection is heavier and takes more
space. Skill check time is standard.
• Specialist Toolkits have a wide selection of highly-specialised tools of exceptional quality, with everything you
could possibly need to get the job done. The downside is this kit is very large and heavy, usually housed in a tall,
wheeled series of draws and pull-out shelves. Skill checks needing tools take only half the listed time.
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Toolkit Quality
Item Description ENC Cost
Basic Toolkit An incomplete set of basic tools. 2x skill check time. 2 50
Complete Toolkit This toolkit has all of the usual tools required for the skill. 5 200
Specialist Toolkit Quality tools for every conceivable task. 50% less skill check time. 10 2000
Devices
Devices are Modern and High-Tech tools which require power to operate. Most devices listed below require a Micro-
Power Cell to function, which is good for 20 ho urs (or 20 charges) before needing to be replaced. Check the individual
descriptions for details on what they do and which skill is required to use them. They can be salvaged or repaired using
the Electronics skill. Modern era devices can also be used in high-tech eras, as usual.
Modern Era Device Table
Item Function ENC HP Cost
Appliance, Large Large home devices such as TV’s, sound systems etc. 5 20 2000
Appliance, Small Toasters, mixers, desk fans and other such home appliances. 2 5 100
Arc Welder A different way to work with metal, or zap your enemies. 3 15 300
AMT A robotic assembly machine for creating just about anything. 500 50 500k
Battery, Large A large battery commonly used to start vehicle engines. 2 10 80
Battery Pack A series of connected batteries used for electric vehicles. 50 20 5000
Battery, Small Provides limited power to small modern devices. - 5 5
Chainsaw Powered tool used for cutting trees and fighting the zombie hordes. 3 15 300
Charging Station Uses power source to recharge Batteries and Power Cells 2 5 500
Defibrillator Bring character back from death if used within 2 minutes. 2 10 1500
Drill Compact tool for use with woodworking or post-apocalyptic enemies. 1 10 200
Fabricator, Compact Create materials, devices, armour and weapons of limited size. 5 15 2000
Flashlight Small & powerful, illuminates cone 10m long 1 5 50
Geiger Counter Detect radiation direction and strength. 1 5 500
Generator Burns fuel to provide 2kw of electricity for 8 hours. 50 20 500
Infopad Portable computer, useful for hacking, knowledge boost or skill gain. 1 5 500
Laser Pointer Add a +2% result bonus to ranged weapons. - 5 100
Mag Boots Footwear provides magnetic grip for use in zero-g environments. 1 10 1000
Mobile Phone Hand-sized communication device with myriad uses. 1 5 1000
Nailgun Useful tool for rapidly constructing wood or as an improvised pistol. 1 10 100
Night-vision goggles Grants Darkvision to 20 squares. 1 10 500
Plasma Cutter Powerful cutting tool to salvage high-end materials 2 15 5k
Rebreather Backpack-sized device to recycle your exhaled breath. 6 15 1000
Remote Control Wrist unit allows user to control a robot or computer up to 1km away. 1 5 500
Robot Program Install a Restricted Skill directly into a robot. - - 50k
Skill Manual The digital form of a Skill Manual, stored on a data drive. - 5 1000
Solar Generator Uses solar energy to power some devices while in daylight. 5 10 500
Welding Torch Used to speed up mechanical work or the demise of your many foes. 3 15 300
High-Tech Toolkit Devices
Item Function ENC HP Cost
Laser Scalpel Precision device for performing delicate Surgery through surgery. 2 5 5000
Medi-Lab Portable kit that lets a doctor manufacture medicines on the spot. 2 5 5000
OmniTool Gadget provides all the capabilities of an electronic toolkit, but small! 2 5 5000
Science Lab Complete mini-lab providing all needed instruments for science. 2 5 5000
Sonic Ratchet Compact and powerful tool shapes sound to imitate mechanical tools. 2 5 5000
Inventions available in stores
Item Era Function ENC HP Cost
Fusion Generator High-Tech A heavy-duty power source producing 20kw of power. 150 50 2mil
Pocket Reactor High-Tech Compact nuclear power source mainly used for charging. 1 20 5k
RTG Modern Radioisotope Thermal Generator for electrical generation. 10 20 100k
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High-Tech Era Device Table
Item Function ENC HP Cost
AR Visor Overlays vision, +2% to Perception/ranged weapons and more. 1 5 2000
Autochef Turns raw ingredients into delicious meals. 5 20 3000
Communicator Allows communication to other units at 50km range, or on network. 1 5 500
Fabricator, Industrial Create materials, devices, armour and weapons of large size. 100 50 1mil cr
Halo Grants user Skill Points, or can even insert new skills. 1 5 100k
Medical Scanner Scan aids treatment, grants +2 Surgery result. 1 5 2000
Medi-Gun Remotely apply medicines & nanomeds to targets within 10 squares. 2 10 50k
Personal Forcefield Gain +10 Energy AP, uses 1 charge per hit. 3 5 500k
Power Cell, HD Heavy Duty power cell for high-tech civilian and military vehicles. 10 20 10k
Power Cell, Large Generates power for robots, light vehicles and powered armour. 3 10 1000
Power Cell, Micro Generates power for devices and weapons. - 5 100
Nanobot Lab Portable unit allows the fabrication of Nanobots from Circuits. 5 10 3k
Science Scanner Scans EM frequencies, geological states and compiles data. 1 5 3k
Wrist Radar Shows power sources and heat signatures in a 25m radius 1 5 2k
Appliance, Large
Large, General Purpose Household Appliance Modern High-Tech
Required Skill: - Large appliances are devices specifically made for household use to improve comfort and
convenience. This could include televisions, sound systems, exercise bikes, home
Powered by: Mains
breweries, home cinemas and the like.
Battery Life: -
Cost: 2,000
Appliance, Small
Small, General Purpose Household Appliance Modern High-Tech
Required Skill: - Small appliances are devices specifically made for household use to improve comfort and
Powered by: Mains convenience. This could include toasters, mixers, blenders, desk fans, table lights,
sophisticated toys, microwave ovens etc.
Battery Life: -
Cost: 100
AR Visor
Reality Augmentation Device Modern High-Tech
Required Skill: - An AR, or ‘Augmented Reality’ visor taps into local electrical signals and networks to
Powered by: MPC overlay valuable information to the wearer about their surroundings. If no such inputs are
present, the visor does it’s best to scan the local area for information on its own. It aids in
Battery Life: 20hrs locating destinations and points of interest, so long as there is less than 1 metre/yard of
Cost: 2,000 obstructing material in the way, such as stone, wood or metal. It can also record and
store up to an hour of footage for later playback. The visor also has a feature to help you
find things such as lost keys etc.
• You can adjust the result on the looting table in the Encounters manual by plus or
minus one point.
• Add +2% to Perception and all ranged weapon skill check results. If an active AR
network is present, this bonus is doubled and the range of its detection is increased
to 500m (550y).
• Using a Robot or Sentry Turret with an AR Visor allows you to use your Robotics or
Electronics skill to operate it, using that skill's result bonus to all skill checks.
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Arc Welder
Electrical Metalworking Device Modern High-Tech
Required Skill: - This is a power tool designed to make working with mechanical systems or metal much
Powered by: Mains easier. Using this tool with the Craft (Metal) or Mechanic skills reduces the time required
for a task by 10%. An arc welder can also be used as a weapon, should the need arise,
Battery Life: - though you should wear a welding visor to ensure your eyes are safe!
Cost: 300
Weapon Stats Type D mg Rng Clip Size Trait ENC AP
Arc Welder Unarmed 1d6 - 20 L - 3 10
Autochef
Automatic Food Preparation Device Modern High-Tech
Required Skill: Computers This device allows someone proficient with computers to mimic the Craft: Cooking
Powered by: Mains skill. Pour in Raw Ingredients and optional Cooking Herbs to create delicious meals!
You cannot gain the cooking talents, however – for that, you'll need to learn proper
Battery Life: - cooking skills.
Cost: 5,000
Battery
Portable Energy Storage Modern High-Tech
Required Skill: - Batteries are used to provide power to various devices and larger items. Vehicles with
Powered by: - internal combustion engines require Large batteries, while electric vehicles and big robots
need a full-sized battery pack. When used in High-Tech devices or inventions, these
Battery Life: - batteries only provide half the usual listed charges for that item.
Cost: Varies
Item Function ENC
Battery, Small Power small devices. -
Battery, Large Power smaller robots, sentry turrets etc. 2
Battery Pack Power electric vehicles and larger robots. 20
Chainsaw
Cutting Tool and Weapon Modern High-Tech
Required Skill: Craft/Melee This is a power tool designed to make cutting down trees and other brush much
easier. Using this tool with the Craft (Woodworking) skill specifically to cut down trees
Powered by: Fuel
reduces the time required for the task by 25%. 1 unit of fuel gives a full clip for a
Battery Life: 20 charges chainsaw. A chainsaw can also be used as a weapon, should the need arise:
Cost: 300
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Charging Station
For Recharging Batteries Modern High-Tech
Required Skill: - This is a plastic and metal box a little larger than a basketball. While connected to a
Powered by: Mains suitable power source, it will wirelessly recharge up to 4 micro-power cells (or small
batteries) or one large power cell (or large battery).
Battery Life: - • Charging a Large Power Cell/Battery takes 8 hours.
Cost: 300 • Charging a Micro-Power Cell/Small Battery takes 2 hours.
Communicator
Compact Communication Device Modern High-Tech
Required Skill: - This little device can communicate on a wide variety of frequencies with other
Powered by: MPC communicators, up to a range of 5 km/3mi. It can also tap into a cellular network to
talk with anyone in the world. The device is mounted onto the person’s ear, and needs
Battery Life: 20 hours to be touched in order to send a signal. It can be tuned to a wide range of frequencies
Cost: 500 with pre-sets to assist easy communications between groups.
Defibrillator
Life-Saving Technology Modern High-Tech
Required Skill: First Aid This device comes in a small case. It takes one round to charge prior to each use and
Powered by: Lg Battery can revive a character who died no more than 2 minutes earlier. Make a First Aid roll
when used, and if successful, it grants them an unopposed Endurance skill check to
Battery Life: 10 charges come back to life. Each attempt uses 1 charge.
Cost: 1500
Drill
Small Power Tool Modern High-Tech
Required Skill: Craft/Melee This is a power tool designed to make working with wood or metal much easier. Using
Powered by: Sml Batt x2 this tool with the Craft (Woodworking) or Craft (Metal) skill reduces the time required
for the task by 25%. A drill can also be used as a weapon, should the need arise:
Battery Life: 20 charges
Cost: 200
Weapon Stats Type D mg Rng Clip Size Trait ENC AP
Drill Melee 1d6 - 20 S - 2 8
Fabricator, Compact
Small Fabrication Device Modern High-Tech
Required Skill: Computers An easy to use 3d printer, capable of fabricating any item no larger than 1 ENC. Check
Powered by: Mains/LPC out the fabricators section for information on how to use this device.
Battery Life: 20 hrs
Cost: 2,000
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Fabricator, Industrial
Large, Capable Fabrication Device Modern High-Tech
Required Skill: Computers An easy to use 3d printer, capable of fabricating any item no larger than 20 ENC. Check
Powered by: Mains out the fabricators section for information on how to use this device.
Battery Life: -
Cost: 100,000
Flashlight
Light Generating Device Modern High-Tech
Required Skill: - A small, handheld source of illumination, these devices are commonly used to provide
Powered by: Sml Battery light when travelling or in emergencies. It uses 1 charge per hour.
• It lights a 5 square cone, brightly enough to count as daylight.
Battery Life: 5 charges
Cost: 50
Geiger Counter
Radiation Detection Modern High-Tech
Required Skill: Science In an age of nuclear power and weaponry, devices such as this come in handy to
Powered by: Sml Battery detect radiation levels in the air and water. It uses 1 charge per hour.
• It detects radiation strength and distance within 20 squares.
Battery Life: 10 charges
Cost: 500
Generator
Creates Mains Power Modern High-Tech
Required Skill: Science This machine produces mains electricity by burning fuel. It’s powered by regular
Powered by: Fuel hydrocarbon fuels such as gasoline or diesel, and comes in handy where power isn’t
available.
Battery Life: 10 charges • Has a fuel tank to hold up to 8 units of Fuel.
Cost: 500 • Uses 1 unit of Fuel power hour.
Halo
Experience Implantation Device Modern High-Tech
Required Skill: - Bearing a resemblance to its namesake, halos are placed on the user’s head and after
one hour of use, impart knowledge and experiences directly into their cerebral cortex.
Powered by: MPC
This process works on both living organisms and mechanical personalities.
Battery Life: 1 hour • Gain 10 Accolades.
Cost: 100,000 • Use 2 Halos simultaneously to implant a non-psychic Restricted skill.
The technology has not been perfected, and after one use the device burns out and
cannot be used again (though it can be salvaged).
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Infopad
Interactive Portable Computer Modern High-Tech
Required Skill: Science Infopads are incredibly useful devices about the size of a book, with a touchscreen
Powered by: Sm Batt x2 and wireless communicator. They can store information of your choice, including
video and audio data, and contain a wide assortment of information. In high-tech
Battery Life: 20 charges settings, this device also comes with a holographic display, projecting the information
Cost: 500 above it for easy reading. They use 1 charge per hour.
• Increase your Knowledge skill by +10% for related skill checks.
• Gain +1 to any skill points gained during an extended period of study.
• Used with Computer manoeuvres with a range of 10 squares.
Laser Scalpel
Advanced Surgical Tool Modern High-Tech
Required Skill: Surgery This high-precision device allows a qualified surgeon to perform their tasks with ease.
Powered by: MPC It can cut delicate flesh, cauterise wounds and seal lacerations without leaving a scar.
It uses 1 charge per hour of surgery.
Battery Life: 10 charges • Perform the skill check in half the standard time.
Cost: 5,000 • +10% to the Surgical skill for checks.
Laser Pointer
Cheap Laser Targeting Device Modern High-Tech
Required Skill: - This small device projects a dot of red, green or blue light (your choice) to a target up
to 1000m away. It can be useful for marking targets, enhancing ranged weapon
Powered by: Sm Batt
accuracy or driving cats wild. It uses 1 charge per hour.
Battery Life: 20 charges • When attached to a ranged weapon (using the Weapon Modification rules), it
Cost: 100 adds a +2% result bonus to attacks made with that weapon.
Mag Boots
Magnetised Footwear for Zero-G Travel Modern High-Tech
Required Skill: - These stylish and heavy boots have powered magnets mounted underneath, allowing
the wearer to move across metal surfaces in zero-g at half their normal speed, using 1
Powered by: Sm Batt x2
charge per hour.
Battery Life: 5 charges
Cost: 1,000
Medical Scanner
Advanced Medical Diagnostic Tool Modern High-Tech
Required Skill: Surgery, An extremely useful device for doctors, medics and surgeons, this hand-held scanner
Medicine, informs the clinician of a patient’s state of health in great detail, allowing them to
First Aid make informed decisions as to their treatment. By expending 1 charge, the unit can
Powered by: MPC assist the physician with mending injury over the course of treatment, granting:
• +2 to a successful Surgery skill result.
Battery Life: 20 charges
• +1 to a successful First Aid skill result.
Cost: 5,000
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Medi-Gun
Remotely Apply Medicines Modern High-Tech
Required Skill: Firearms This ‘weapon’ can be loaded with up to 5 medicines, narcotics or nanomeds, which
Powered by: MPC can be ‘shot’ at targets within 10 squares, applying their effects as if used in the
normal manner. The gun can select which med to shoot, so the cartridge can be
Battery Life: 50 shots loaded with a mixture of different types. It uses compressed air to propel the syringe,
Cost: 5,000 and so the micro-power cell only needs to be changed every 50 shots.
Weapon Stats Type D mg Rng Clip Size Trait ENC AP
Medi-Gun Longarm - 10 5 M Apply Medicine 3 6
Medi-Lab
Portable Medicine Laboratory Modern High-Tech
Required Skill: Medicine This is a portable computerised workstation used by doctors to create
Powered by: MPC/Mains pharmaceuticals in the field. It uses 1 charge per hour.
• Perform the skill check in half the standard time.
Battery Life: 20 charges
• +10% to the Surgical skill for checks.
Cost: 5,000
Mobile Phone
A Phone that Fits in Your Hand! Modern High-Tech
Required Skill: - Provided there is a phone network for it to connect to, this handy device allows
Powered by: Sm Battery communication with another such device anywhere in the world, and it can also send
and receive video images and store photographs. While operational, it uses 1 charge
Battery Life: 5 charges per hour, but if unused its battery will use 1 charge per day.
Cost: 1,000
Nailgun
Small Power Tool Modern High-Tech
Required Skill: Craft/Melee This is a power tool designed to make crafting with wood a lot easier. Using this tool
Powered by: Sml Batt x2 with the Craft (Woodworking) skill reduces the time required by 25%. A nailgun can
also be used as a ranged weapon, should the need arise:
Battery Life: 30 charges
Cost: 200
Weapon Stats Type D mg Rng Clip Size Trait ENC HP
Nailgun Pistol 1d6+2 5/20 20 S Burst 1 10
Nanobot Lab
Portable Nanomed Laboratory Modern High-Tech
Required Skill: Medicine This is a portable workstation used by doctors and scientists to fabricate Nanobots,
Powered by: MPC/Mains incredibly small robots that can be injected into the body to enhance and heal.
Essentially a highly-specialised fabricator, a Nanobot lab can create any kind of
Battery Life: 20 charges Nanobot so long as the operator has the available program. All that is required is
Cost: 5,000 power, one or more Parts, and a syringe into which the created Nanobots exist until
activated by injecting them into a living host.
For further details on using this device, see the Nanomedicine section.
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OmniTool
Advanced Electronics Tool Modern High-Tech
Required Skill: Electronics This high-precision device allows those working in the field of electronics to solder,
Powered by: MPC snip and test functions, with readouts to show information. It uses 1 charge per hour
of use.
Battery Life: 20 charges • Perform the skill check in half the standard time.
Cost: 5,000 • +10% to the Electronics skill for checks.
Personal Forcefield
Advanced Electronics Tool Modern High-Tech
Required Skill: - This device consists of a thin backpack (able to be worn beneath your normal pack),
Powered by: MPC featuring a power source, capacitors and sensors. When it detects a successful
ranged attack against the wearer, the unit discharges its capacitor and creates a
Battery Life: 20 charges crackling field of energy providing 10 points of Energy Armour to vaporise small
Cost: 500,000 projectiles and inhibit energy weapons or area of effect damage such as fire. The
capacitor then quickly recharges from the micro power cell, using 1 charge per hit on
the user, including each hit from a gatling or burst attack. Only one forcefield can be
active on a person, vehicle or ship at a time.
Plasma Cutter
High-Temperature Cutting Tool Modern High-Tech
Required Skill: Craft/Unarmed This powerful cutting tool is required when attempting to salvage high-end
Powered by: Fuel materials, specifically Auldsteel, Graphene, Carbon Fibre and Titanium. It produces
an intense plume of plasma energy hot enough to cut through even the most
Battery Life: 2 charges stubborn material. It can be used in close-quarters combat too, adding a lethal blast
Cost: 5,000 of plasma in place of the user’s unarmed attack. It uses 1 fuel per hour of crafting,
or 1 attack.
Weapon Stats Type D mg Rng Clip Size Trait ENC AP
Plasma Cutter Unarmed 1d8+8 - 10 M Impact 2 8
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Power Cell
Portable High-Tech Energy Storage Modern High-Tech
Required Skill: - Power Cells are used to provide power to various devices and larger items. Electric
Powered by: - vehicles and big robots need a full-sized battery pack. When used in Modern era devices
or inventions, these batteries provide twice the usual listed charges for that item.
Battery Life: -
Cost: Varies
Item Function ENC
Micro Power Cell Power small devices and energy weapons. -
Large Power Cell Power smaller robots, sentry turrets etc. 2
HD Power Cell Power electric vehicles and larger robots. 20
Rebreather
Underwater Breathing Aid Modern High-Tech
Required Skill: - This clever device recycles the oxygen from your exhaled breath into breathable air,
Powered by: Lg Battery and operates in a closed-circuit way so that external atmospheres or water
environments do not impact the device at all. It can keep providing air so long as the
Battery Life: 6 charges battery maintains charge. Uses 1 charge per hour.
Cost: 1,000
Remote Control
Control Robots, Drones & Turrets Modern High-Tech
Required Skill: * This comes with either a screen or holographic display which, when linked to a robot,
Powered by: Sml Battery sentry turret or other machine with a remote transmitter within 1 kilometre (.6mi),
allows the user to control it remotely using the appropriate skill, Robotics (for robots)
Battery Life: 10 charges or Electronics (for turrets/mini-drones) etc. The user has full audio and visual sensors.
Cost: 500 It uses 1 charge per hour.
Science Lab
Portable Laboratory of Science! Modern High-Tech
Required Skill: Science A wonder of technology, this is a compact, portable device roughly the size of a
Powered by: MPC/Mains suitcase which opens out into a complete laboratory for conducting scientific
experiments in the field. There are intricate tools to examine samples for all manner of
Battery Life: 20 charges results, and providing data in useful forms. It uses 1 charge per hour of use.
Cost: 5,000 • Perform the skill check in half the standard time.
• +10% to the Science skill for checks.
Science Scanner
Scientific Diagnostic Tool Modern High-Tech
Required Skill: Science A handy device for scientists, this hand-held probe scans the entire EM spectrum and
Powered by: MPC compiles the data for a trained professional to interpret. It uses 1 charge per hour.
• Can detect and identify power sources and transmissions within 1km/.6mi.
Battery Life: 20 charges • Can detect geological formations and mineral compositions below the
Cost: 3,000 surface, down to 20 squares.
It can also perform the functions of a Geiger counter.
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Solar Generator
Generates Mains Power from Sunlight Modern High-Tech
Required Skill: - When unfolded, this large 3m x 3m (3y x 3y) panel and stand turns sunlight into
Powered by: - electrical energy, counting as a Mains power source for one device to be hooked up to
it. These are primarily used to power charging stations and small devices and can
Battery Life: - even be mounted to an electrically-powered vehicle to move it, as long as the sun
Cost: 500 keeps shining.
Sonic Ratchet
Advanced Mechanical Tool Modern High-Tech
Required Skill: Mechanic This clever and compact device creates sonic fields, to imitate the shape and function
Powered by: MPC of heavy-duty mechanical tools. It uses 1 charge per hour of use.
• Perform the skill check in half the standard time.
Battery Life: 20 charges • +10% to the Mechanic skill for checks.
Cost: 5,000
Welding Torch
High-Temperature Cutting Tool Modern High-Tech
Required Skill: Craft/Unarmed This is a power tool designed to make working with mechanical systems or metal
Powered by: Fuel much easier. Using this tool with the Craft (Metal) or Mechanic skills reduces the
time required for a task by 25%. It uses 1 unit of Fuel per hour, or per attack. A
Battery Life: 10 charges Welding Torch can also be used as a weapon, should the need arise:
Cost: 300
Weapon Stats Type D mg Rng Clip Size Trait ENC AP
Welding Torch Unarmed 1d6+4 - 10 M - 4 8
Wrist Radar
Tiny Radar System Modern High-Tech
Required Skill: Computers This wristwatch-sized device provides a small holographic display which hovers above
Powered by: MPC the arm (or can be fed into an AR visor), providing precise locations for any characters
or vehicles over 250cm (8’2”) in size within 50 squares, provided there is nothing
Battery Life: 5 charges thicker than 1 square obstructing its view, such as stone, metal or wood. Lead of any
Cost: 10,000 thickness completely blocks the signal. It uses 1 charge per hour.
Circuits
These function very much like Parts, where they’re used to build or repair devices, robots, androids, high-tech
weapons, nanomedicines, cybernetics and science inventions. They are small, thin and light, taking up very little space,
but they are much more valuable than Parts due to the use of gold as a conductive material, require for use in high-tech
equipment.
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Hull Parts
The construction and repair of starship hulls require the use of Hull Parts. They’re made to withstand extreme heat
and cold, and comprise large pieces of a ship’s hull, including the structural pieces holding a ship together. Hull Parts
are made using 10 Parts (usually steel, but can be made from more exotic materials) and 10 Ceramic tiles.
The cost of these components varies wildly depending on supply. If a campaign setting is teeming with Parts and
Circuits, their value drops immensely, while rarity can drive prices skyrocketing. The prices presented below are a
baseline figure for campaigns where they are merely uncommon. The Robotics section has prices for other types of
parts such as aluminium and titanium etc.
Item Purpose ENC Cost
Circuits High-Tech Weapons, Devices, Robots, Androids, Vehicle and Starship upgrades. - 500
Part Made of steel, used in Vehicles, Androids, Robots, & Modern Weapons. 1 50
Part (Titanium) 1 100
Part (Carbon Fibre) 1 250
Part (Graphene) 1 500
Hull Part Starship hull pieces, for building and repairing ship hulls. These pieces are made 20 5000
of steel and ceramic, intricately crafted and immune to extreme temperatures.
Item Purpose ENC Cost
Steam Part Steam technology inventions. 1 50
Clockwork Part Clockwork technology inventions 1 50
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Hireling Table
Item Examples Hour Day Week
Untrained Labourer Cleaners, Retail Staff, Courier 10 80 560
Professional Worker Middle Management, Construction, Security, Police 40 320 2240
Specialist Engineer, Architect, Political Adviser, Doctor (GP) 80 640 4480
Mercenary Scout, Caravan Guard 120 960 6720
Highly Trained Lawyer, CEO, Doctor (Surgeon) 200 1400 9800
The availability of medical and technological services for adventurers depends on how widespread certain
technologies are. Any product that was produced with a critical success has double the listed effect, and three times
the standard price. Of narcotics, only pain killers are readily available, the rest are usually considered illegal and must be
sourced from less reputable sources. If you’re looking to grow herbs in a garden or hydroponics facility, you can either
buy the seeds at prices listed in the herbs section, or buy ready-to-harvest plants at 10x the listed prices.
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The legality of the following narcotics may vary on your campaign setting, but all of them have a 5% addiction
chance when taken.
Narcotics % Era Type Description Cost
Coca Wine 50 Industrial Tonic +4% to all opposed skill results. 40cr
Coffee 50 Industrial Tonic Gain +2 Spirit Points instantly, & ignore fatigued condition for 1hr. 12cr
Dr. Johnson’s 50 Industrial Tonic Gain +1 to Damage Modifier & +3 max Hit Points for 1 hr. 50cr
EnergyX 90 High-Tech Tonic Gain +4 Spirit Points & ignore fatigued condition for 3hrs. 90cr
Fury 90 High-Tech Tonic Gain +2 to Damage Modifier & +10 max Hit Points for 1 hr. 200cr
Laudanum 50 Industrial Tonic Gain +2 Natural AP for duration. 50cr
Morphine 70 Modern Syringe Gain +3 Natural AP for duration 150cr
MuscleMax 70 Modern Tonic Gain +2 to Damage Modifier & +6 max Hit Points for 1 hr. 90cr
Pinpoint 70 Modern Syringe +6% to all opposed skill results. 100cr
PowerAid 70 Modern Tonic Gain +3 Spirit Points & ignore fatigued condition for 2hrs. 60cr
Race 90 High-Tech Syringe +8% to all opposed skill results. 300cr
Sky 90 High-Tech Syringe Ignore psi effects for 1hr, gain +4 Natural AP for duration. 300cr
Nanomeds
In high-tech societies, Nanobots are not uncommon, but the cost of selling to the public has to factor in the
availability of a nanobot lab and the Circuits required.
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Cybernetics
The purchase and installation of cybernetics is an expensive process, for this represents the pinnacle of technology
and training. Below you’ll find the cost for each individual upgrade, separated into item cost and surgery cost.
Nanomeds Description Item Cost Surgery Cost
Augmented Skull Baseline head upgrade. 10,000cr 50,000cr
Cybernetic Eye Gain Night Sight to 20m, see 2x normal range. 8,000cr 40,000cr
Dream State No longer needs sleep, gain 1 Spirit Point every 2 hours. 12,000cr 60,000cr
Extra Protection You are immune to critical hits from one damage type. 20,000cr 100,000cr
Interface Gain a built-in Infopad or AR Visor. 6,000cr 32,000cr
Mnemonic Enhancer +3 to your INT Attribute. 20,000cr 100,000cr
Psi Barrier Gain +5 AP vs Shadow damage. 12,000cr 60,000cr
Psychic Shield Immune to telepathy, +5% to Resolve skill roll results. 20,000cr 100,000cr
Bio nic Arm Baseline arm upgrade. Can be taken once per arm. 8,000cr 40,000cr
Extendable Arm Unarmed attacks gain Reach at the start of your turn. 12,000cr 60,000cr
Extra Armour Gain +1 Natural Armour AP. 8,000cr 40,000cr
Hidden Gun Install any pistol into your arm. Detectable by x-ray. 12,000cr 60,000cr
Power Hand +1 Damage Modifier. 10,000cr 50,000cr
Weapon Brace Use two-handed melee weapons single-handed, so long 6000cr 32,000cr
as they don’t have the ‘longreach’ trait.
Bio nic Leg Baseline leg upgrade. Can be taken once per leg. 16,000cr 80,000cr
Leg Holster Retractable holster for any weapon of ENC 2 or less. 6,000cr 32,000cr
Quiet Servos Stealth skill rolls gain a +10% result bonus. 12,000cr 60,000cr
Reinforcement Gain +5 AP vs collision dmg, and gain +1 Natural AP 10,000cr 50,000cr
Thruster Jump an additional 3 squares, including vertically. If 20,000cr 100,000cr
installed in both legs, allows flight at standard Movement
rate at a cost of 1 Spirit per minute.
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Game Mechanics
Automatic Weaponry
Automatic fire involves shooting a large number of projectiles (or lasers etc.) in a short span of time. Rolling to hit
with each individual bullet or laser would be horrendously slow, reducing the game to a numbers-fest akin to doing your
taxes. Instead, Sabre makes use of an 'Accuracy' dice, which details the amount of times to separately apply the
damage dice. This ensures that machine guns do appropriate amounts of damage without penetrating heavy armour on
vehicles such as tanks.
When your attack is successful, roll a d6 along with your weapon's damage dice and consult the appropriate table
below to determine how many times to apply this damage.
Cone Effects
Some weapons and psychic effects have their range denoted as a
‘Cone’. This is a special range effect that hits a triangle area in front
of the attacker, as noted on the table at right.
The cone will have a number next to it, indicating its maximum
range, and the width of the cone at that range. So, a Cone 3 will have
a range of 3 squares from the attacker, and hit an area 3 squares
wide at that range, depicted by the red triangle on the diagram. A
weapon with a Cone 5 range would be 5 squares long, and 5 squares
wide at the maximum range.
If the cone effect partially crosses a square along the path by at
least a quarter of its area, it will affect any target in that square. So, in
effect, the Cone 3 effect would hit the square right in front of the
attacker, and the six squares in the two rows beyond that. Cone
weapons can be very effective for dealing with groups!
Combat Rounds
Combat Rounds cover the use of time in the midst of a battle, dividing a minute into ten six-second segments. These
six seconds contain the fast-paced action of a fight in easily manageable portions. This is explained in greater detail in
the Combat section.
Local Time
On this timescale, the game is covering events in a more generalised manner, usually measured in minutes or hours.
Performing a task such as disabling a trap may take several minutes, while performing in a tavern for an evening would
take many hours. You can deal with Local Time in the following way:
1. The character describes the task they wish to undertake.
2. The Game Master makes a call as to how much time it will take to complete this task.
3. Both the player and the GM make the appropriate skill checks to determine the results.
4. The GM describes the events taking place during the time period based on the determined results.
Strategic Time
Some events take place over an even greater span of time, from days to weeks, and even months or years. When you
need to know the outcome without slowing the game down with unnecessary detail, use Strategic Time. E.g. ‘You sail
for four days and reach the coast by dawn on the fifth day.' Strategic time is mainly used for when the characters are
travelling long distances, or undertaking long crafting exercises such as building a vehicle.
Check the Strategic Time table below for examples of different kinds of transport, and the speed they travel. The
travel times assume a day of around 8 to 12 hours with regular pauses for rest, water and food where appropriate.
Characters can cover more distance if needed by making an appropriate skill roll (Drive, Athletics, etc.). Add half
again as much distance as noted on the travel table or mark off more time on building the large project, and the party
members must make an Endurance skill check. They get the extended travel time even if unsuccessful, but they gain the
fatigued condition and may subject the party to dangers from terrain or monsters along the way, at the Game Master’s
discretion.
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Strategic Time Travel Table
Travel Example Kilometres per Day (8-12 hours) Miles per Day (8-12 hours)
Walking 30km 18mi
Horseback 60km 36mi
Wagon 15km 10mi
Open Sea, good conditions 150-300km (in a 24-hour period) 90-185mi (in a 24-hour period)
Open Sea, poor conditions 0-60km (in a 24-hour period) 0-38mi (in a 24-hour period)
Coast or River, good conditions 30-60km 18-36mi
Coast or River, poor conditions 0-30km 0-18mi
Movement
Movement, like time, is divided into the categories of walking and running. It should be noted that the movement
speeds discussed here are for outside combat situations
Walking is considered to be the average speed of a character moving at a leisurely pace. This is the creature’s base
Movement Rate, as denoted by a character’s species.
Running can be maintained for some time without difficulty, but anything over 10 minutes usually requires an
unopposed Athletics skill check to determine the fatigue condition is gained. Running speed is triple a character's
normal Movement Rate.
Movement Table
Movement Movement Movement Movement Movement Movement
Time Period 4 6 8 10 12 14
Combat Round* 4m 4y 6m 6y 8m 8y 10m 10y 12m 12y 14m 14y
Minute 40m 43y 60m 65y 80m 87y 100m 110y 120m 130y 140m 153y
Hour 2.4km 1.5mi 3.6km 2.2mi 4.8km 3.0mi 6.0km 3.7mi 7.2km 4.4mi 8.4km 5.2mi
* The combat grid simply represents 1 metre or 1 yard, as preferred.
Difficult Terrain
Terrain features such as deep mud, fallen trees, or anything the GM deems capable of slowing progress requires
twice the normal movement cost to traverse. i.e. instead of 1 Movement point, it requires 2.
Moving in Armour
Worn armour acts against character Movement Rates and certain kinds of actions such as swimming or climbing.
• Walking: Armour does not interfere with walking movement.
Blood Loss
Blood loss is the result of injuries sustained due to accidents or combat and if left unchecked, will rapidly sap a
character’s strength until they bleed to death. Only the quick application of surgery skills or psi powers will stop
bleeding, though the effects are enduring and take time to recover from. Any effect which gives a character the bleed
condition takes away one Hit Point every round, and this can be applied up to three times, taking 3 HP per round.
• Any application of healing will remove one bleed effect.
• If the character is at or below 0 Hit Points, they gain the bleed condition automatically and only remove it once
they are above 0 Hit Points. In this situation, using the First Aid skill can halt bleeding temporarily, so long as
the character doesn't move or act in the meantime.
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Getting Drunk
After drinking any alcoholic beverage, a character must perform an unopposed Endurance skill check. This check
might have a skill penalty, depending on its strength, as noted on the table below. Failing the check will give that
character the Tipsy condition with all listed penalties.
If the character continues to drink and fails a second Alcohol Types Penalty
endurance check they gain the Intoxicated condition and are no Light (Beer/Ciders) 0
longer Tipsy. Medium (Fortified wine/Bitters) -10%
Strong (Spirits/Absinthe) -20%
Addiction Rotgut (Moonshine/Rectified Spirits) -40%
Alcohol is one of the most addictive drugs in the world, and
so every time you fail an Endurance check while drinking alcohol, you need to make a separate addiction check. Roll
d100 and if the result is 05 or less, you’re addicted to alcohol, and gain the Addicted condition.
d4 Type of drunk Benefit Drawback
1 Standard Drunk +1 Luck point (only 1 per session) Additional -5% to skills.
2 Friendly Drunk +1 Natural AP -1 to Damage Modifier
3 Angry Drunk +1 to Damage Modifier -1 Natural AP
4 Outgoing Drunk +5% to Influence and Seduction check results Additional -5% to Evade results
Intoxication
When you gain the Intoxicated condition, in addition to those listed effects, roll 1d4 and consult the table, gaining
both the benefit and drawback for that result.
Duration
Both the Tipsy and Intoxicated conditions last 1 hour for each drink you’ve had, regardless of the type. Once the hour
has expired, an Intoxicated character will become Tipsy for an hour. If a player continues to drink and fail a third skill
check they will fall into a drunken slumber and be rendered unconscious for 8 hours. Once this period of time has
elapsed, the subject is nauseated for 4 hours upon waking.
Radiation
Exposure to toxic radiation is crippling to organic and machine creatures alike. Such exposure can occur in space, in
nuclear power plants or battlefields where nuclear weapons were
Radiation Level Penalty HP Loss
used. The effects vary between living and machine creatures as
follows: Low 0 1
Moderate -10% 2
• While exposed to radiation, a character makes an
High -20% 3
unopposed Endurance skill check every minute, modified
Dangerous -40% 4
by the radiation levels present, as noted on the table at
right.
• Every time they fail, they lose Hit Points as noted on the table. Only machines hardened against radiation, or
suits that shield the wearer will protect against this damage.
• If the check is failed, living characters gain the irradiated condition until such time as they die, or take anti-
radiation medication. Each day they lose maximum Hit Points appropriate to the level of radiation exposure, as
noted on the table.
Encumbrance
The encumbrance of a given item in Sabre is measured not just in its weight, but its general size and bulk,
encapsulated in the ENC characteristic for short. Generally speaking, 1 ENC is equal to roughly 1 Imperial Pound, or
half a 1 kilogram in metric, but this depends on the item itself, such as its shape etc. The Game Master makes a final
call regarding any items of unusual shape or size. There are items which have an ENC value of zero which are too small
or light to really count as having an ENC value.
• Twenty items of 0 Encumbrance equals 1 ENC.
Unencumbered
Characters are able to carry a total ENC equal to their Strength Attribute plus their Constitution Attribute, without
incurring any penalties. Regular clothing doesn't count against this limit, but practically everything else does. Consider
this the weight you can carry while still being able to do acrobatics!
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Burdened
If the total ENC carried exceeds STR+CON, then the character is considered Burdened, with the following effects:
• Base Movement Rate drops by -2.
• Attempting to move faster than their base Movement during a round by any means, such as the Hustle action or
Sprint manoeuvre, must be accompanied by an unopposed Endurance check. If failed, they lose 2 Spirit Points. If
they have no Spirit Points to lose, they gain the fatigued condition until they rest.
• Carrying this much weight outside of combat results in unopposed Endurance check every ho ur. If failed, they
lose 2 Spirit Points. If they have no Spirit Points to lose, they gain the fatigued condition until they rest.
• Creatures that could normally fly (corvids etc) can no longer fly.
Heavily Burdened
A character is considered heavily burdened if the ENC they are carrying exceeds STR+CONx2
The effects of being heavily burdened are:
• Characters are limited to half Movement Rate, and cannot use any effect that would allow them to move faster
than this.
• Carrying the load counts as strenuous activity for fatigue purposes, forcing an unopposed Endurance check
every round they move in combat. If failed, they lose 3 Spirit Points. If they have no Spirit Points to lose, they gain
the fatigued condition until they rest.
• Carrying this much weight outside of combat results in unopposed Endurance check every minute. If failed,
they lose 3 Spirit Points. If they have no Spirit Points to lose, they gain the fatigued condition until they rest.
• Creatures that could normally fly (corvids etc) can no longer fly.
Overloaded
Characters cannot carry more than a total ENC more than their STR+CONx3.
• A character carrying more than this amount cannot move at all, and any action taken results in an automatic
loss of 3 Spirit Points.
Fatigue
Fatigue is a condition that, when applied to a character, greatly impairs their capabilities until they rest or take some
other means to alleviate the effects. Typically, this is gained if pushing themselves too hard and avoiding sleep, but
some poisons and other effects can also apply this condition.
• Characters engaged in medium activity such as crafting, manual labour or something similar, can only go for 8
hours, after which time they gain the fatigued condition.
• Characters can only go for so long without rest. If a character has gone for 24 hours without sleep, they gain
the fatigued condition until such time as they gain 8 hours of rest.
• If a character already has the fatigued condition after 8 hours of medium activity, or if they hit 48 hours without
sleep, they must make Endurance skill checks with a -20% penalty every hour thereafter or fall unconscious
until they’ve had 8 hours of rest.
• Any skill failure made while fatigued does not result in raising that skill as normal.
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Fires
Fires are commonly used as sources of light, heat, and of course, as a Fire Intensity Table
weapon. When exposed to fire, objects and creatures can be damaged,
Ignition Damage
the amount of which depends on the fire’s
intensity. Fire from other sources, such as a grenade, has its own damage Source Time Per Round
rating depending on the source, but mundane sources of flame have varying Candle 1d4 1
amounts listed on the table at right, including the number of rounds of Torch 1d3 1d4
exposure required to ignite flammable materials when exposed. Campfire 1 1d6
Armour protects against flame for the first 3 rounds, then, light armour Fire Pit 1 2d6
catches fire and metal armour is so hot it conveys the fire damage Lava Instant 3d6
completely.
Inanimate Objects
Just like characters, monsters and weapons, regular inanimate Inanimate Objects
objects such as chairs and doors also have Armour Points and Hit Object AP HP
Points. You apply damage to such objects just as you would to Heavy steel gate 20 500
anything else except that once Hit Points of an object are reduced Concrete wall (2m/2y square) 10 1000
to 0 or below, it is instantly destroyed. Chain/shackle 5 50
Dealing damage to inanimate objects is best achieved in the Glass (window etc.) 0 1
usual fashion - by hitting it very hard with a weapon, or unleashing Glass, Reinforced 1 10
some other damage type upon the object. It should be noted that Hut wall (2m/2y square) 2 15
weapons aren't really designed for this sort of activity, and will take Iron or Stone door 10 200
upon themselves whatever damage they give. Iron door (rusted) 5 100
For example, an arming sword deals 1d8 damage, and if used Rope 1 3
against a wooden chair, will take the same damage upon itself. An Wooden chair 1 15
arming sword has 6 AP, so anything more than that will reduce its Wooden door 5 30
Hit Points. Wooden door (rotted) 2 20
The list of objects at right is far from exhaustive, but should Wooden Table 5 30
provide a general sample of the sorts of numbers you can expect Thick Wooden door 8 60
from objects of a given size. When in doubt, wing it! Thick Wooden door (rotted) 5 30
Wooden fence (2m/2y section) 5 20
Luck Points
For the adventurer, skill and courage only go so far. The greatest of heroes rely on a healthy dose of luck to get them
through the challenges of their day, and this is represented in Sabre as Luck Points. These represent the intangible,
unknowable factors which tip fortune in your favour at the moment you need it most. Characters gain Luck Points as
part of character creation, and may use these during the course of play. At the beginning of each game session, they are
replenished back to their starting value. Luck Points can only be increased if the CHA attribute is increased.
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Morale
Non-player characters the PC’s interact with can be subject to conditions which increase their spirits, or cause them
to lose hope. Morale can affect the way NPC’s interact with characters, and whether or not they are able to stay their
ground in the face of overwhelming opposition. In combat, creatures who suffer massive victories or losses will gain or
lose a Morale Level as appropriate. An unopposed Resolve check is required, with failure resulting in the loss of morale.
Random Encounters
While travelling throughout the campaign world, your party may encounter random creatures which may or may not
be hostile. When travelling for a period of time of at least 3 hours, make a roll on the appropriate table below. There are
three possible results.
• An All Clear result means nothing was encountered except perhaps a passing traveller.
• An Encounter result means the party have been challenged by a guard patrol, a merchant, band of travellers or
some other similar group that holds the potential for combat if things don’t go well.
• A Co mbat result means the party has been ambushed or assaulted by brigands, monsters or other danger.
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Research
If you need to research specific topics to provide more information for a plot point in your campaign, you can use
these research mechanics. Research can be conducted with just about any skill, provided it’s appropriate to the check
you need to make. This extensive study is conducted with encyclopaedia or databases in a public library or university, or
even your own personal library. Public Libraries offer a moderate bonus, but are often readily available in Industrial and
later eras. Universities have a more extensive collection of knowledge, but access may be restricted. Private Libraries
are curated by an individual and are usually part of someone’s house.
Institution Bonus
Public Library +5% to your chosen skill when making a check.
University +10% to your chosen skill when making a check.
Private Library +1% to your chosen skill for each encyclopaedia or database, to a maximum of +40%.
Survival
Monsters and enemies are far from the only challenges a character can face. The very world itself can be a threat to
one's survival, and only with appropriate skills, training and equipment can a character expect to prevail in harsh
conditions. Such challenges are classified in one of three ways:
• Exposure occurs when the body is subjected to a hostile environment.
• D ehydration occurs when the character goes without drinkable water for a period of time.
• Starvation happens when a character has gone without nourishing food for a time.
When a character is subjected to any or all of these circumstances, the onset time begins and once expired, an
Endurance skill check is called for at regular intervals to measure their effect upon the body, as noted on the table
below.
Condition Onset Time Fatigue Check Intervals Thereafter
Exposure CON in hours See the exposure rate on the Temperature table.
Dehydration CON x2 in hours (less in heat) Every 6 hours
Starvation CON x3 in hours Daily
• Failing an Endurance check results in losing 2 Hit Points from their maximum.
• If maximum Hit Points drops to 0, the character dies.
• Only when the character is free from the condition either by finding shelter, food or water do the checks stop.
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Weather
When exposed to the elements, either while travelling or working outdoors, rain, wind and temperature all conspire to
make an adventurer’s life uncomfortable and hamper their ability to perform.
A Game Master can choose weather on a given day as appropriate to their story, conduct some detailed rolls on the
tables below, or weather can simply be determined by making a roll on the table at regular intervals (2-3 times a day):
Weather Table
d100 Result Conditions Movement Range Weapon Use
0-25 Clear and calm Unaffected All
26-40 Light cloud, no wind Unaffected All
41-50 Overcast, light breeze or no wind Unaffected All
51-60 Heavily overcast, moderate winds Unaffected All
61-74 Strong winds, light rain -1, ½ Fly Speed ½ range
75-90 Steady rain with strong winds -2, ½ Fly Speed No black powder guns, ½ range
91-99% Gale winds, heavy rain & thunder -3, No Flight No BP guns or archery, ½ range
100 Storm of immense power -4, No Flight None
Visibility
Being able to spot people and objects at a distance is Visibility Creature Height modifier table
the covered in the visibility table at right, governed
Height (cm) Height (ft) Distance Mod
by the size of the viewer - smaller people can't see
Less than 110cm Less than 3' Half
as far as taller people without aid. Targets below
110cm-150cm 3' to 5' -
110cm (3ft) in height halve the range at which they
can be spotted while objects larger than human size 151cm-200cm 5'1" to 6'7" x2
increase the range by one step, as noted on the table 201cm-250cm 6'8" to 8'2" x3
at right. Distance is also modified by the weather 251cm-300cm 8'3" to 9'10" x4
conditions, time of day and if there are sources of Every +50cm Every +1'7" An additional x1
light nearby. These distances represent ordinary eyesight for most player species, but venator & corvids can see double
the listed distances.
Visibility Table
Conditions Daylight Twilight Moonlight Moonless Night
Clear 500m 550y 300m 328y 50m 55y 25m 27y
Overcast 400m 435y 250m 275y 50m 55y 25m 27y
Light Fog 150m 160y 100m 110y 25m 27y 15m 17y
Heavy Fog 50m 55y 30m 33y 15m 17y 10m 11y
Snow 35m 38y 25m 27y 10m 11y 5m 5y
Sand/Dust Storm 20m 22y 15m 17y 10m 11y 5m 5y
Temperature
The temperature of a region varies widely depending on the season, altitude and overall climate. Extreme conditions
can have debilitating effects on characters, either from being too cold or too hot, but this can be mitigated somewhat by
wearing appropriate clothing to shield one from the effects. If the character has such equipment, they can survive in
adverse conditions for a number of hours equal to their CON Attribute, but after this time has passed, they are subject to
the same effects as anyone else.
Combat
From time to time you and your companions may find yourselves in a situation where diplomacy and tact fail.
Combat is usually a last resort, but for some characters it is their preference when dealing with antagonists. This
chapter details the steps and methods for determining the outcome of combat in a blow-by-blow method that doesn’t
slow down the pace of the game.
Surprise
The party of adventurers moves through a city street, with the noise of a busy market making it difficult to hear.
Suddenly, a group of well-hidden bandits leaps at the party, gaining an edge over their surprised opponents.
Typically, an individual or group will have a chance to detect the approach or presence of hidden enemies, but the
Game Master can decree that no check is necessary under certain conditions.
• Creatures that were unaware of their opponents’ approach or presence are surprised, and those affected cannot
move or take actions until the start of their next turn.
Initiative
Initiative determines the order in which characters and NPC’s act during the combat round. Once this is determined,
initiative is typically fixed for the duration of the combat. Players and the Game Master each roll 1d10, then add their
Initiative Bonus score to the result. The highest score goes first, and if the combatants are still engaged after the last
person to act, the current round ends and the next round begins, starting from the character with the highest Initiative
as before.
Your Turn
When it is your turn, you may take one action, such as making an attack or using a psychic discipline. Additionally,
you can move up to your Mo vement rate during this time, before or after you take an action in any variation you desire
(such as moving 1 square, attacking, then moving another 5 square). Each square moved uses 1 point of Movement no
matter which direction you move in. Your turn ends once you have both moved and acted. The kinds of actions and/or
movement you can take are listed in the section covering Actions & Reactions. You can also choose to ready an action
in the event of a particular trigger.
• Combat grid squares can represent either metres or yards, depending on your desired measurement system.
Reactions
In addition to having an action on your turn, each player gets to have a number of reactions on someone else’s turn,
as noted on your character sheet. Typically, a Reaction is in response to another character’s action, such as preventing
them from opening or closing range on you, or as a Reaction to your own action to apply a manoeuvre to a skill check
you’re making. All Reactions used during a round are replenished at the start of a character’s next turn.
Some talents give you the ability to take additional reactions for a specific purpose. These bonus reactions can be
used for that purpose only. See Actions in Combat for a list of reactions you can take.
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Reaction Description
Block Use shield to block a ranged or melee attack – add the shield’s AP to your armour’s.
Brace Re-roll any failed skill check made when attempting to prevent being moved.
Counterattack Target of a Charge, Flying Kick or Flying Tackle manoeuvre can attack their attacker once in
range of their current weapon.
Evade Use Evade skill to reduce incoming AoE damage or avoid physical attack.
Interrupt Loading Make an attack against a target reloading their ranged weapon within your reach. They
cannot defend - if damaged, they fail to reload their weapon.
Keep at Range Keep target from moving inside weapon reach. Won’t stop charge, longest reach goes 1st
Opportunity Attack Make an instant attack against a target that meets the following conditions, provided the
target is visible and not directly behind you.
Melee: Standing from prone, leaving melee weapon range, shooting a ranged weapon.
Ranged: Standing from prone within your weapon range.
Parry Use a melee weapon to deflect a melee attack.
Pivot Turn to face any direction when you come under attack from a non-stealthy source.
Resist Use your Endurance or Resolve skills to resist an effect being used against you.
Special Movement Description
Crouch Use 1 Movement to go into or leave the Crouched position.
Go Prone Use half your Movement rate for the round to go into or leave the prone position.
Close Range As part of your Movement, attempt to get inside the Reach or Longreach range of an
enemy’s weapon. Make an Evade skill check opposed by your opponent’s weapon skill.
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Attack Basics
Close combat is handled in the following step by step manner:
1. On their turn, the attacker uses an action to attack a target, rolls against their weapon skill and notes the result.
2. The defender can choose to use one of their Reactions to counter the incoming attack with either a Parry, Evade
or Block. Roll you appropriate skill check and note the result. If you have no Reactions left, you cannot defend.
3. The success level of the results are compared as per an Opposed Roll.
4. If a critical success is achieved for either combatant, the attacker rolls an extra damage dice (if appropriate) or, if
the defender gets the critical, the attacker loses all of their Reactions for the round.
5. Damage is applied as noted for the weapon or effect, subtracting any Armour Point figure the target has from the
total applied damage.
Damage Rolls
Each weapon and discipline notes the damage it deals, such as 1d8 or 2d6. Roll the damage die or dice, add any
Damage Modifier your character has (where applicable), as well as bonuses from Masterwork weapons or weapon
enchantments, and apply the damage to your target.
Cover
Cover is provided by moving behind solid objects standing between you and your target. Walls, pillars, and trees are
common examples of things that can provide cover. A target behind cover blocking at least ½ its body is harder to hit.
Cover
A target has cover if an obstacle blocks at least half of its body. Anyone attacking a target with cover has their
damage halved before it applies to the target. Creatures with cover can still make normal attacks and actions on their
turn without penalty. Cover granted by fo g or smoke effectively gives anyone trying to look or attack in the cloud the
blind condition, but it can be seen through with night vision capabilities, and does not provide protection against AoE
attacks such as suppression or explosions. If a character leaves the obstruction, attacks, then goes behind the
obstruction at the end of their turn, they do not gain the benefit of this effect.
Obstructed
A target is obscured if it is completely concealed by an obstacle. Under normal circumstances, an obscured target
cannot be targeted directly by an attack or a discipline, although many disciplines can reach such a target by including it
in an area of effect. Obscured characters cannot make attacks or take offensive actions during their turn without losing
this protection. i.e. if a character leaves the obstruction, attacks, then goes behind the obstruction at the end of their
turn, they do not gain the benefit of this effect against attacks.
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Two-Weapon Fighting
Fighting with two melee weapons simultaneously without chopping off your own arms takes great agility and talent,
specifically, the Dual Wielding talent. Once you have this, you can blend with the best of them. All of the details are
written up in that talent, so swing over and take a look.
Sneak Attacks
The ability to strike unseen at an enemy can bring a valuable edge to a fight. Should a character attempt to attack a
target in this way, they must make an opposed Stealth check versus the target’s Perception. If the stealth check
succeeds, the defender is unaware of the attack and cannot Parry, Block or Evade the attack(s).
Combat
• Characters who are mounted or flying receive a +2 damage bonus versus a creature on foot.
• Characters using ranged weapons at least 3 sq uares above their target gain +2 damage & +5 square range.
• Tower shields cannot be used while mounted or in flight.
• Sustaining a Serious Wound causes the creature to fall (and take collision damage upon impact) unless they
succeed on an unopposed Athletics check (for flying) or Ride check (for riding).
• Some mounts have their own attack (bite, kick etc). You need the Warhorse Command talent to use these.
Movement
• A mount or flying creature must move 1 square forward before or after every 90 degree turn.
• Flying creatures move double speed while descending and half speed while gaining altitude.
Mounted Archery
Using ranged weapons while mounted is difficult, but not impossible.
• Aside from the hand crossbow, pistols & blunderbuss, crossbows & arquebus can’t be reloaded on horseback.
• You cannot add your D amage Modifier to any ranged attacks, though there is a talent for this.
Ranged Attacks
When you make a ranged attack, you fire a bow or a crossbow, hurl a throwing axe, or otherwise use a projectile
weapon to strike a foe at a distance. You can make ranged attacks only against targets within a specified range. A
discipline’s description indicates its maximum range. You can’t attack a target beyond this range.
A weapon has two ranges. The smaller number indicates the weapon’s normal range. The larger number indicates
long range. You deal half damage when you successfully attack targets beyond normal range and out to long range. The
target can only Block or Evade to counter a ranged attack.
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Adjacent Targets & Shooting into Melee
A character attempting to use a ranged weapon while within the reach of an enemy’s melee weapon gives them an
Opportunity attack, which takes place before the ranged weapon shot.
Shooting into a melee at an opponent is dangerous, as if you fail your skill roll your hit will land on a friendly target
(GM’s call).
Recovering Ammunition
Arrows, bolts and thrown weapons that successfully hit their intended targets can be recovered during or after
combat, so keep track of your hits as you use them. This gives these ancient forms of ranged weaponry an advantage
over modern and high-tech weapons, which cannot recover spent ammo.
Virtual Combat
Characters with a Network Socket implant or Interface upgrade are able to link directly into a computer system and
attempt to access it using their mind. This is a much more effective way of hacking complex computer systems,
allowing the hacker to create a virtual self to 'storm the castle' of the computer system they're attempting to infiltrate.
Damage Types
There are many different kinds of damage, each with their own effects and delivery systems. Some creatures and
disciplines have Reduction against certain types of damage, while others are Vulnerable, thus it behoves a player to
carry a mix of damage types to adapt to different situations. Some damage types bypass some or all armour protecting
the target too. Damage types which bypass armour deal their damage after regular damage has been calculated.
Bludgeoning Cold
This type of damage is taken when an object, weapon These attacks freeze air and flesh in the area of effect,
or creature is inflicted with blunt force, typically a rupturing skin and damaging tissue on living creatures.
weapon such as a mace or sledge, but also when a Adverse weather conditions or from a psi power can cause
creature falls onto a solid surface or is subjected to this.
crushing force. Effects
• If the target fails a resistance check, movement is
halved for 1 round.
Collision Electrical
When a character falls onto the ground or some other Electrical damage burns and shocks the target with
immovable object, or Charges into a wall, this counts electrical energy. This can occur in the unlikely event of
as collision damage. being struck by lightning from a storm, or more likely from a
Effects weapon or psi power.
• Collision damage bypasses all Armour Points. Effects
• A damaged target is dazed for 1 round.
Fire Laser
Fire damage is incurred when the target is exposed to Laser damage burns the target with coherent light. Lasers
extreme heat, direct flame or an explosion of both. are advanced weapons that take almost no time to travel to
Flame throwers or explosions from missiles generate the target, and come in personal, vehicular and starship
fire damage. sized variants.
Effects Effects
• Prevents healing effects for 1 round. • On a critical success, if the target loses any Hit Points,
• Anyone damaged by fire loses 2 Hit Points at the lasers blind their target for 1 round.
start of their next turn to lingering flames.
Piercing Plasma
Piercing damage is inflicted from sharp, puncturing Highly-charged gas, plasma is a powerful weapon which
damage. This usually occurs when struck by ranged simply vaporises much of what it hits. Armour is quickly
weapons such as arrows or bullets, the bite of a eroded under the blazing power of plasma damage.
monster’s teeth, or landing on the sharp spikes of a pit Effects
trap. • Targets hit with plasma lose 1 AP. Blocking shields
take this first. Energy AP is unaffected.
• A target killed by plasma damage is disintegrated,
including all of its carried equipment.
Shadow Slashing
This type of damage is generated from mental powers When a creature is struck with edge weapons, they
or dark energy, which is disruptive to living tissue. suffer lacerations which are the basis of slashing damage.
Physical armour is no defence against the effects of Weapons such as swords and axes, along with a monster’s
shadow damage. claws can deal this type of damage.
Effects
• This damage bypasses all Worn & Natural AP.
• It has no effect on machines of any kind.
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Damage Reduction
Creatures and objects can be difficult to harm with certain kinds of damage, represented by Damage Reduction,
Vulnerability and Invulnerability, which are described below.
Item Effects
Invulnerability A creature takes no damage and is immune to Suppression from the type listed.
Vulnerability A creature takes +5 damage from the type they’re vulnerable to.
Damage Reduction This is represented by a bonus which is added to your Armour Points versus a certain kind
of damage, such as: +5 AP vs Slashing damage. This bonus stacks with all other armour
bonuses and effects which damage armour still work normally.
Half Damage
There are some effects in the game, such as Cover or long distance shooting of ranged weapons, that halve the
damage. This halving always occurs before it hits the target, making it much harder to get through armour. If a second
‘half damage’ effect is applied, the total of two half effects is 0 (math is fun!)
Wounds
In the dangerous world of a Sabre campaign, injury isn’t just a possibility – it is a certainty. Whether it is from
bandits, opposing military or monsters, the slash of a sword or the puncturing wound from an arrow can have severe,
even lasting consequences.
Applying Damage
When an attack strikes successfully, the weapon used deals damage according to the weapon’s damage rating. For
example, a battle-axe inflicts 1d8 damage. This is the weapon’s base damage, the result of which is then adjusted
according to the following criteria, in this order:
• Apply the Damage Modifier for the character making the attack.
• Modify the damage from any weapon enhancing (or reducing) effects such as Vulnerability.
• Reduce damage by the Armour Point value, adding AP from a shield that successfully blocked and from any
Damage Reduction the target has from that damage type.
• Apply damage from armour bypassing types such as Electrical.
Any leftover damage above 0 is subtracted from the subject’s Hit Points. Make a note of remaining Hit Points and
also note the category of the wound:
• A Minor Wound is any injury still above 0 Hit Points. Minor wounds entail cuts, lacerations and bruises and are
not a serious impediment to the character.
• A Serious Wound happens when character goes to 0 Hit Points or below.
• A Major Wound is the result of being reduced to a negative score equal or greater than the character’s
maximum Hit Points, and may result in character death.
Serious Wound
When a character is reduced to zero Hit Points or below, the victim is Seriously Wounded. They drop unconscious
and gain the bleeding condition until they are healed for at least 1 Hit Point. While at or below 0 Hit Points, any further
damage will start the bleeding again. The regain consciousness after 24 hours or if their HP is increased to at least 1.
• Shifters and Veirans are immune to Serious Wound effects. Androids, automatons and robots do not bleed.
Major Wound
Major Wounds occur when a character is reduced to a negative score equal or greater than the creature’s maximum
Hit Points. The victim is immediately incapacitated and quite possibly on the verge of death.
• The victim of a Major Wound drops unconscious, until such time as they are brought back above their negative
maximum Hit Points.
• If the damage amount equal to or greater than the victim’s negative maximum Hit Points, they immediately
make an opposed Endurance skill check. Failure results in death, but the use of a Luck Point makes the Endurance
check an automatic success, though they must still roll on the Lasting Injury table.
• If the damage is more than twice the character’s negative maximum Hit Points, they die instantly with no
chance of avoiding death via an Endurance check or Luck Point use.
It is unlikely the affected individual will be able to continue fighting, as Major Wounds require some form of surgery
or technology to heal. Vehicles, Robots, Androids & Automatons all become Inoperative from a Major Wound.
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Conditions
Conditions applied to a creature or character affect the way they behave, and for the most part limit the things they
can do. These usually affect a character after they have been exposed to something such as a powerful physical attack,
a discipline, or a special effect from a monster. The condition’s duration varies depending on the source.
Multiple conditions can be laid upon the target, so long as they are different from each other, with the exception of
Bleed. The same condition doesn’t compound their effects unless specified otherwise, such as a manoeuvre that
applies multiple bleed effects.
Addicted Bleed
• Victim’s Critical Range for all skills is reduced to 0. • Victim loses 1 Hit Point per round until First Aid or
• 1st use of the addicted substance negates penalties other healing has been performed on them.
for one hour but has no other effect. Further uses • If below 0 Hit Points, bleeding reoccurs if the creature
within this hour have normal effect. moves or takes any action.
• You must avoid failing another addiction check for • This condition can be applied up to 3 times. Effects
this specific drug or nanomed for 14 days to that remove Bleed only remove 1 at a time.
remove this condition.
Blinded Charmed
• Victim automatically fails any check involving sight. • Victim cannot harm the Charmer.
• Victim loses all result bonuses on skill checks. • The Charmer’s Influence and Deceit skill checks have a
• Victim’s Movement is reduced by half. +10% result bonus when interacting socially with the
• Victim cannot make Opportunity Attacks. victim.
Dazed Deafened
• Victim can’t use Disciplines or Manoeuvres. • Victim fails hearing-based skill checks.
• Victim’s Movement is reduced by half. • Initiative Bonus is not applied to Initiative rolls.
Fatigued Diseased
• Victim’s Critical Range for all skills is reduced to 0. This condition typically lasts for 7 days.
• Skills are not increased on failures or fumbles. • Victim’s Movement is reduced to half.
• Victim loses all Result Bonuses on skill checks.
• Victim’s Heal Rate is reduced to 0.
Frightened Intoxicated
• Victim’s Critical Range for all skills is reduced to 0. Gained after failing your Endurance roll while you are
• Victim cannot willingly approach the source of its Tipsy - you lose the Tipsy condition and become
fear. Intoxicated for 1 hour.
• Victim’s Critical Range for all skills is reduced to 0.
• Victim’s Fumble Range is increased by +5.
• Movement is halved.
• You gain +10% to Resolve skill check results.
• Roll 1d4 on the Drunken Type table.
Invisible Irradiated
• Cannot be seen without aid. • The victim loses Hit Points from their maximum every
• Can be detected by noise or tracks. day until treated (see the radiation section).
• Melee attacks against the invisible creature must • When Maximum Hit Points reaches 0, they die.
also be less or equal to Perception skill or the
attempt fails.
• Others cannot defend against invisible creature’s
attacks.
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Nauseated Paralysed
• Victim’s skill rolls must also be less or equal to their • A paralysed creature cannot move, speak, or take
Endurance skill or the attempt fails. any action that is not purely mental.
• A fumble results in the character being stunned for 1 • The creature cannot Parry, Evade or Block.
rd.
Prone Pinned
• Ranged attackers lose their Result Bonus attacking • The victim cannot move or take actions, and both
a prone character (doesn’t apply if attacker is 3sq they and the grappler become prone
above the target).
• Melee/Unarmed/Marital Arts attacks against a
prone target gain a +10% result bonus.
• Prone characters lose their Damage Modifier on
attacks.
• Movement is reduced to 2.
Restrained Slowed
• The victim can only use one-handed weapons, psi • The creature can take an action or move, but not
powers that use a Reaction, and Movement is both.
reduced to 2. • All Evade skill checks automatically fail.
Stunned Suppressed
• A stunned creature cannot move or take actions. This is a fear-based effect. If the victim is immune to fear,
• The victim automatically fails Brawn skill checks. they are immune to this condition.
• The victim cannot Parry, Evade or Block. • The victim’s Movement Rate is halved.
• If victim fails an opposed Resolve check, they lose
their next action.
Terrified Tipsy
• Victim drops whatever it is holding and runs away Gained after failing an Endurance roll when drinking
from the source of fear for 1 round at max speed. alcohol.
• Victim remains frightened for the entire encounter. • Victim’s Fumble Range is increased by +5.
• Movement is reduced by 1.
• You gain a +5% Resolve skill result bonus.
Unconscious
• Victim drops whatever they’re holding and falls
prone.
• Victim cannot move, take actions, defend itself or
perceive its surroundings.
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Inventions
Once you’ve taken the right talent, you can use your Mechanic, Electronics or Science skills to create your own useful
and customisable inventions from bits and pieces of leftover technology.
Starting Inventions
There are several areas that cover inventions: Electronic Engineering, Mechanical Engineering, Mechanisms and
Applied Sciences, which has sub-categories of Biology, Chemistry, Nuclear Science, Genetics, Gravity Theory and Dark
Matter Theory. When you take one of these talents, you automatically gain 1 invention design right away from that field
of study at no cost. All subsequent invention designs must be either researched using Accolades, bought from someone
else, or found at research labs (usually on data drives).
Building Inventions
Once you have your components and tools assembled, spend the listed number of hours working on the invention
then make a skill check, and consult the following table.
Invention Era
Inventions are divided up into eras just like other aspects of Sabre Scifi. Mo dern inventions are plausible for a
modern setting, yet High-tech settings can use these just as effectively, while bringing highly advanced scifi concepts to
the game. Lo w-tech inventions are ideal for late-medieval or early renaissance settings where clockwork and steam
technology are beginning to appear. You can even use low-tech inventions to make Parts and Circuits, provided the GM
approves of the party being able to progress to modern and high-tech inventions.
Upgrades
Many inventions have the option to add additional upgrades to enhance their capabilities, provided you have the skill
level to perform such a task, requiring 1 hour per Part or Circuit used to apply. All upgrades add 1 ENC to the invention.
Paying others to upgrade inventions costs double the normal cost in Circuits or Parts.
Chemistry
Black Powder 50% 1cr
Catalyser 70% 5,500cr
Cryo Grenade 90% 15,000cr
Cryo Gun 99% 90,000cr
Chemical Explosive 50%+ 50/500/5000
Fog Generator 50% 1,600cr
Makeshift Fuel 50% 5cr
Clockwork Tech
Clockwork Camera 50% 500cr
Clockwork Crossbow 50% 300cr
Clockwork Engine 50% 60/120/500
Clockwork Golem 50% 500cr
Clockwork Limb 90% Varies
Clockwork Part 50% 50cr
Crank Gun 70% Varies
Difference Engine 90% 5,000cr
Folding Shield 70% 200cr
Optical Pump 90% Varies
Science Goggles 50% 700cr
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Electronic Engineering
AI Construct 90% 18,000cr
Basic Circuitry 50% 500cr
Circuit Bypasser 50% 2,000cr
Electric Engine 50% Varies
Friend or Foe Designator 50% 750cr
Hardlight Shield 99% 70,000cr
Hazard Suit 90% 18,000cr
Improvised Laser 50%+ Varies
Makeshift Battery 50% 150cr
Mini Drone 50% 6,200cr
Omnivisor 70% 5,600cr
Signal Jammer 70% 3,200cr
Sentry Turret 50% 1,200cr+
Sonic Blaster 90% 20,000cr
Gravity Theory
Anti-gravity belt 90% 20,000cr
Critical Shield 99% 160,000cr
Grav Plate 90% Varies
Gravity Gun 99% 82,500cr
Invisibility Cloak 90% 18,000cr
Repulsor 90% 16,000cr
Temporal Compressor 99% 65,000cr
Mechanical Engineering
Ammunition 50% Varies
Blast Shield 50% 2,000cr
Flamethrower 50% 450cr
Improvised Gun 50% Varies
Improvised Rocket 50% 300cr
Junk Armour 50% -
Kinetic Boots 70% 3,000cr
Mechanical Part 50% 50cr
Powered Armour 90% Varies
Powered Weapons 70% Varies
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Steam Tech
Arclight Armour 90% 1,224cr
Dirigible 70% 40,000cr
Machine Press 50% 2,000cr
Mechanised Armour 50% Varies
Steam Cannon 70% 1,000cr
Steam Car/Boat 70% 15,000cr
Steam Engine 50%+ Varies
Steam Exoskeleton 90% 5,000
Steam Golem 50% 500cr
Steam Power fist 70% 1,000cr
Storm Gun 70% 800cr
AI Construct
Semi-Intelligent Computer System Low-Tech Industrial Modern High-Tech
You can create a rudimentary artificial intelligence capable of tackling any tasks you assign it. It will follow your
orders to the best of its ability, and can be considered to have an Intellect Attribute of 12, and the Computers skill
(99%). The AI can:
• Understand and speak the Common Tongue and your species language.
• It has 1 Action and 2 Reactions, and can be attached either directly or wirelessly (within 10 squares) to
electronic/computerised devices, vehicles, robots, mini-drones, sentry turrets and starships to use them just
like a character would, using its Computers skill to operate it.
• You can use your Accolades to program it with talents and manoeuvres as desired. The AI can keep a backup
of itself on a designated mainframe or internet for later retrieval, should it be destroyed in some fashion.
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Alpha-Rhythm Generator
Induce Sleep in the Subject Low-Tech Industrial Modern High-Tech
This invention emits a pulse of alpha-wave energy into the brain of a living being which induces sleep. A target
affected by this device must make an opposed Resolve skill check: If they fail, they fall prone and become
unconscious while the user maintains the effect (Concentration, or 1 minute). If the target succeeds on their check,
they become dazed for 1 round. The effect of the device is mild, so if someone uses an action to wake them, or if the
subject comes under attack, the effect ends as they awaken from a dream with a start, a dream in which they are
under attack. They can immediately defend this attack.
Ammunition
Create Your Own Bullets & Missiles Low-Tech Industrial Modern High-Tech
Anti-Gravity Belt
Hover and Fly Around Low-Tech Industrial Modern High-Tech
This invention converts a personal forcefield to create a localised gravity field that can allow you to levitate and
fly through the air at a Movement speed of 10. It can carry 100kg of weight by using 1 charge per minute. You can
carry an extra 100kg (220lb) for each extra Charge you use, allowing you to lift 2000kg (4400lb) for a minute should
you need to.
Arclight Armour
Steampunk Forcefield Low-Tech Industrial Modern High-Tech
By laying an intricate latticework of steel and gold conduits over a leather jacket (or similar piece of leather torso
armour), you can create an enhanced piece of armour that crackles with electricity. It provides +10 AP of Energy
armour for 1 hour, & anyone striking you in melee combat with a metal weapon takes 1d6 electrical damage.
Basic Circuitry
Simple Improvised Circuit Low-Tech Industrial Modern High-Tech
Although the end result is a bundle of wires and other components, this crude circuit will function just as well as a
shiny new one you’d find in a device, usable for making your own devices and inventions.
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Black Powder
Basic Explosive Chemical Low-Tech Industrial Modern High-Tech
A revolutionary chemical combination, this simple substance is extremely energetic when exposed to fire. It’s
made from saltpetre, sulphur and carbon, all of which can be found in caves and other underground areas. Each unit
of Black Powder Ingredients (gained with the prospecting skill or from stores) yields 1 shot of black powder. Up to 20
units can be mixed together in a one hour work period, resulting in 20 shots of black powder for firearms or
explosives.
Blast Shield
Heavy Duty Protective Device Low-Tech Industrial Modern High-Tech
This is a custom-made heavy-duty shield that provides additional protection against area-of-effect explosions
when used to block such attacks. In other respects, it functions just like a tower shield, providing cover but too big to
use as a bashing weapon. With additional upgrades the shield can be deployed to stand independently to provide
cover, and can extend its coverage to either side of the wielder and even be used as a protected mount for weapons
fire.
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Bio-Analyser
Aids Medical Procedures Low-Tech Industrial Modern High-Tech
This invention improves a medical scanner into an advanced piece of high-tech medical diagnostic technology. It
retains all of its basic abilities, is still able to provide detailed analysis of an injured subject, but is faster and provides
additional healing properties. It provides data in a simple manner to assist the medically illiterate too!
• It allows the First Aid skill to stop bleeding and stabilise a patient in 1 round instead of 1 minute.
• Halves the time required for Surgery.
• +2 Hit Points to a successful Surgery skill result, and the subject gains +1 Spirit Point.
• +1 Hit Point to a successful First Aid skill result, and the subject gains +1 Spirit Point.
Cerebral Accelerator
Speed Brain Function Low-Tech Industrial Modern High-Tech
When worn on the head and activated, this device enhances metabolic and cerebral function, granting the wearer
+5% to all opposed skill checks (including combat, resistance etc) for 1 minute per Charge expended:
• Only one Cerebral Accelerator can be used at any one time.
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Catalyser
Explosive Chemical Laser Low-Tech Industrial Modern High-Tech
By cobbling bits and pieces of other devices together, you can create an improvised chemical heat laser that
causes an explosion at the target point. Everything in a 1 square radius of the target takes the listed damage, halved
on a successful opposed Evade skill check.
Chemical Explosive
Custom-Built Grenades and Bombs Low-Tech Industrial Modern High-Tech
You can create improvised explosives from some metal and black powder, with larger explosives possible as your
skill increases. You can ignite this explosive with fire, or throw it at a target which will detonate it on contact. It will
even stick to other objects if gently pushed. It creates a blast of fire, and anyone in this area takes the listed damage
and can make an Evade skill check to halve the amount.
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Circuit Bypasser
Bypass Electronic Door Locks Low-Tech Industrial Modern High-Tech
This little gadget allows you to connect to an electronic lock and force a Difficulty Mod Skill Modifier
bypass of the usual security locks on a door or other lock, such as an Standard -
electronic safe. The process takes a minute, and requires you to attach D ifficult -10%
electronic probes to the lock itself, then make an unopposed Electronics skill Hard -20%
roll and check the result below. Some tougher locks will apply a difficulty Very Hard -30%
modifier to your skill, as noted at right. Fo rmidable -40%
Clockwork Camera
Record Images Low-Tech Industrial Modern High-Tech
A precision viewing instrument, this invention takes a standard small telescope and allows it to create still images
of things it is looking at, printing the image onto paper. Once it is wound up, it can be pointed at something and when
the trigger is pressed, it immortalises that moment, spitting out a small piece of paper with the image upon it. Some
scientists believe that using special lenses crafted from exotic glass allow the camera to detect the presence of
psychic auras, or even ghost, but this is more rumour than hard science.
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Clockwork Crossbow
Rapid Fire Crossbow Low-Tech Industrial Modern High-Tech
By carefully attaching a clockwork engine to a crossbow (of your choice), you can create a self-loading version of
it. After firing, it automatically pulls its string back and drops another bolt into place from a cassette above the
trigger mechanism. Thus, the reload time is 0 with no effort on your part, allowing such a crossbow to be a useful
part of a triggered trap system, and can even be set to continue firing on its own every round until its cassette is
emptied.
Clockwork Engine
Primitive yet Clever Mechanical Motor Low-Tech Industrial Modern High-Tech
This clockwork engine contains a lot of gears, cranks and springs, all of which provide motive energy for other
inventions. You can build a Small, Medium or Large engine so long as you meet the criteria.
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Clockwork Golem
Elegant Mechanical Robot Low-Tech Industrial Modern High-Tech
You are able to build a primitive clockwork robot called a ‘golem’ to carry out your orders. Your instructions are
programmed into the machine with precisely calibrated adjustments of the gears and mechanisms, requiring only the
flick of a lever on the golem’s body to move it between the following functions, which can be chosen as an Action
when adjacent to the golem.
Function Details
Attack Enemy Attack a specified target to the exclusion of all others. If victorious, awaits orders.
Berserker Attack the closest target each round except you, its creator, until destroyed.
Defend Position Stay in current location & defend it against anyone approaching except you, its creator.
Follow & Defend Ally Golem will follow and defend target person, attacking whoever threatens them.
Follow & Defend Me Follow you around and protect you if you come under attack.
The control panel also comes out and connects to the golem via a 10-metre cable, allowing you to directly control
the golem just like a remote control device. It can be produced using your Science skill in place of Robotics, and you
can also take the Expanded Chassis talent using your Science skill in place of Robotics.
• The golem has half the usual Spirit Points of a standard robot (round down).
• Upgrades use Clockwork Parts in place of regular Parts.
• It is powered by a clockwork engine in place of a battery or pocket reactor, and ‘recharges’ the robot for 1
Spirit Point per minute of winding. Consult the robotics section to see what size engine your golem needs.
Power Source
Clockwork Engine
Skill Used Activation Charges ENC HP
Science 1 action 1 Spirit per hour Varies Varies
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Clockwork Limb
Powerful Replacement Limbs Low-Tech Industrial Modern High-Tech
With some careful designing and meticulous work, you are able to fashion a replacement limb for someone who
lost such a limb. These function much like the basic limbs created in the cybernetics section, but they cannot be
further improved with additional modifications. Although artful in their own way, clockwork limbs are most definitely
a shock to behold, and where they attach to the body tends to be scarred and uneven. A full set of limbs reduces the
Charisma of the character by as much as 8 points, and if CHA would end up at zero as a result of this, a limb cannot
be installed.
You use your Science skill to craft each limb, but the Surgery skill (along with the Advanced Surgery talent) to
remove a natural limb and attach the clockwork limb, in an operation that takes 8 hours per limb. Once installed, each
limb requires 1 minute of winding per hour.
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Clockwork Part
Intricate Building Component Low-Tech Industrial Modern High-Tech
This invention creates 1 Clockwork Part to use for construction or repair of clockwork inventions. The process
involves cutting and shaping gears and other fine pieces of metal which, when brought together with enough
clockwork mechanisms, allows the construction of clockwork inventions (and of course, plain old clocks.)
Compact Nuke
Portable Nuclear Weapon Low-Tech Industrial Modern High-Tech
Although complex to make and filled with hazardous materials, this weapon of last resort (or first strike, if so
inclined), is extremely effective for its size, and can be fitted to large missile systems. It can be detonated remotely,
from a timer, or attached to a heavy or AT missile, resulting in a small* nuclear explosion that irradiates the target
and everything in a large blast radius around it.
* Relatively speaking.
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Crank Gun
Prototype Rapid Fire Weapon Low-Tech Industrial Modern High-Tech
This is a three-barrel weapon with a crank handle on one side and a tall metal cassette rising from the top, into
which .36/9mm rounds can be caried. When the crank is turned, the barrel rotates and the mechanism drops a shot
into the barrel. All variants of this invention require two hands to operate, and due to mechanical limitations, they
tend to be unreliable and prone to jamming. Smaller guns can be upgraded to larger weapons (pistol to rifle etc.) by
paying the difference in components, and spending the time along with the appropriate skill check.
Changing out the cassette takes 1 action, & cassettes can be made in 4 hours using 1 Iron Ingot, weighing 1 ENC.
1. Choose your Gun Size from the weapon stats below. This is the basic type of weapon you want to make, and
will use the appropriate skill to operate. The damage stats here are for basic 9mm/.36 ammo.
2. Choose the Ammo Type. This determines damage bonus and ENC. Larger rounds require heavier weapons and
a higher Science skill requirement to attempt, but deal more damage, and require more Parts to make.
Ammo Type % Bonus/Penalty Weapon ENC Size Adjust Clockwork Parts
9mm/.36 - Standard stats As listed As listed As listed below
7mm/.30 70% +2 damage +1 +1 +1
12mm/.50 90% +4 damage +2 +2 +2
20mm Rifle 99% +6 damage +5 +4 +3
Critical Shield
Protects Vital Body Areas Low-Tech Industrial Modern High-Tech
This modified personal forcefield is tuned to protect vital areas, and can turn an incoming kill shot into a regular
hit. When the wearer is struck with a critical hit from a non-psychic weapon, the attacker doesn’t roll the extra
damage dice.
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Cryo Grenade
Dangerously Cold Explosive Low-Tech Industrial Modern High-Tech
This compact and powerful device modifies a plasma grenade to replace the piping-hot plasma with liquid
nitrogen kept at extremely low temperatures. When thrown, an explosive charge will detonate just like a regular
grenade, blasting everyone in a 2 square radius with intense cold damage.
Cryo Gun
Ice- Cold Scattergun Low-Tech Industrial Modern High-Tech
By modifying a plasma rifle, you can install a liquid nitrogen tank and a powerful refrigeration system to create a
weapon that blasts a cloud of air which sits at around -150 degrees Celsius.
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Although the explosion of this device lacks and light or sound, anyone caught within its blast radius will certainly
feel it.
Any creature damaged by this weapon makes an opposed Resolve skill check to halve the damage. This is the
only defensive action that can be taken.
Dark matter is invisible to most sensors, yet can have a profound impact upon matter in our universe. This
weapon is able to channel dark matter towards a target, bypassing all of their defences yet damaging living tissue in
a very real way. The weapon is surprisingly compact, silent, and deadly.
Anyone struck by this weapon makes a Resolve skill check to halve the damage This is the only defensive action
that can be taken.
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Difference Engine
Primitive Clockwork Computer Low-Tech Industrial Modern High-Tech
This huge and unwieldy invention simulates the cognitive abilities of a living mind, and is capable of providing the
answers to questions posed to it, including complex mathematical equations. It has a primitive keyboard upon which
to type a question of no more than 100 characters, and provide any extra data related to the issue. By analysing
available data, the decryption engine is capable of attempting to predict future events after 1d6 hours of calculation.
Specifically, a difference engine will provide answers in a very simple form:
• Good, meaning events work in favour of the person asking the question.
• Bad, meaning events turn out poorly for the person asking the question.
• Neutral, meaning nothing of note will happen.
• Syntax Error, meaning the question was improperly posed, or the answer is too complex for it to deal with.
The closer to the present these actions are, the accurate the results. Thus, asking to know the outcome of
actions taken days hence have a low probability of accuracy.
• Using a difference engine when creating clockwork or steam inventions reduces the build time by 25%.
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Dirigible
Steampunk Flying Ship Low-Tech Industrial Modern High-Tech
Why sail the seas when, with the aid of SCIENCE, you can sail the skies? This invention creates a literal flying ship,
hoisted aloft by a huge balloon filled with helium gas, and propelled by a large steam engine driving a rear-facing
propeller. The engine can chug along just fine at cruise speed, but above that it needs stoking with fresh coal every
minute, so it helps to have one of the passengers use a shovel to feed coal from the cargo bay into the engine, or at
least take the wheel while the pilot does it. Passengers inside can shoot weapons out of the windows or from the deck if
needed, just like pirates of the sky!
Converting a small Coaster into this flying contraption is as simple as mounting the balloon and engine, as well as
the control mechanisms such as ropes, pulleys etc. It can be operated by anyone with the Pilot skill, and they can
access all of the manoeuvres and talents that a pilot normally can.
Altitude can be gained or lost by adjusting the attitude of the control surfaces, and it can land on the water if
conditions are calm. You can apply industrial era upgrades too, as well as the custom options listed below, improving its
capability using Steam Parts.
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Electric Engine
For Electric Vehicles Low-Tech Industrial Modern High-Tech
This engine replaces the powerplant of a vehicle, allowing it to be powered directly by electricity provided by an
attached battery pack (sold separately). It takes roughly the same space as an internal combustion engine, but with
additional torque for better performance. The overall range is slightly worse than internal combustion engines, and it
can take a long time to recharge the battery pack as well, but this type of engine is more energy efficient and can be
recharged even from solar panels.
The engine comes in three sizes, suitable for small, medium and large vehicles. The purchase price of an
individual engine is listed too, roughly twice the build cost. Individual vehicles sometimes require more than one
battery pack, as noted in their description.
Energy Deflector
Invulnerability to Laser Weapons Low-Tech Industrial Modern High-Tech
This design creates a weak but highly tuned forcefield, able to deflect specific frequencies of EM radiation
against you completely, effectively granting Invulnerability vs Laser damage on the first successful attack against
you in a round (and only the first damage application of a Burst, Suppress or Gatling attack). Every time the wearer
deflects damage, it loses 1 Charge. If installed on a starship, it uses 2 Capacitor when hit.
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Flamethrower
Burn your Enemies Low-Tech Industrial Modern High-Tech
By creating a tank and hose, this invention can spew flames at your enemies and anything else in the vicinity. It
requires fuel as ammunition, and tends to go through it fairly quickly, but it’s an effective close-range weapon that
can keep your enemies running for cover.
Folding Shield
Compact and Discreet Protection Low-Tech Industrial Modern High-Tech
This is a custom-made portable shield for the discerning lady or gentleman who wants to have the protection
afforded by a shield, without alarming passers-by on the civilised streets of society. It is essentially a buckler, but
with cunning design and some clockwork engineering, it can deploy into a larger size and can be upgraded with other
useful gizmos to help protect its user.
• As a Reaction, the shield can become Medium in Size, gaining +2 AP and reducing its Result Bonus by -5%.
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Fog Generator
Obscure the Battlefield Low-Tech Industrial Modern High-Tech
This invention creates a 2-square-radius cloud of fog centred on a point within 5 squares of the user. The cloud’s
area is heavily obscured, permitting vague silhouettes at a range of 2 squares and moderate details at 1 square. The
fog, being heavier than air, sinks to the lowest level of the land, even pouring down openings. Wind will move the fog
away and if more than a light breeze, completely disperse it after 1 round.
• Physical attacks (swords, guns etc.) deal half damage as if the target was in cover.
• If there is no wind, the fog will persist at the location for 1 minute.
If the inventor is feeling particularly devious, any breathable poison can be put into the delivery tank.
This simple device is small enough to pin to someone’s clothes or fix onto any object, and electronically
designates them as an ally to you by sending out a signal on a frequency you designate. These can be used in
combat to allow allied sentry turrets and robots to avoid shooting at you, and to help a commander to track a battle
on a larger scale than usual. The range of this signal is 1 kilometre (.6 miles).
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Fusion Engine
Powerful Vehicle Engine Low-Tech Industrial Modern High-Tech
This engine replaces the powerplant of a vehicle, using the nuclear material from a pocket reactor to provide
power. This results in much longer endurance, usually on the order of three to ten times the range. Larger vehicles
require extra fusion engines.
Fusion Generator
High-Efficiency Power Source Low-Tech Industrial Modern High-Tech
This is a larger version of the Pocket Reactor, designed for providing large amounts of steady power for military
vehicles, buildings and starships, or more mundane uses such as charging stations for androids, automatons and
vehicles. It runs on water, splitting oxygen away and using the hydrogen as fuel and can run for a week on 1 litre of
water, and it uses uranium to provide a kick to start the process.
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Fusion Gun
Make Your Enemies Glow Low-Tech Industrial Modern High-Tech
The isotope within a pocket reactor can be put to use as a powerful improvised weapon. This bulky invention isn’t
as flashy or sleek as a plasma cannon, but you can’t argue with the results. The weapon shoots a ball of nuclear fire
encased in a plasma shield, which erupts at the target point in range. The plasma shield is precisely calibrated to
deliver the fireball to the exact target, so on a failed skill check the ball fails to erupt at all, either being smothered by
the plasma shield or dissipating before it arrives at the target.
• Creatures caught in the blast radius must make an opposed evade skill check. On a success, they take half
the damage, and full damage on a failed check.
• If the evade check is failed, the target’s max HP is reduced by 4 and they gain the irradiated (level 4) condition.
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Grav Plate
Create Flying Vehicles Low-Tech Industrial Modern High-Tech
This complex piece of technology allows vehicles and starships to defy gravity, both levitating and flying the
craft through the air. Typically, four are required for a given vehicle, replacing wheels with individual grav plates.
Different plate designs have different benefits, but they must all match on the vehicle or the imbalance in gravitic
energies prevents them from working. Finally, they require high-conductivity and so must be fashioned from
graphene in order to achieve the high-efficiency energy conversion the technology requires.
Each plate, once installed, pivots and moves to manoeuvre the vehicle, usually glowing blue with crackling
electrical energy. You can find out more about individual bonuses in the vehicle upgrades section
Gravity Gun
Manipulate Objects or ‘Punch’ Your Enemies Low-Tech Industrial Modern High-Tech
This invention allows the wielder to manipulate gravity in a highly-localised area to lift, pull and push objects at
your will, toss around your enemies and punch targets with gravity.
• Grab an object of up to 200 ENC up to 10 squares away and pull it towards you, uses 1 charge per round.
• Attempting to use the device to lift or restrain a target permits them an opposed Brawn skill check to resist.
Tossing an object or creature around like this lets you throw them into walls and other creatures, dealing 2d6
collision damage to all parties.
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Hardlight Shield
Hand-held Forcefield Low-Tech Industrial Modern High-Tech
This invention allows you to convert a standard personal forcefield into a lightweight combat shield composed of
energy. It consists of a bracer wrapped around the user’s forearm, from which a shimmering shield is projected.
Although power-intensive, it’s very effective and can be tuned to become more effective against energy weapons.
The benefit of this shield design is it is effective against melee weapons.
Hazard Suit
Modern-Era Powered Suit Low-Tech Industrial Modern High-Tech
By itself, a radiation suit is a life-saver in areas with low to medium radiation, but if it becomes damaged, you’re in
trouble. This invention takes a regular radiation suit and converts into the closest thing to powered armour in the
modern era. You can use any available non-powered armour pieces to augment the design to your taste. Tactical and
riot vests can still use modular plate inserts for additional protection.
Once complete, the suit provides the following additional benefits:
• Provides protection against Radiation to level 4, immunity to airborne poisons and 10 minutes of underwater
breathing ability. The suit does not become breached until at least one armour piece reaches 0 AP.
• Night vision out to 20 squares.
• Helmet screen HUD readout provides information on air quality, temperature, radiation levels & user health.
The suit is also powered, and as a Reaction and expending 1 Charge, you gain these benefits for one round:
• +4 to Movement, including jumping.
• +2 Damage Modifier and +10% to Brawn skill and check results.
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Upgrades % Circuits Effect
Ammo Feed - 6 Parts Carry 20 ENC of ammo clips, clip change time for 1 weapon is 0.
Capacitor - 6 Suit charges increased by +3.
Hydraulic Assist - 10 Parts +1 DM, no longer need to setup heavy weapons.
Collision Buffer 99% 10 Suit provides wearer with +5 AP vs collision damage.
Electrostatic 99% 15 Spend 1 Charge to gain +5 Energy AP against one attack.
Shield
Insulation 90% 8 Suit provides wearer with +5 AP vs cold and fire damage.
Dispenser 90% 10 Automatically stops bleed & dispenses medicine, narcotic or nanomed as a
free action once/rd as desired (even if the user drops to 0 HP or below).
Improvised Gun
Home-Made Firearm Low-Tech Industrial Modern High-Tech
By piecing together parts from common appliances and some Parts, you can fashion a rudimentary firearm that’s
customizable to your needs. Once complete, these weapons can be further modified just like regular weapons.
1. Choose the Ammo Type. This determines damage bonus and ENC. Larger rounds require heavier weapons
and a higher Mechanic skill requirement to attempt, but deal more damage, and require more Parts to make.
2. Choose up to two Special Traits to give the weapon, if any.
Ammo Type % Bonus/Penalty Weapon ENC Size Adjust Parts
Nails - ½ range, 3x clip size As listed As listed -
.36/9mm/5mm 50% - As listed As listed +1
Shotgun Shells 70% Must use Scatter trait As listed As listed +1
.30/7mm 70% +2 damage +1 +1 +1
.50cal 90% +4 damage, ½ clip size, 2x base +4 +2 +2
range
20mm shell 99% +8 damage, ½ clip size, 2x base +10 +3 +3
range, Shell trait
Weapon Stats Type Dmg Range Size Clip Trait Vehicle Slots ENC HP
Improv Pistol Pistol 1d6+4 10/40 S 6 - N/A 2 10
Improv Rifle Longarm 1d8+4 20/80 M 9 - 1 5 15
Improv Cannon Hvy Weps 1d12+4 40/160 L 12 Setup 2 15 20
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Improvised Laser
Customisable Energy Weapon Low-Tech Industrial Modern High-Tech
By piecing together parts from common appliances and some circuitry, you can fashion a rudimentary laser that’s
customizable to your needs. Once complete, these weapons can be further modified just like regular weapons.
Capacitor use information is included for when the weapon is mounted on a starship.
1. Choose the Emitter Type. This determines damage bonus and ENC. Larger rounds require heavier weapons and
a higher Science skill requirement to attempt, but deal more damage, and require more Parts to make.
2. Choose up to two Special Traits to give the weapon, if any.
Emitter Type % Bonus/Penalty Weapon ENC Size Circuits
Adjust
Laser - As Listed As Listed As Listed As Listed As listed
Electrical 50% ½ range, Disrupt 2 trait +1 As Listed +10 As listed
Plasma 90% +4 damage, Clip size 1. +5 +1 +20 +1
High-Tech era only
Must use Oneshot trait.
Special Trait % Base Weapon Adjustments Extra Components
Burst 50% +1 Cap use on ships for Burst 2 Circuits, 1 Small Appliance
shots. Laser damage only.
Stun 50% Bludgeoning Damage, ½ range 3 Circuits, 1 Defibrillator
Suppress 70% Clip size = 30, +2 Cap use for 5 Circuits
Suppression shots.
Oneshot* 70% +4 damage, +1 Cap use 2 Parts, 1 Small Appliance
Accurate 90% 2x range, ½ clip size, +1 Cap use 10 Circuits + 2 Laser Pointers
Gatling 99% -2 dmg, Clip size=180, +10 ENC 5 Circuits + 3 Drills
Gatling uses 3 Capacitor on ships.
Must be a Heavy Weapon.
High-Tech era only.
Laser damage only.
* If combined with another trait allowing multiple attacks, the weapon can be switched between Oneshot or Burst/Gatling/Suppress mode,
effectively losing the Oneshot +4 damage bonus for those attacks.
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Improvised Rocket
Simple but Effective Weapon Low-Tech Industrial Modern High-Tech
Take a scuba tank and a few other bits and pieces, fill it with gunpowder and you’ve got yourself an improvised
rocket! The launcher is ruined when used, so this is a one-shot invention, but it packs a lot of punch for its cost and is
handy against heavy armour when lesser weapons would fail.
Invisibility Cloak
Light-Bending Technology Low-Tech Industrial Modern High-Tech
By modifying a personal forcefield device, you can use it to instead bend EM radiation around the wearer to
effectively create a field of invisibility. Only a tiny spot allows light through, to permit the user to still see where they
are and what’s around them. While activated, the device grants the wearer the invisible condition, which is broken if
they attack or attempt to interact with the world outside the cloak’s field of effect.
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Junk Armour
Armour Pieced Together from Junk Low-Tech Industrial Modern High-Tech
Sometimes, proper armour is hard to come by, and on these occasions, and crafty mechanic can weld together
some random parts to form effective but bulky armour that’s useful against melee attacks, but has only half it’s listed
AP vs modern or high-tech ranged weaponry. On the plus side, it can be modified and tailored to suit the needs of the
wearer, including a few hydraulic upgrades to improve its combat effectiveness.
< 110cm 110cm to 249cm 250cm+
Armour Pieces < 3'6" 3'6" to 8'1" 8'2"+
Type AP ENC Parts ENC Parts ENC Parts
Junk Breastplate Medium +5 4 3 8 6 12 9
Junk Gauntlets Medium +2 2 1 3 2 4 3
Junk Greaves Medium +2 3 2 6 4 8 6
Junk Helm Medium +1 2 1 4 2 6 3
Kinetic Boots
Efficient Movement Bonus Low-Tech Industrial Modern High-Tech
You are able to construct carbon fibre boots with an innovative spring mechanism that stores and releases kinetic
energy. Wearing a pair of these springy boots gives you +4 to your Movement, and also raises you 20cm higher from
the ground. They also make it easier to jump, leap or perform just about any Athletics check. You can’t wear these
while using powered armour or operating a vehicle, but they do count as light armour.
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Machine Press
Fabricate Steam Parts Low-Tech Industrial Modern High-Tech
This invention takes processed metal and through a series of clever machining processes, turns them into Steam
Parts suitable for creating steam technology. The process is laborious, requiring 4 hours of time to create one Part,
gradually shaping and pressing the metal into gears, rods and boilers used in steam machinery.
• 2 Iron or Steel ingots makes 1 Steam Part in 4 hours.
• If characters have access to the modern-era Mechanical Part invention, they can use the machine press to
make standard Parts in 6 hours.
Makeshift Battery
Improvised Power Source Low-Tech Industrial Modern High-Tech
Take a small appliance, use its wiring and outer case to form a sealed tub with positive and negative contacts,
then fill it with a fizzy energy drink and presto! You’ve got yourself a rudimentary battery. It counts as a Small Battery
but provides only half the normal charges to any device or weapon using it. It also can’t be recharged like a normal
battery, but you can just replace the liquid inside with a new energy drink.
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Makeshift Fuel
Improvised Engine Go-Go Juice Low-Tech Industrial Modern High-Tech
By taking a bottle of alcohol and mixing it with an energy drink, a scientist can distil and concentrate the formula
to create a potent fuel with enough chemical energy to power vehicles, generators and weapons.
Mechanical Part
Fabricate Useful Parts Low-Tech Industrial Modern High-Tech
You are able to create a Part to use for construction or repair of mechanical inventions, vehicles, robots and other
items. It is a laborious process to shape metal and coil wire by hand, but short of using a machine to perform this
task, this is a good fall-back option to create a rudimentary Part.
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Mechanised Armour
Discreet Armoured Coat Low-Tech Industrial Modern High-Tech
When facing the unknown during the Industrial Era while trying to remain discreet, this suit of armour provides the
best life-saving protection against firearms, monstrous claws or anything else the queen’s enemies can throw at you,
short of building a suit of steam-powered armour, all while avoiding unwanted attention from the authorities. Helmets
are of course too conspicuous, but the rest of the suit blends in quite nicely.
< 110cm 110cm to 249cm 250cm+
Armour Pieces < 3'6" 3'6" to 8'1" 8'2"+
Type AP ENC Steam Parts ENC Steam Parts ENC Steam Parts
Armoured Coat Medium +5 4 3 8 6 12 9
Armoured Gloves Medium +2 2 1 3 2 4 3
Armoured Boots Medium +2 3 2 6 4 8 6
(450cr) (900cr) (1,200cr)
Skills Required Tools
Mechanic (50%) Mechanical Toolkit
Talents Required Components
Steam Tech As above plus:
Build Time Leather coat
48 hours Heavy boots & gloves.
Upgrades % Parts Effect
Hydraulic Assist - 4 +1 DM, no longer need to setup heavy weapons. Applies to Torso section.
Ammo Dispenser 70% 4 Reduce the loading time of any firearm being used by 1 round.
Heavier Plating 70% 2 Armour piece gains +1 AP, +1 ENC, boots gain -1 Move, counts as Heavy
armour.
Shaped Armour - 3 Torso section gains +3 DR vs either bludgeoning, piercing or slashing
damage.
Microbe Filter
Finely-Tuned Forcefield Low-Tech Industrial Modern High-Tech
This invention creates a very thin forcefield which provides +5 DR vs radiation, and stops airborne poisons and
diseases from harming the wearer. Due to its low power usage, it will last for 1 hour per charge.
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Mind Probe
Read Minds Low-Tech Industrial Modern High-Tech
By adapting a halo device and a medical scanner, you can create an invention that allows you to see the truth in
people’s minds, erase memories and even implant some. It will work on robots and androids too. By attaching this
device to the head of your (preferably restrained) subject, you can attempt to probe their mind for information.
• You can ask the subject a question and if they fail a Resolve check, the information you seek is gained
regardless of what they say aloud.
• This check is made for each question asked, and each question requires the use of 1 charge.
• When the device is depleted, the probe is over & the subject’s mind is immune to the effects for 1 week.
The device has a 2nd ability to erase specific memories, or implant some through the power of suggestion.
• You can ask the subject to recall a specific memory, and then blot it out of their mind if they fail an opposed
Resolve skill check. This uses 2 charges.
• You can describe a situation to the subject and tell them that it really happened (even if they know it didn’t)
and if they fail their opposed Resolve check, they now believe this memory to be true. This uses 2 charges.
• When the device is depleted or no more memories are to be erased or implanted, the subject’s mind becomes
immune to the effects for 1 week.
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Mini Drone
Remote Controlled Utility Robot Low-Tech Industrial Modern High-Tech
You can assemble a small electronic device with four tiny fans which can hover and fly around with a built-in
camera to spy or scout ahead of you. With modifications, it can even mount a small weapon and operate
autonomously.
Upgrades % Components Effect (Each of these takes 1 slot to apply, can apply once.)
Armour Plating 50% 1x Part Mini-drone’s AP is increased by +3, -2 Movement
Weapon Mount 50% 1x Part Mini-Drone can mount a weapon of 2 ENC.
Quiet Motors 70% 2x Circuits Drone uses Computers skill to make stealth checks, ½ speed.
Targeting System 90% 3x Circuits +5% Result bonus, use a Reaction to order turret to shoot missile.
Result Effect
Critical Success You complete double the amount of work in the allotted time.
Success You succeed in adding code to the system.
Failure You encountered some problems while working and will have to redo the time.
Fumble You’ve made a real mess of it – you’ll have to redo those hours and add 2 hours onto the time!
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Omnivisor
Alternate Viewing Modes Low-Tech Industrial Modern High-Tech
This is a basic set of night-vision goggles, enhanced to provide a wide spectrum of viewing modes. They’re a little
bulkier than standard goggles, and feature a zoom lens with high-fidelity imaging. These modes can be switched as a
Reaction, and it uses 1 charge per hour while in use.
Sense Range Capability
Darkvision 20 squares See in total darkness, but blinded by daylight.
Magnify Sight 200 squares Provide enhanced vision to see normal detail at long range.
Sense Power 50 squares See the electromagnetic aura around powered machines (or magic even!)
X-ray 3 squares See through 30cm wood, 15cm rock, 10cm steel, 0cm lead.
Optical Pump
Primitive Laser Weapon Low-Tech Industrial Modern High-Tech
The chamber of this weapon contains a ruby surrounded by reflective materials placed with excruciating
precision which, when flooded with light energy, amplify the effect resulting in a powerful burst of concentrated light,
released when the wielder pulls the trigger. The power is generated by cranking the clockwork engine (which takes an
action), charging the firing chamber with light visible through the glass containment sphere. Squeezing the trigger
within 1 minute unleashes the energy, otherwise it dissipates and needs to be Cranked again.
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Phase Shifter
Walk Through Solid Matter Low-Tech Industrial Modern High-Tech
With this astonishing invention, you are able to walk through 30cm (1’) of solid material or allow it to pass through
you without effect. Nothing of your presence remains visible or otherwise detectable by your passage. The invention
cycles on and off in just a few seconds, so if it ceases function while you are still within solid matter, you are expelled
at the nearest exit point within 2 squares. If completely surrounded by solid material of greater thickness than this,
you die instantly, buried within, but your remains will be of great interest to future science!
Plasma Caster
High-Temperature Flamethrower Low-Tech Industrial Modern High-Tech
By heating gas expelled from a flamethrower to a much higher temperature (several thousand degrees), you’re
able to induce a higher state of matter. Although a remarkable scientific process, the primary use of this tool is to
burn things really well. The unit is bulky, but extremely effective.
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Plasma Jet
High-Powered Jet Engine Low-Tech Industrial Modern High-Tech
An advanced propulsion system used in vehicles and starships, a plasma jet can operate without atmosphere
and provides exceptional power, able to propel a vehicle to supersonic speeds. The exhaust is also exceptionally hot,
requiring the use of titanium in its construction. The power output is so high for regular vehicles that that it’s only
useful for transiting long distances. Trying to fire the plasma jet in a close-quarters combat would send the vehicle
out of control while attempting any sort of manoeuvring in tight spaces.
Pocket Reactor
Compact Power Source Low-Tech Industrial Modern High-Tech
This is a small nuclear fusion reactor the size of a bottle of milk, capable of outputting 2 kilowatts of energy per
hour for 200 hours to recharge an android, automaton, robot or vehicle’s batteries in around 8 hours (effectively
providing Spirit Point regeneration, although characters and vehicles can use other sources of power to charge their
internal batteries). Fusion vehicles also make use of these for their power source, although they last far fewer hours
under such high power demands. Mark off the hours you use from each invention, for when it is depleted, it becomes
useless junk. They can sit on a shelf unused for 5000 years before being activated, and only provide power when
needed, such as recharging a battery etc. Their nuclear material also makes them desirable for some weapons and
other inventions.
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Power Leech
Energy Transfer System Low-Tech Industrial Modern High-Tech
This invention is essentially a weapon that drains power from active sources in range. This includes robots,
vehicles and batteries, which can be depleted by multiple uses of this invention. Nuclear power sources cannot be
depleted by this process, though they will still provide energy.
• Robots and androids hit with this weapon must make an opposed Endurance skill check or lose Spirit Points
equal to the damage roll. These Spirit Points can be channelled into the unit’s Micro-Power Cell, taking it up
to a maximum of 20 charges. 1 separate power cell can be attached, to receive this power for charging.
• Living beings targeted by this weapon simply suffer the basic damage application, if sufficient to pass
through their armour.
• If mounted on a starship, it is operated by the ship’s engineer and can syphon 1 Capacitor for each point of
Capacitor the target vessel loses.
Powered Armour
Ultimate Protection System Low-Tech Industrial Modern High-Tech
With a combination of custom-built parts and off-the-shelf components, you can construct an exoskeleton capable
of augmenting your natural strength and protecting you from weaponry. It features a basic computer system to
manage hydraulics and power systems, built-in communications and an atmospheric processor to ensure you’re
protected from poison, smoke and vacuum. Check out the armour section for specific data. Finally, powered armour
upgrades require taking this invention to create and apply upgrades to powered armour.
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Powered Weapons
Simple Yet Powerful Weaponry Low-Tech Industrial Modern High-Tech
By combining power tools with other low-tech melee weapons, you can create vicious and powerful melee weapons
using only your mechanical prowess. More details about each weapon are covered in the powered melee weapons
section.
Weapon Components Powered By
Electrical Foil 1 Rapier, 1 Part, 1 Arc Welder Large Battery
Extenda-Pole 5 Parts Small Battery
Extenda-Spear 1 Short Spear, 4 Parts Small Battery
Hammer Fist 1 Plate Gauntlet, 4 Parts Large Battery
Longcutter 1 Chainsaw, 6 Parts Fuel
Searing Sledge 1 Sledge, 1 Welding Torch Fuel
Shock Baton 1 Baton, 2 Parts Small Battery
Taser Glove 1 Glove, 1 Part, 1 Arc Welder Small Battery
Psi-Amplifier
Psychically Augmented Helmet Low-Tech Industrial Modern High-Tech
Fabricated from a halo skill-implantation device, this invention boosts a psychic’s abilities, granting a +5% result
bonus and +2 Critical Range on Psychic skill checks. Its armour protection is the same as the Silksteel Helm it is
made from.
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Psi-Shield
Shield Against Psychic Attacks Low-Tech Industrial Modern High-Tech
Fabricated from a Halo skill-implantation device, this remarkable invention provides a mental shield for the
individual wearing it. Each time the wearer is the subject of a psychic attack, 1 charge is used and the wearer gains
the following effects as appropriate:
• While active, the wearer receives a +10% bonus to Resolve skill checks against any Psychic Power.
• They are immune to telepathy or mind-probing.
• Shadow damage from any source is halved on a failed resistance check and eliminated on a successful one.
Unfortunately, its effects work both ways, effectively preventing the psi abilities of the wearer.
Rad Gun
A Radiation Gun. Obviously. Low-Tech Industrial Modern High-Tech
By agitating the isotopes within a sample of uranium, you can vent radioactive material over a short distance.
Anyone struck by the weapon will feel a slight burning sensation as they are bathed in radiation.
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Radiation Cleanser
Rapid Radiation Treatment Low-Tech Industrial Modern High-Tech
This bulky device is large enough to comfortably house any creature of up to 250cm (8’2”) in height. A creature
afflicted with the irradiated condition can spend one hour in the system which allows the character to ignore
irradiated effects for 24 hours, and regain +4 to maximum Hit Points from radiation damage. When fully restored, the
irradiated condition is also removed. This effect stacks with other treatments such as anti-rad tablets (if available).
This is a small solid-state nuclear reactor which uses the decay from plutonium to generate a small but steady
stream of electricity. The benefit of this type of generation is it lasts for fifty years or more. The downside is that if
the device is breached or destroyed, everyone within a 20-square radius is bathed in a lethal dose of radiation
equivalent to 10 radiation damage per round, killing them within moments. Modern era androids and automatons use
this as their power supply (mounted in the torso) to recharge their Spirit Points, and if they sustain a major wound,
the previously mentioned deadly radiation is released.
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Repulsor
Gravity Shield Low-Tech Industrial Modern High-Tech
By applying focused gravity waves from this invention, you can prevent others from approaching the user. Its field
extends to 5 squares, and anyone attempting to move closer must make an opposed Brawn skill check. Once they’ve
made a successful check, they can move about in this range at half normal movement for the rest of their current
turn. It uses 1 Charge for each round of operation and can apply to as many individuals as you wish within range.
The invention can be mounted on a starship in place of a Point Defence system, & requires Capacitor in place of
charges, and is activated as a Reaction. Any missile or object under 10m(11y) in length must make a Pilot skill check
(or Brawn if a creature) vs the defence officer’s Computers skill or it stops 2 squares from the ship.
Starship Mounted Dmg Rng Atmo Rng Clip Trait Slots HP Cost
Repulsor - 2 100/400 ∞ 2 Capacitor per round 2 15 -
Science Goggles
Alternate Viewing Modes Low-Tech Industrial Modern High-Tech
This complex-looking headpiece fits over the wearer’s eyes, and by selecting the right lens, it is capable of
providing altered states of vision, as noted on the table below. Changing out the type is simply a Reaction.
Sense Range Capability
Darkvision 20 squares See in total darkness, but blinded by daylight.
Magnify Sight 200 squares Provide enhanced vision to see normal detail at long range.
Sense Power 50 squares See the electromagnetic aura around powered machines (or magic even!)
X-ray 3 squares See through 30cm wood, 15cm rock, 10cm steel, 0cm lead.
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Sentry Turret
A Powerful Defensive System Low-Tech Industrial Modern High-Tech
By assembling a series of motors and combining them with an Infopad, you can mount and automate a weapon
that responds to your remote control. It’s fairly compact when carried, but stands on small extendable legs when
deployed and opens up to reveal the weapon and a variety of sensors. It can aim in a 180-degree arc, and up to 90
degrees vertically. A Turret has 10 Charges, using 1 per hour, or can be plugged into mains.
Result Effect
Critical Success You complete double the amount of work in the allotted time.
Success You succeed in adding code to the system.
Failure You encountered some problems while working and will have to redo the time.
Fumble You’ve made a real mess of it – you’ll have to redo those hours and add 2 hours onto the time!
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Signal Jammer
Remote Control Disruptor Low-Tech Industrial Modern High-Tech
This rifle-like invention is designed to focus a beam of highly disruptive EM energy at a target such as a mini-
drone, robot or other remotely controlled machine. If you successfully hit the target, it can no longer receive orders
from the controller so long as you maintain the beam and will usually come to a complete stop until it re-establishes
a link. If the target has some sort of on-board AI or advanced programming which allows it to carry on without further
remote orders, it will continue to do so.
Sonic Blaster
Concussive Weapon Low-Tech Industrial Modern High-Tech
With ingenuity and talent, you can create a pistol that sends out powerful sonic vibrations in one focused beam,
dealing collision damage to the target.
• Anyone damaged by this weapon is automatically dazed for 1 round.
• If damaged, a target makes an Endurance skill check. Failure results in the target becoming deafened for 24
hours.
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Steam Cannon
Augmented Hand-Held Cannon Low-Tech Industrial Modern High-Tech
This heavy weapon resembles a standard culverin, but with a longer barrel and an assortment of pipes and valves
circulating it. A small steam engine provides pressure to the primary chamber, into which is inserted a culverin ball.
When the engine releases a burst of steam and the trigger is pressed, the shell is launched at its target.
Steam Car/Boat
Self-Powered Carriage or Boat Low-Tech Industrial Modern High-Tech
By attaching a steam engine to the front of a four-wheeled carriage or small river boat, you can create a self-
powered vehicle capable of travelling at breathtaking speeds!* The engine can chug along just fine at cruise speed, but
above that it needs stoking with fresh coal every minute, so it helps to have one of the passengers use a shovel to feed
coal into the engine, or at least take the wheel while the driver does it. Passengers inside can shoot weapons out of the
windows if needed, though this is considered highly uncivilised.
The car can be upgraded with Industrial-era vehicle upgrades, and use industrial era longarms as mounted weapons.
* For 1890. It was a simpler time.
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Steam Engine
Primitive Power Source Low-Tech Industrial Modern High-Tech
This invention consists of a boiler that when fired, spins a turbine above it to generate electrical current along
conduits of gold plating. Steam engines can provide power depending on their size, for projects and inventions such
as steam cars, golems, or hand-held weapons.
• It takes 2 minutes before it’s hot enough to generate power.
• The boiler can provide power for 1 hour, with the fuel required listed below. Then it must be re-stoked in 1
minute.
Steam Exoskeleton
Clunky Steam-Powered Armour Low-Tech Industrial Modern High-Tech
This clunky, overly-designed metal frame is powered by a steam engine welded to the back, which provides basic
electrical power to operate the device to the wearer’s needs. Essentially, this lets the inventor create an exoskeleton
as per the high-tech version with a few limitations and changes:
• It requires the Heavy Armour talent instead of Medium Armour and doesn’t require the Computers skill.
• It provides all the benefits of a normal exoskeleton, but is powered by a steam engine and has -2 Movement.
• It can have attached armour plating of any kind depending on materials available in your campaign.
• It does not have access to powered armour upgrades, though it has some options listed below.
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Steam Golem
Powerful Steam Automaton Low-Tech Industrial Modern High-Tech
You are able to build a primitive steam robot called a ‘golem’, to carry out your orders. Your instructions are
programmed into the machine with precisely calibrated adjustments of the gears and mechanisms, requiring only the
flick of a lever on the golem’s body to move it between the following functions, which can be chosen as an Action
when adjacent to the golem.
Function Details
Attack Enemy Attack a specified target to the exclusion of all others. If victorious, awaits orders.
Berserker Attack the closest target each round except you, its creator, until destroyed.
Defend Position Stay in current location & defend it against anyone approaching except you, its creator.
Follow & Defend Ally Golem will follow and defend target person, attacking whoever threatens them.
Follow & Defend Me Follow you around and protect you if you come under attack.
The control panel also comes out and connects to the golem via a 10-metre cable, allowing you to directly control
the golem just like a remote control device. It can be produced using your Mechanic skill in place of Robotics, and
you can also take the Expanded Chassis talent using your Mechanic skill in place of Robotics.
• Upgrades use Steam Parts in place of regular Parts.
• The golem has -2 Movement compared to a standard robot, but +2 natural AP.
• In place of the usual pocket reactor, it uses a steam engine in the chest.
• If it runs out of steam, it falls unconscious. See the description of each steam engine for running time.
• The body size of the golem dictates the size of the steam engine it requires.
By taking a gauntlet from a suit of plate armour and augmenting it with hinges and hydraulics, you can connect it
to a steam engine and use it to boost your unarmed attacks. The fist’s stats augment your usual Unarmed attack.
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Storm Gun
Electrical Ranged Weapon Low-Tech Industrial Modern High-Tech
Harnessing the power of a storm within glass and iron, this weapon is able to shoot a burst of electrical along a
gold-plated conduit in a chaotic blast at anyone unfortunate enough to be in the way. The electrical power is
generated from a small steam engine, charging the central cathode with crackling energy visible through the glass
containment sphere.
Tactical Analyser
Analyse Enemy Weaknesses Low-Tech Industrial Modern High-Tech
By combining the capabilities of science and medical scanners, this invention specifically scans and analyses one
target enemy and produces information about their capabilities. The information revealed will show the target’s:
• Hit Points and Armour Points.
• Any Damage Reduction, Vulnerabilities or Invulnerabilities they have.
• The Grit talent or Redundant Systems upgrade (i.e. the capability to function below 0 HP).
Furthermore, while you continue to use your action every round to paint the target with the analyser’s built-in
laser, your attacks and those of your allies against that specific target deal +2 damage. This effect does not stack.
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Temporal Compressor
Enhance Speed Low-Tech Industrial Modern High-Tech
By altering a forcefield’s projectors, you can create a sphere of compressed spacetime around the wearer where
time moves at a different speed. The effect lasts for 1 round per charge, and once active it will stay on until the
power cell is depleted:
• You gain an additional action on each of your turns and double your movement.
• You gain a +10% result bonus to Evade skill checks.
• While the compressor is in effect, no other forcefield-based device provides benefits for you.
Tesla Gun
High-Powered Electrical Gun Low-Tech Industrial Modern High-Tech
By utilising parts from a defibrillator, then hooking it up to a powerful energy source (as well as some energetic
isotopes), you can create an improvised electrical weapon, capable of zapping targets with a rather chaotic stream of
high-energy.
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INVENTIONS GLOSSARY CONTENTS
Wormhole Generator
Personal Teleportation Device Low-Tech Industrial Modern High-Tech
When activated, this invention bends spacetime between two points, allowing you to step from one to the next
without travelling the intervening space. Although convenient, inter-dimensional travel does carry a degree of risk.
Travel to a location within sight or to a place which is well known to you is relatively easy, but places you are less
familiar with incur a penalty on the science roll, as noted below on the Failure Result Table.
The invention is too large for most to carry, so it’s usually mounted to a vehicle or a stationary location. The
wormhole opens right on the point where the travellers are standing, within 5 squares of the invention, and sends
them through instantly before collapsing. Vehicle-mounted units need to be travelling at 142kph (88mph) at the time
of activating the invention in order to pass through the wormhole before it collapses.
• For every extra person you want to take along, you incur an additional -10% skill penalty for the check which
can be countered by spending an extra Charge. Vehicles will transport all people and objects within, but use all
10 charges in one go regardless of vehicle size.
• Precise target co-ordinates from either satellite imaging or a signal at the location are required.
• The maximum range of the generator is a location within 100km of you.
Wormhole Modifier Table Wormhole Failure Result Table (Roll separately)
Destination Activation Modifier Failure Roll Result
Direct Signal/Satellite image 0% 01%-50% You randomly arrive 2km away from the target.
GPS Co-ordinates/Ship Scan -10% 51%-70% You are sent 10km away in a random direction.
Visited for at least 24 hours -20% 71%-99% You are tossed 50km away in a random direction.
Generic Location Info -40% 100% You and those with you are vaporised.
Zero-Point Generator
Compact Clean Energy Low-Tech Industrial Modern High-Tech
The ultimate in “free” energy generation, this amazing invention draws power from another dimension and
provides it in a useful form. It never needs to be fuelled and has no waste, but it will burn out after 90 days of use
(keep track of how many days you’ve used it for). Despite its small size, it puts out as much power as a fusion
generator, and can be used in place of one for heavy-duty applications (freeing up space too).
• Use in place of a Pocket Reactor in powered armour, robots and vehicles providing unlimited charges/fuel.
• Starships can use 4 of these in place of 1 fusion reactor, gaining +5 Capacitor and +3 slots per reactor.
Skills Required Tools
Science (99%), Computers for programming Electronic Toolkit, Scientific Toolkit
Talents Required Components
Dark Matter Theory, Programming 20x Circuits
Build Time 2x Graphene Parts
72 hours build, 36 hours programming Pocket Reactor, Personal Forcefield, Science Scanner
Skill Used Activation Charges ENC HP
Science - - 3 5
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GLOSSARY CONTENTS
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GLOSSARY CONTENTS
Installing Components
Once you have your cybernetic components, you’ll want to install them into your subject. This requires the Surgery
skill (even for installing on android characters), along with the Cybernetics medical talent. Installing or removing an
upgrade requires a Surgery skill check and takes 8 hours. Each component needs a separate operation.
All of this assumes you have access to the right medical equipment (a Surgical Toolkit etc). Androids can benefit
from Cybernetics, but automatons are incompatible, though they have access to their own kind of upgrades. Shifters
and Veirans are also unable to install cybernetics, as their bodies are amorphous. The bonus listed for each component
is permanently added to the character and stacks with any other similar bonuses from disciplines & nanotech, but only
one of each type of implant can be applied to a given patient unless otherwise specified.
Check out the Services section for prices on individual implants when buying from an NPC.
Leg Implants % Parts Circuits Slots Effect (Bionic Leg is required for all other leg implants.)
Bionic Leg 70% 6 1 1 Replaces a leg. +1 Natural Armour, +2 Movement, -1 Spirit.
Leg Holster 70% 2 1 1 Internal holster for weapon up to 3 ENC. Detectable by x-ray.
Quiet Servos 70% 2 2 1 +5% to Stealth skill results.
Thruster 90% 4 10 3 Fly at normal Movement rate at a cost of 1 Spirit per round.
If installed in both legs, double Movement and Spirit cost.
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Arm Implants % Parts Circuits Slots Effect (Bionic Arm is required for all other arm implants.)
Bionic Arm 70% 4 1 1 Replaces an arm. Gain +1 Natural Armour, +2 STR, -1 Spirit.
Extendable Arm 90% 2 2 2 Gain/lose Reach or Longreach at the start of your turn.
Hidden Gun 70% 6 - 2 Install a pistol into your arm. Detectable only by x-ray.
Weapon Brace 90% 2 2 1 Ignore the ‘Setup’ weapon trait. Use two-handed melee
weapons without the ‘Longreach’ trait single-handed.
Prosthetics
Modern era prosthetic limbs replace limbs that have been lost due to maiming.
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HERBS POISONS MEDICINE NARCOTICS GLOSSARY CONTENTS
Herbalism
This skill covers the necessary knowledge to identify plant Gathering Time & Discovery Table
life with useful properties, from healing wounds, expunging Time Spent Skill Modifier Amount
illness to identifying poisons of all kinds. It will also allow you to
1 hour -20% 1
gather herbs from the wilderness to use in your formulas.
2 hours -10% 1
• Choose the plant you wish to search for (or decide to roll 3 hours -5% 1
randomly) and the length of time you want to spend 4 hours 0 2
searching for it, and apply the modifier against your skill.
5 hours +5% 2
• Make a roll against your Herbalism skill, modified again by 6 hours +10% 1d4+1
the plant’s rarity, then consult the result table for the herb 7 hours +15% 1d4+2
you were searching for, or from the random table below. 8 hours +20% 1d6+2
• The Games Master may assign another difficulty modifier if
the terrain is especially verdant or barren, or the area is frequently searched for herbs by the local inhabitants.
Starting Formulas
The Herbalism skill allows you to automatically make all of the herbal remedies once your skill is sufficient to do so
(see the table below). The same applies to poisons, once you’ve taken the talent to allow you to make them.
When you take the Medicine skill however, you automatically gain 1 formula right away from that field of study at no
cost, but the rest of them must be bought with Accolades.
Plant Gathering Tables (Purchase ready-to-harvest plants for a garden at 10x the listed value).
Herb Terrain Application Rarity Skill Mod Value
Aloe Forests/Mountains Healing Poultice Common - 2cr
Garlic Fields/Mountains Anti-Bacterial Common - 1cr
Heathmend Fields/Forests Healing Tonic Common - 2cr
Coca Leaf Warm Forests Energy Uncommon -20% 5cr
Kahve Warm Forests Spirit Common - 1cr
Passion Flower Fields Sedative Common - 2cr
Poppy Warm Fields Pain Relief Uncommon -20% 5cr
Thistle Fields Detoxification Common - 3cr
Tribulus Any Strength Common - 2cr
Crafting Remedies
From this point, herbs can be mixed together into liquid forms called tonics or a compress to use on external
wounds called a poultice, providing mild forms of healing and relief. Each remedy requires 3 units of the required herb,
takes 1 hour to formulate and is good for 30 days on the shelf. Check the table below for the result of your efforts.
After Effects
Only 5 herbs, medicines, narcotic or nanomeds can be used by one subject in a 24-hour period, with anything further
taken being immediately flushed out by the body with no effect. Effects with a non-instant duration don’t stack.
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Poisons
Many herbs have medicinal properties beneficial to the health of living creatures, but there are many plants that are
dangerous to use and when properly prepared, can be concentrated into powerful weapons.
There are three different types of poisons, as noted on the poisons table, but we’ll go into more detail here.
• Co ntact poisons are applied to a weapon and then delivered via a direct hit in combat. As an action, you can
apply a contact poison to 1 melee weapon or 6 units of ammunition, which lasts for 30 minutes before
becoming inert. Once you have damaged any creature with this weapon, it is no longer poisoned.
• Ingested poisons must be consumed by the target, either through food or drink, or some other method.
• Inhaled poisons are breathed by the target, and thus the poisons need to be a dust or mist to be effective. This
dust can be blown into the face of an adjacent target with the Unarmed skill, opposed by an Evade or Shield skill
roll from the potential victim, unless of course, they’re unable to defend themselves.
Poison Crafting Table
Result Effect
Critical Success The poison has been created to perfection, with an additional -10% penalty on Resist checks.
Success You successfully create a dose of the poison to the potency desired.
Failure The poison was created, but inefficiently. The Resist check is made with a +10% bonus.
Fumble You have exposed yourself to the poison during its creation. Make an unopposed Endurance
check. If you fail, you suffer the full effect of the poison. The rest of the material is wasted.
Poison Traits
%: The skill level required to make and use this poison.
Type: The method of how the poison is introduced into the victim.
B: Breath Poison needs to be inhaled to have its effect. Can be blown into the face of the victim.
C: Contact Needs to be applied to the skin to be effective, usually through coating a weapon.
I: Ingestion The poison must be ingested with food or drink to have its effect.
Herb: 3 units of this type of herb are required to make this poison.
Cost: The selling price for a dose of this type of poison if bought from a dealer, usually illegally.
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Medicine
The Medicine skill is used for concocting medicinal treatments to treat a variety of conditions, and in less ethical
ways, enhance the body for brief periods (especially in the Industrial era!) They are created by taking herbs, and then
extracting and concentrating key active ingredients using a Scientific Toolkit, or a Medi-Lab device.
Medicines are more complex and take longer to formulate than herbal remedies, with those just starting out in the
field creating and using simple industrial era formulas. It should be noted that the effects of similar medicines and
herbal remedies do not stack – only the more potent effect works, so Drift and Procaine, for example, don’t stack their
Hit Point bonus on surgery checks and such.
Acquiring Formulas
New medical and narcotic formulas can be researched by spending Accolades to instantly ‘buy’ formulas you qualify
for, purchasing the formula from a company or individual, or acquiring a formula on a data drive in some other manner.
• It costs 8 Accolades to learn a new formula, or,
• Pay 1000cr and spend 10 days (80 hours) with a Teacher.
• Find the information on a data drive.
After Effects
Only 5 of any type of herbs, medicines, narcotic or nanomeds can be used by one subject in a 24-hour period, with
anything further taken being flushed out by the body immediately with no effect. Effects with a non-instant duration
don’t stack.
Medicine Traits
%: The skill % required to make and use this medicine.
Type: The method of how the medicine is applied to the subject.
Inj: Injection This medicine needs to be injected into the body, and requires a syringe to formulate.
To p: Topical Medicine is applied to the skin, either by spraying or rubbing on.
Tab: Tablet The medicine is in tablet form, required to be taken with food or drink.
D nk: Tonic The medicine is in a liquid form.
Herb: The units of this type of herb required to make this medicine.
Cost: The selling price for a dose of this medicine if bought from a store.
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Narcotics
These are drugs with an addictive quality, but grant substantial bonuses to the subject if they’re willing to put up with
the side effects and risk of death. The legality of these substances depends on your campaign setting – industrial era
narcotics were considered both healthy and legal, but modern and high-tech era settings clamp down hard on the use of
these substances.
To make these, you’ll need the usual equipment just like making regular medicine, but you’ll only be able to do it once
you’ve taken the Narcotics talent.
Narcotic Traits
% The skill level required to make and use this poison.
Type: The method of how the poison is introduced into the victim.
Inj: Injection This narcotic needs to be injected into the body, and requires a syringe to formulate.
To p: Topical Narcotic is applied to the skin, either by spraying or rubbing on.
Tab: Tablet The narcotic is in tablet form, required to be taken with food or drink.
D nk: Tonic The narcotic is in a liquid form.
Herb: The units of this type of herb required to make this narcotic.
Cost: The selling price for a dose of this narcotic if bought from a store, usually illegally.
Addiction
Every time someone takes a narcotic, there is a 10% chance of becoming addicted to it, giving them the addicted
condition for that specific medicine. Just roll d100 and if you’re result is 01-10, you’re addicted.
After Effects
Only 5 of any type of herbs, medicines, narcotic or nanomeds can be used by one subject in a 24-hour period, with
anything further taken being flushed out by the body immediately with no effect. Effects with a non-instant duration
don’t stack.
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NANOTECH GLOSSARY CONTENTS
Nanotech
This field of medical technology reaches its pinnacle with the ability to create and inject nanoscopic robots,
programmed for an assortment of biological tasks such as healing tissue or augmenting the patient’s capabilities.
Using Nanomeds
Nanomeds are exclusive to High-Tech settings, and require a Nanobot Lab to create. Each dose of a nanomed
requires a syringe to dispense them into the subject. They are then applied to the subject of choice as an action, with
their effects occurring immediately. The effects of Nanobots last for a duration listed in the description of each.
Nanobots of the same type cannot stack their effects with more of the same, but different kinds can apply their effects
simultaneously.
After Effects
Nanomeds, just like herbs, medicines and narcotics, can overload the body if too many are injected in a given period
of time. Only 5 of any type of herbs, medicines, narcotic or nanomed can be used by one subject in a 24-hour period,
with anything further taken being flushed out by the body immediately with no effect.
Addiction
Every time someone takes a nanomed, there is a 5% chance of them becoming addicted to it, giving them the
addicted condition for that specific medicine.
Programs
Programs tell a nanobot lab device exactly how to manufacture the bots to generate the correct application. Out of
the factory, a nanobot lab doesn’t contain any programs, which come on data drives (1 program per drive). These
programs can be quite complex, and require a certain skill level in Medicine to properly use. A nanobot lab can hold all
of the available programs internally, once they’ve been acquired.
Creating Nanomeds
A character will need the Medicine skill (90%), along with the Nanotechnology talent to be able to learn how to make
Nanobots. Then you’ll need a Nanobot Lab, a syringe, some Circuits which the nanobot lab will turn into one application,
as listed below. Nanomeds can only be applied to living beings (and androids with the Organic Systems talent). Each
program takes 1 hour per Circuit to fabricate. This time is halved on a critical success.
Nanomed Traits
%: The skill % required to make and use this nanomed.
Circuits: The number of circuits required to make this nanomed in a nanobot lab.
Cost: The selling price for a dose of this nanomed if bought from a vendor.
Program % Circuits Effects Cost
Adrenal Overload 99% 3 Gain +3 DM and +20 Hit Points, Ignore Serious Wounds for 1 hour. 6,000
Alter Senses 70% 1 Gain either X-ray, Darkvision, Scent or Blindsight to 20 squares for 4 hrs 2,000
Attuned Protection 90% 2 Gain +5 DR vs 1 damage type except psychic, for 24 hours. 4,000
Deep Healing 90% 2 Turns a Major Wound into a Serious Wound in 1 hour. 4,000
Emit Light 70% 1 Subject can emit soft light in a 5sq radius at will for 7 days. 2,000
Enhanced Speed 99% 3 Gain +2 Movement and gain an extra action for 5 rounds. 6,000
Fiery Wreathe 90% 2 Unarmed attack deal fire damage, and +5 to total damage for 1 hour. 4,000
Can choose to breathe a line of fire 10 squares long dealing 1d20+10
fire damage, which removes this nanomed effect completely.
Forcefield 99% 3 Spend 1 Spirit Point to gain +5 Energy Armour. Lasts 1 min. 6,000
Hardened Tissue 99% 3 Gain +5 Natural Armour for 1 hour. 6,000
Latent Power 99% 3 +3 dmg (if applicable) & +5% result bonus on Psychic skill. Non-psychics 6,000
may choose 1 Psi Discipline and use it with their Resolve skill in place of
the Psychic skill for 1 hour.
Lung Efficiency 70% 1 Breathe any atmosphere or underwater for 24 hours. 2,000
Mental Resilience 70% 1 Gain +5% Resolve result & gain +5 AP vs shadow damagefor 8 hrs. 2,000
Radiation Shield 90% 2 User unaffected by radiation for 8hrs, recover 1 HP / hour of rad dmg. 4,000
Reanimate 99% 3 Bring someone back to life at 1 Hit Point, within 24 hours of their death. 6,000
Deceased
Regenerate Energy 70% 1 Subject instantly gains +5 Spirit Points. 2,000
Regenerate Tissue 70% 1 Subject instantly gains +5 Hit Points. 2,000
Repair Meds 90% 2 Nanobots specifically designed to work on machines only. They instantly 4,000
repair any machine for +5 Hit Points.
Reverse Ageing 99% 3 Reduce the effective age of the subject by 1 year. 6,000
Translator Bots 70% 1 Understand any language for 24 hours. 2,000
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GENETICS GLOSSARY CONTENTS
Genetics
The science of altering the genetic structure of living creatures is a complex one, but with powerful results if done
properly. Fortunately, through advances in understanding the interactions of certain DNA in bacteria and archaea
(known as CRISPR for short) allows a reprogramming of sorts to change genetic structure. In high-tech settings, this
allows even adult characters to be altered and enhanced.
Using Genetics
The subject lies down in the scientist’s lab for a few hours, during which time a genetic test is done and then the
desired alteration is applied. The subject is then free to leave, and the new alteration should manifest within 3 to 6 days,
depending on the result. No new genetic alterations can be applied during this time or the first un-manifested alteration
fails.
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Genetic Application Result Table
Result Effect
Critical Success The alteration is applied in 4 hours and manifests in 3 days.
Success The alteration is applied in 8 hours and manifests in 7 days.
Failure The genetic design fails to take, but there are no harmful consequences.
Fumble A mutation occurs: the desired effect is ignored and the subject loses 1 random Attribute point.
(roll 1d6: 1=STR, 2=AGI, 3=CON, 4=INT, 5=CHA, 6=Reroll).
Ageless
Do you want to live forever? 25,000cr
This extensive ‘re-wiring’ of the subject’s genetic structure switches off the ageing process entirely. The subject
effectively stays at the same physical age, and any effect which would increase their age category doesn’t work.
Armoured Skin
Grow Thicker Skin 2,500cr
The subject’s skin grows solid plates of cartilage and bone just beneath the surface. It’s still reasonably flexible,
yet provides extra protection over vulnerable areas.
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Skill Requirement You gain one randomly chosen effect, rolled for on the
Science (90%) table below.
Gene Slots
2
d100 Effect
01 Great Success Pick 2, you lucky subject! Not this one again, you’re not that lucky.
02-03 It Worked! Pick whichever effect you want except Great Success or It Worked!
04-05 Pseudo-Immortality Upon dying from a Major Wound, subject comes back to life at 1 HP after 2d6 hours
with -5 to max HP. If maximum Hit Points reaches 0, you never come back to life
again. Doesn't work if subject goes to negative max Hit Points x2.
06-08 Genetic Perfection Subject gains +1 to each Attribute.
09-11 Genetic Improvement Subject gains +1 to one random Attribute.
(roll 1d6: 1=STR, 2=AGI, 3=CON, 4=INT, 5=CHA, 6=Choose!).
12-14 Ageless Subject gains Ageless alteration.
15-17 High Fortitude Subject gains +10 HP
18-20 Spirited Subject gains +1 Spirit Point.
21-23 Strong Immune System Subject gains immunity to disease.
24-26 Heightened Awareness Subject gains +1 Reaction.
27-29 Quality Genes Gain 4 extra Gene Slots.
30-32 Natural Fighter +1 Damage Modifier.
33-35 Eidetic Memory Automatically remember every detail.
36-38 Adaptive Lungs Subject can breathe any atmosphere expect sea or space.
39-41 Strong Immune System Subject gains immunity to diseases.
42-44 Rational Paranoia Subject gains +10% to opposed Insight skill check results.
45-47 Thickened Blood Subject’s blood coagulates quickly - gain immunity to bleed.
48-50 Reversed Aging Permanently reverses aging one step.
51-53 Gills Subject gains ability to breathe in water.
54-56 Efficient Digestion Subject only needs to eat once a week to avoid starvation.
57-59 Spring Legged The Leap manoeuvre no longer costs Spirit Points to use.
60-62 Overactive Liver Lowers subject’s narcotic and nanomed addiction chance by 5%.
63-65 Expanded mind Subject gains +1 to maximum Spirit Points.
66-68 On edge +1 Initiative
69-71 Bounce back Increase Heal Rate by +1.
72-74 Tireless Subject cannot get the fatigued condition.
75-77 Thickened skin Gains +1 Natural AP
78-80 Menacing eyes +5% result bonus to Intimidate skill checks.
81-83 Slow -1 Movement
84-86 Bioluminescence Subject gives off dim light in a 1m radius. -10% to Stealth results
87-89 Persistent Nausea Every day the subject wakes up with the Nauseated condition.
90-92 Partial Deafness -3 Initiative (Replaced if you gain the Deafened condition) .
93-95 Addictive Increases subject’s narcotic and nanomed addiction chance by 5%.
96-97 Weak Spirited -1 Spirit Point
98-99 Slowed Reflexes -1 Reaction
00 Catastrophic Failure -1 to each attribute. But hey, you’re still alive.
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Chameleon Skin
Blend into your Surroundings 2,500cr
A curious defensive mechanism that evolved in some amphibians and fish, this procedure splices in the genes
that allow the subject’s skin to alter its appearance to whatever is in their immediate background.
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Cosmetic Alterations
Improve your Appearance 2,500cr
One of the most common procedures is a genetic version of plastic surgery, adjusting the shape or colour of the
face to improve looks and inspire confidence in the subject. It’s also used to repair damage to the face, such as a
missing nose or ear.
Damage Resistant
Toughen your Body 10,000cr
Damage affects living tissue in very specific ways, and with careful and selective adjustments to tissue and bone
structure, a subject can become more resistant to certain types of damage.
Dark Vision
See at Night 2,500cr
The ability to see in absolute darkness exists in some predators, and once this gene structure is spliced into a
subject’s DNA, so can they!
Echolocation
Hear the Shape of your Surroundings 10,000cr
This procedure not only enlarges and improves the subject’s hearing, it alters their brain to be able to process
sound in a way that paints an internal picture of their environment.
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Elemental Attack
Generate Elemental Damage 10,000cr
By altering the body’s chemistry, it is possible to create a small sac of volatile chemicals that can be released
through the hands, to generate small bursts of electrical current, fire, or even cold. It is even possible to fling this
chemical towards a nearby target.
Enhanced Senses
Increase your Situational Awareness 2,500cr
This procedure splices in abilities from different animals to heighten the subject’s senses, including a sort of
natural radar that allows them to be aware of what’s going on around them at all times.
Environmental Adaptability
Resist the Extremes of Nature 2,500cr
Most creatures are adapted to live in a specific environment, but with this procedure you can allow a subject to
withstand greater extremes of heat and cold.
Increase Attribute
Improve your Attributes 10,000cr
One of the most requested procedures is to improve the body and mind, making the subject stronger, quicker,
healthier or smarter.
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Increase Build
Become Larger and Tougher 10,000cr
Athletes and elite soldiers often get this procedure to improve their already formidable capabilities. It makes the
subject taller, and increases muscle mass and density.
Increase Reflexes
Faster Reflexes and Muscles 10,000cr
By increasing the tensile strength of ligaments, tendons and the nervous system, the body’s response time can
be greatly reduced.
Natural Weaponry
Hit Harder 2,500cr
Whether its splicing in the genes to turn fingernails into talons, or simply increasing the mass of the subject’s
knuckles, this procedure turns anyone into a tougher fighter.
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Redundant Organs
Backup Bodily Functions 25,000cr
Blood is important to most species, and when you run out, it’s bad. With this procedure, the subject grows new
organs such as liver, kidneys, or simply more muscle which holds more blood, so therefore they won’t run out as fast
when subjected to extensive punching.
Remove Fear
You Know No Fear 2,500cr
By removing a subject’s instinct for survival, they will no longer be frightened or scared of any situation, but may
also not realise that jumping in front of a moving vehicle is bad for one’s health.
Regeneration
Natural Consistent Healing 25,000cr
The ultimate goal for medical research, natural, ongoing regeneration in the subject is greatly enhanced, allowing
them to overcome serious injuries in a matter of minutes. This process does take more biological energy, however,
but leading scientists agree that it’s totally worth it.
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Robust Digestion
Eat Anything 2,500cr
With this subtle adjustment of the subject’s digestive system, they become able to subsist on any organic
material without risk of disease or malnutrition.
Second Heart
Provides Toughness and Energy 10,000cr
By inducing the growth of a second heart in the subject, they become much more energetic, with plenty of oxygen
flowing to their muscles to overcome fatigue.
Slow Metabolism
Slow Down to Preserve Energy 2,500cr
This procedure splices into the subject the ability to greatly slow their metabolism, reducing the immediate need
for oxygen and food to sustain life. Handy for survival situations, or for the extremely lazy.
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Species Trait
A Specific Genetic Alteration 10,000cr
There are specific genetic markers within a given species that can be extracted and duplicated in others, with a
simple injection.
Spider Climb
Climb Walls Easily 2,500cr
When a subject is treated with this procedure, their hands and feet grow tiny spines that allow them to crawl on
walls and ceilings like an arachnid. These spines even grow long enough to pierce gloves and boots, so clothes need
not be removed to gain the benefits.
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Third Eye
Detect Threats from Behind You 10,000cr
This genetic modification adds optical nerves to the back of your head. In spite of its colourful name, this new
tissue doesn’t actually resemble an eye, nor does it allow you to read from the back of your head. It does however,
permit you to sense movement and threats approaching behind you.
Webbed Limbs
Swim Faster 2,500cr
For most species, swimming is an arduous task as their bodies are not equipped for it. With this simple
procedure, their hands and feet grow webbed membranes, allowing them to move faster in water.
Wings
Fly like a Bird 25,000cr
The genes of a large bird are spliced into the subject, causing a magnificent pair of wings to grow on their back.
These wings can be of just about any colour, and are fully functional.
X-Ray Vision
See Through Solid Matter 10,000cr
This slightly radioactive alteration allows the subject’s eyes to emit particles that can penetrate most solid
matter, allowing vision of what lies on the other side. Warning: extensive staring can cause mild irritation to other
living creatures.
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ROBOT BODY UPGRADES CONDITION GLOSSARY CONTENTS
Robotics
Robots are machines specifically designed to perform dangerous activities such as combat or maintenance, while
you lounge in safety and comfort. Robots can be built in a wide variety of sizes and styles, and the designer can modify
their performance and on-board equipment as required. Basic units are operated with a remote-control device, or if
they’re big enough, can be controlled directly from inside.
Creating a Robot
Part One: Skills & Materials
You’ll need two skills to make a robot in Modern or High-Tech eras:
• Robotics (obviously). It’s a Restricted Skill, so you’ll most likely need to take a Profession that has this as an
option. The skill is used for building, upgrading and servicing robots and Automatons. The higher your skill,
the larger and more advanced the robot you can build.
• Computers. This is used to program the robot’s operating system during construction, and to enhance it with
new skills and abilities later on.
• Robotics in the Industrial era uses Steam or Clockwork engineering, so just substitute Science or Mechanic
for both of the above skills.
With these skills, you’ll need some tools and materials, as well as time to construct and program your robot:
• To construct its chassis and basic systems, you’ll need Parts and Circuits. The Robot Construction table
below tells you how many you’ll need for each size of robot. Industrial era robots just use Clockwork or
Steam parts, never Circuits.
• If you’re building a Colossal robot, you’ll also need a workshop with at least 1 Garage Tool device.
Part Two: Building the Chassis Yo u’ll need these tools!
• It will take 1 ho ur per Part or Circuit used to build the robot, but you can Mechanical Toolkit
split that up over as many days as you wish. This time is doubled for Electronic Toolkit
Basic Toolkits, and halved for Specialist Toolkits. Infopad
• You can work up to 8 hours a day, though you can increase this to 12 Remote Control
with the Efficient Crafting talent. Power Source
• Make a check against your Robotics skill for each 8 (or 12) hour block of
work. If your check is successful, you’ve made progress for the day on the robot. Deduct the Parts and
Circuits used so far from the total.
• Repeat this until all required Parts and Circuits are used.
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Size
There are advantages and disadvantages to robots of all sizes, but the larger ones do take more skill and resources
to build. On the table below, the base stats for a Tiny robot are highlighted, with any body size change either being set to
a specific figure (in the case of height and weight), or adding to the baseline number (for AP, STR, Slots and stealth
bonus). So, when you make a robot bigger, add those numbers to the baseline. Just like the Automaton species, add the
robot's Strength Attribute Bonus to its Hit Points
Robot Body Size Table (Cost is to buy the blueprint for this body size.)
Skill Size Ht Wt AP STR Slots Circuits Parts Cost
- Tiny 40cm/1'3" 10kg/22lb 0 0 3 3 5 200
- Small 100cm/3'3" 30kg/65lb +2 +2 +2 5 10 500
50% Medium 150cm/4'11" 60kg/130lb +4 +4 +4 10 20 1,000
70% Large 200cm/6'5" 90kg/200lb +6 +6 +6 20 40 2,000
90% Huge 250cm/8'2" 180kg/395lb +8 +8 +8 30 60 6,000
99% Enormous# 300cm/9'8" 500kg/1100lb +10 +10 +10 40 100 20,000
99% Colossal# 400cm/13'1" 1500kg/3300lb +12 +12 +12 50 200 40,000
# These robot sizes automatically gain the Reach trait on all their unarmed attacks.
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• All robots are immune to telepathy and shadow damage, poison, bleeding and fatigue. They cannot be frightened,
terrified or put to sleep. Robots do not need to eat or breathe.
If you want your robot to be built of something other than steel, consult the table below for details of the benefits
and costs of these exotic materials. You’ll need the Exotic Materials talent to avoid taking a -20% skill penalty.
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Result Effect
Critical Success You complete double the amount of work in the allotted time.
Success You succeed in adding code to the system.
Failure You encountered some problems while working and will have to redo the time.
Fumble You’ve made a real mess of it – you’ll have to redo those hours and add 2 hours onto the time!
Robot Upgrades
Baseline robots as outlined above can be improved by augmenting their bodies with Upgrades. Individual upgrades
need to be learned somehow before they can be applied to your robot.
Upgrading
The build time for each Upgrade is equal to 1 hour per Part or Circuit used. As with talents, each can only be applied
once to a particular robot unless otherwise specified. Each Upgrade uses 1 Slot from the robot’s available space (see
above). Some upgrades can make use of exotic building materials, gaining specific benefits and as mentioned earlier,
don’t have to be the same material as the body. Fumbling an upgrade destroys the Parts just like repairing or building
does.
• Installing or removing a pre-built upgrade takes 1 hour per slot.
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Upgrade Eras
The technology of upgrades varies across the eras, which dictate what’s available for your robot at the time.
Upgrades from eras other than the one your campaign is set in may be available if the GM allows it.
Low-Tech
The few robots still functioning in a low-tech (i.e. post-apocalyptic) era have many of the upgrades you’d find
in a high-tech setting, but there are a few things lost to the ages. This is mostly for game balance, as low-tech
settings tend to feature less powerful threats and character abilities.
Industrial
Industrial era robots and automatons are steam or clockwork powered only, and their upgrades are very
limited in this respect. Circuits aren’t available, so only things that can be created with a smith’s hammer are
likely to be an option, as the robot is made with either steam parts or clockwork parts.
Modern
Modern robots have many of the features and upgrades you’d likely expect from something in a modern-day
setting, but high-tech items like positronic brains aren’t (although a few prototypes are used for automaton
characters).
High-Tech
This era features the greatest selection of robotic upgrades, with the only omission being industrial-era
clockwork or steam upgrades.
Automaton Upgrades
Characters of the Automaton species can upgrade their body size and capabilities just like a robot, using the above
rules. Upgrades are divided into electronic and mechanical upgrades, but all can be done with the Robotics skill.
Upgrades are divided into eras, with later era roboticists able to use any upgrade from a previous era
Characteristic Details
Size The minimum size of the Robot’s body required to apply this Upgrade. Small Upgrades do work on
larger bodies, but larger Upgrades can’t fit on smaller ones.
Skill Requirement The Robotics skill level required to apply this Upgrade.
Parts/Circuits & The Parts or Circuits required to apply this Upgrade. This is also the number of hours required to
Build Time complete the job.
Cost The cost in Credits if the upgrade is bought pre-made and installed by a professional, which is
usually twice the cost of its Parts or Circuits.
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Alpha Strike
Fire all Mounted Weapons at Once Low-Tech Industrial Modern High-Tech
% Requirement: 99% As an action, make your attack roll and separately apply damage from all
mounted weapons and ‘replaced arm’ weapons. Requires 1 Spirit for each
Size Requirement: L
weapon fired.
Circuits & Build Time: 50
Purchase Cost: 50,000
Armour Plating
Increase the Robot’s Protection Against Damage Low-Tech Industrial Modern High-Tech
% Requirement: - Add +3 Worn Armour to the robot in any of its body locations, and -1 to its
Movement speed. It costs 1 Part per robot body Size, and is limited to 1 Armour
Size Requirement: T
Plating upgrade per robot body Size. Thus, a Medium robot can apply 3 Armour
Parts & Build Time: 1+ plating’s and it costs 3 Parts each. This can be taken multiple times, even over
the same body location. This armour is effective against ranged and melee
damage. Adding more than two of this upgrade counts as Medium armour when
qualifying for talents or manoeuvres.
Purchase Cost: 100
Articulated
Adjust the Robot’s Body to Fit in Smaller Spaces Low-Tech Industrial Modern High-Tech
% Requirement: 70% The robot’s body can modify its shape and become shorter or more elongated in
Size Requirement: L order to fit through doors, tunnels, or other human-sized apertures. While in this
form, the robot moves at half its normal speed, and it takes 12 seconds (2
Parts & Build Time: 20 rounds) to transform back and forth in this mode.
Purchase Cost: 2,000
Battering Ram
A Powerful Attachment for Smashing Things Low-Tech Industrial Modern High-Tech
% Requirement: 90% The robot spends an action preparing a powerful Unarmed attack. On the
Size Requirement: E following round, make an Unarmed attack which converts its Unarmed damage
into collision damage. Hit target is pushed back 2sq, and is knocked prone.
Parts & Build Time: 20
Purchase Cost: 2,000
Cargo Bay
Internal Storage Low-Tech Industrial Modern High-Tech
% Requirement: - This upgrade provides 20 ENC of internal storage, which can only be opened by
Size Requirement: M the operator’s control. The robot’s armour protects what is stored within until it
reaches 0 Hit Points. This upgrade can be taken multiple times.
Parts & Build Time: 2
Purchase Cost: 200
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Cockpit
Internal Control Centre for Operator Low-Tech Industrial Modern High-Tech
% Requirement: 70% Make a space for a person up to 180cm to fit inside, along with circuitry for extra
control panels. Pilot is protected by AP until it falls to 0 Hit Points, at which point
Size Requirement: E
they will take the same damage it does. There is a slot for the person to shoot
Circuits & Build Time: 30 outside from. Gain +5% to opposed Perception and combat check results while
Purchase Cost: 30,000 piloting. This upgrade also uses 3 slots.
Composite Armour
Layered Casing Protection Low-Tech Industrial Modern High-Tech
% Requirement: 70% Add layers of ceramic and plastic materials to the robot’s outer casing.
Size Requirement: M Robot gains +5 AP vs radiation and electrical damage.
Demolition Rig
Heavy-Duty Rig for Bashing Obstacles Low-Tech Industrial Modern High-Tech
% Requirement: 70% The robot’s Unarmed attack deals 2x damage vs structures, and it gains a +1
Size Requirement: M Damage Modifier bonus for dealing with irritating, non-structure obstacles.
Expanded Memory
On-Board Computer is More Capable Low-Tech Industrial Modern High-Tech
% Requirement: - Robot gains +2 Intellect, and can be given an additional order to carry out in
Size Requirement: T sequence after the first.
Extra Arms
Robot Gains an Extra Set of Fully-Functional Arms Low-Tech Industrial Modern High-Tech
% Requirement: 99% Gain an extra two arms, and lose -2 to base AP and Spirit Points to power them.
This extra set of arms gives you a second action during your turn. You can only
Size Requirement: E
use this action to attack, reload or use an item. You can make a second separate
Parts & Build Time: 50 action while using a starship console to use the Computers, Heavy Weapons or
Purchase Cost: 5,000 the Science skill.
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Extra Command
More Gears and Levers to Handle Extra Orders Low-Tech Industrial Modern High-Tech
% Requirement: 70% This applies to Clockwork or Steam robots only. Allows the robot to have a
second command ready to follow after completing its first command,
Size Requirement: T
including attacking another target, or returning to you.
Parts & Build Time: 1
Purchase Cost: 100
Fortify
Specialised Armour Protection Low-Tech Industrial Modern High-Tech
% Requirement: 70% Gain +5 AP of Damage Reduction against one type of damage. You can take this
Size Requirement: M upgrade multiple times, protecting against a different damage type each time.
Grav Plates
Robot Gains Hover and Flight Ability Low-Tech Industrial Modern High-Tech
% Requirement: 99% This upgrade also requires the Nuclear-Powered upgrade to provide enough juice
to get your robot off the ground. Install 2 Grav Plates (sold separately!) of the
Size Requirement: L
desired type and gain those bonuses. The robot loses its legs in this process, and
Circuits & Build Time: 20 -4 Strength, but it can also move at its listed Movement rate in squares on the
Purchase Cost: 20,000 10m/y vehicle grid, just like a real grav car.
Heavy Suspension
Suspension System Gives Better Movement Low-Tech Industrial Modern High-Tech
% Requirement: 50% The robot’s reinforced suspension system means it takes no damage from falling
up to 20 metres/yards in height, and it gains +1 Movement & +10 to its maximum
Size Requirement: M
Unencumbered weight.
Parts & Build Time: 8
Purchase Cost: 800
Improved Sensors
Night Vision and Accuracy Upgrade Low-Tech Industrial Modern High-Tech
% Requirement: 50% The robot’s sensors are attuned to pick up a wider variety of wavelengths, and
Size Requirement: T the sensitivity is increased. It gains 20sq Night vision, 5sq X-ray vision & +5% to
Perception results.
Circuits & Build Time: 4
Purchase Cost: 4,000
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Interface
Built-In Infopad Device Low-Tech Industrial Modern High-Tech
% Requirement: - This upgrade gives the robot’s mind the same capabilities as an Infopad device,
T including the ability to use Computers manoeuvres in the same manner. It also
Size Requirement:
has a Network Socket to allow the automaton to connect directly to a Computer
Circuits & Build Time: 2 to hack it using Virtual Combat with a +5% Computers skill result bonus.
Purchase Cost: 2,000
Mag Clamps
Feet can Hold onto Metal Surfaces Low-Tech Industrial Modern High-Tech
% Requirement: - The robot’s feet have built-in magnets for moving around on metal surfaces in
zero-g. If the surface is moving rapidly or suddenly, the GM may require the robot
Size Requirement: T
to make a Brawn skill check to avoid being thrown off. This function can be
Parts & Build Time: 4 switched on and off at will, but requires the robot to have legs.
Purchase Cost: 400
Motion Sensor
Sense Movement at a Distance Low-Tech Industrial Modern High-Tech
% Requirement: 70% This upgrade adds a radar system to the robot’s internal components, allowing it
to sense movement of creatures and objects above 1m (3’3”) in height, out to 50
Size Requirement: T
squares. The signal range doesn’t penetrate walls well, reducing the range to only
Circuits & Build Time: 10 5 squares, and zero if the walls contain lead.
Purchase Cost: 10,000
Nanobot Injector
A Simple Injection System for Nanotech Low-Tech Industrial Modern High-Tech
% Requirement: - This system holds up to 5 Repair Nanobots that can be applied as a free action,
once per round. The 5 selected can be used in any order you wish.
Size Requirement: T
Parts & Build Time: 4
Purchase Cost: 400
Nuclear Power
Powerful Direct Nuclear Energy System Low-Tech Industrial Modern High-Tech
% Requirement: 99% The robot runs directly from a Pocket Reactor (or a RTG in modern era) using 1 of
Size Requirement: L its Charges per day.
• Robot regains 2 Spirit Points per round, up to its normal maximum.
Circuits & Build Time: 20 • If Spirit Points drop below 5, the robot will shut down at the start of its next
Purchase Cost: 20,000 turn, until Spirit is at or above 5 again.
• If Spirit reaches 0, the reactor explodes for 1d12+20 plasma damage in a
5sq radius, and irradiating all in range for 5 HP.
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Plasma Jetpack
Brief Flying Capability Low-Tech Industrial Modern High-Tech
% Requirement: 90% Install a compact electrochemical jet to convert electrical energy into brief bursts
L of speed and flight.
Size Requirement:
• Use 1 Spirit Point to gain 3x Movement through the air for 1 round.
Parts & Build Time: 50
• Provides Movement of 2 in space combat, also using 1 Spirit Point per round.
Purchase Cost: 5,000
Pocket Reactor
Nuclear Fusion Charging System Low-Tech Industrial Modern High-Tech
% Requirement: 50% Install a Pocket Reactor invention (sold separately!), allowing the robot to regain
all Spirit Points during 8-hour rest, at a rate of 1 charge from the reactor per
Size Requirement: T
Spirit Point recharged. Automatons begin with this upgrade by default.
Circuits & Build Time: 8
Purchase Cost: 8,000
Positronic Brain
Sentient Brain-Like Control System Low-Tech Industrial Modern High-Tech
% Requirement: 99% This intricate array of circuits has the capacity to imitate sentient thought. The
Size Requirement: M robot’s Intellect is increased by +6 and it gains a philosophy and the Robotics skill
at base level (if it didn’t already have it). It is now able to act as an independent
Circuits & Build Time: 100 creature, a loyal companion of its creator. The system’s defences are extremely
Purchase Cost: 100,000 robust, and so it cannot be directly hacked or reprogrammed without removing
this upgrade.
Power Link
Use On-Board Power for Mounted Energy Weapons Low-Tech Industrial Modern High-Tech
% Requirement: - Spend 1 Spirit Point of the robot’s power to provide a mounted energy weapon
Size Requirement: T with extra ammo, depending on the size of the weapon.
• Tiny to Small weapons gain a full clip of ammo.
Circuits & Build Time: 1 • Medium and Large weapons gain 5 shots.
Purchase Cost: 1,000 • Huge and larger weapons gain 1 shot.
Quadruped
Add Two Extra Legs for Greater Mobility Low-Tech Industrial Modern High-Tech
% Requirement: 70% The robot has 4 legs instead of two, gaining +2 Movement and ignoring difficult
Size Requirement: T terrain penalties. However, turning around takes a little more effort, using 1
o
Movement to turn 90 . Cannot combine with Tracked or Grav Plate upgrade.
Parts & Build Time: 2 Per Size
Purchase Cost: 200 Per Size
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Redundant Systems
Emergency Systems to Keep Going in a Fight Low-Tech Industrial Modern High-Tech
% Requirement: 90% Robot no longer goes unconscious at 0 HP, but its Critical Range goes to 0 and
its movement rate is halved until brought back above 0 Hit Points.
Size Requirement: T
Circuits & Build Time: 10
Purchase Cost: 10,000
Repair Bot
Convert Robot into a Tiny Starship Repair Bot Low-Tech Industrial Modern High-Tech
% Requirement: - Converts a Tiny robot into a starship repair bot, which cannot fight or defend
Size Requirement: T itself, but is slaved to the Telemetry station or ship’s computer and runs around
through tight spaces to repair ship systems that become damaged. Every round a
Circuits & Build Time: 1 Repair Bot spends working on a damage system or hull, 1 Hit Point is regained.
Purchase Cost: 1,000
Repair System
Self-Repair System for Emergency Repairs Low-Tech Industrial Modern High-Tech
% Requirement: 70% As an action, the robot can spend 1 Spirit Point to repair 1d4 HP on itself, up to
Size Requirement: L half its normal maximum.
Replace Arm
Self-Loading Weapon instead of an Arm Low-Tech Industrial Modern High-Tech
% Requirement: 70% Replace an arm with a weapon of Size no larger than bot. Although it loses an
Size Requirement: S arm, it gains some benefits:
• The weapons’ clip change time drops to 0.
Parts & Build Time: 4 • No need to setup the weapon.
Purchase Cost: 400 • Can be swapped out for old arm in 1 minute.
• Old arm is 1 ENC per body Size, if you want to carry it around with you.
Saw Blade
Vicious Unarmed Weapon Low-Tech Industrial Modern High-Tech
% Requirement: 50% The robot’s Unarmed attack does Slashing damage instead of Bludgeoning. It
Size Requirement: T also gains +1 to its Damage Modifier for each body size of the robot. i.e. Tiny =
+1, Small = +2 etc. Damaged targets gain the bleed condition, but the robot
Parts & Build Time: 4 cannot use Unarmed-class weapons to boost this attack, and it can’t use two-
Purchase Cost: 400 handed weapons anymore.
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Sealed Body
A Watertight Body and Sonar System Low-Tech Industrial Modern High-Tech
% Requirement: 50% The robot can function underwater with the usual penalties to speed etc, taking
no damage from rusting etc. The robot now counts as a submersible, and gains a
Size Requirement: T
sonar with a range of 200 metres to use as its sensors.
Parts & Build Time: 10
Purchase Cost: 1000
Solar Panels
Robot Can Recharge in Daylight Low-Tech Industrial Modern High-Tech
% Requirement: 50% The robot can unfold a solar panel array on its back to recharge during daylight.
Size Requirement: T On a sunny day, 8 hours of exposure will fully recharge its battery, while a cloudy
day will only yield half of its maximum Spirit Points.
Circuits & Build Time: 10
Purchase Cost: 10,000
Starship Link
Robot can Connect to a Starship for Direct Control Low-Tech Industrial Modern High-Tech
% Requirement: 50% If the robot has an Intellect Attribute higher than 8, it can connect to a starship’s
Size Requirement: S computer core via cable and assume control of a ship. This can allow hacking of
the robot of course, but once in control, the robot can use any crew station, and
Circuits & Build Time: 5 even abilities from different crew positions in the same turn. It cannot share
Purchase Cost: 5,000 functions with an active crew member at a console. If the robot lacks a required
skill, such as Pilot, it can use its Robotics skill instead.
Targeting System
Increase Weapon Accuracy and Shoot Down Missiles Low-Tech Industrial Modern High-Tech
% Requirement: 70% The robot’s ranged weapon skill results gain a +5% bonus. It can also spend a
Reaction to make an opposed attack against a missile using a Suppression
Size Requirement: M
attack. If successful, the missile is destroyed.
Circuits & Build Time: 15
Purchase Cost: 15,000
Tracked
Heavy Tracks Instead of Legs Low-Tech Industrial Modern High-Tech
% Requirement: - Replace the robot’s legs with caterpillar tracks, allowing it to gain greater speed
Size Requirement: T easier and carry more equipment. It gains:
• +4 Movement, but it costs 1 point to turn 900.
Parts & Build Time: 20 • +10 to your maximum ENC.
Purchase Cost: 2,000 • +2 Natural AP
• A -20% difficulty penalty to Athletic skill checks to climb or jump.
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Transform
Transform into a Vehicle Low-Tech Industrial Modern High-Tech
% Requirement: 90% The robot can spend an action to transform into one specific vehicle or machine,
gaining the new form’s Movement Rate and the robot’s AP on each side. Any
Size Requirement: M
mounted weapons appear as fixed or turreted mounts on the vehicle. You can
Circuits & Build Time: 50 choose a new vehicle type by reinstalling this upgrade. See the table below for
Purchase Cost: 50,000 the vehicle size appropriate for the robot’s, and its speed depending on the type
of vehicle. Each Armour Plating upgrade also lowers Movement speed by 1
square, and -10% cruise speed.
Robot Size Body Ground Sea (Surface) Sea (Sub) Air (VTOL)
Medium Compact 10 100/60 8 80/45 5 45/28 18 275/170
Large Compact 10 100/60 6 60/35 4 40/25 16 250/155
Huge Sedan 8 90/55 5 50/30 4 35/20 14 225/140
Enormous Wagon 8 85/50 5 40/25 3 30/18 12 200/125
Colossal SUV 6 80/45 4 30/20 3 25/15 10 175/110
Above speeds are round by round Movement of 10m squares, followed by ‘Cruise’ speed in kph, then mph.
Weapon Mount
Shoulder Mounted Weapon Low-Tech Industrial Modern High-Tech
% Requirement: 70% Mount a weapon no larger than the robot’s body Size onto its shoulder.
Size Requirement: S • The weapons’ clip change time drops to 0. Extra clips automatically
reloaded from the robot’s pack or internal cargo bay.
Parts & Build Time: 6 • No need to setup the weapon.
Purchase Cost: 600
Wheels
Wheels Instead of Legs Low-Tech Industrial Modern High-Tech
% Requirement: 50% Replace the robot’s legs with wheels, allowing it to gain greater speed and carry
Size Requirement: S more equipment. It gains:
• +6 Movement, but it costs 1 point to turn 900.
Parts & Build Time: 25 • +10 to your maximum ENC.
Purchase Cost: 2,000 • Vehicle cannot jump or climb, or use Athletics or Acrobatics manoeuvres.
• Requires tires to be brought separately!
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Robot Condition
As robots take damage, of if they’ve been neglected for a long time, their condition and functionality deteriorate as
noted in the following section. Worn-out robots can be bought for half the listed price, but have serious problems. Buyer
beware!
Normal
Above 0 Hit Points:
The robot is in a new or as-new state, with all systems functioning as normal.
Inoperative
At or below 0 Hit Points:
The robot has sustained too much damage to continue functioning, but it can be repaired to a working state as
normal. Consider this the equivalent of a Serious Wound for a robot.
If the robot has the Redundant Systems upgrade installed, it continues functioning with these conditions:
• When giving the robot an instruction to carry out, a fumble on your Robotics skill check results in a short,
requiring 1 minute of work to make it functional again.
• The robot’s Movement is reduced by 50%..
• The robot uses 2x the usual amount of Spirit Points, either for staying operational or using Manoeuvres.
Wreck
At Negative 100% Hit Points:
The robot has been rendered a wreck and is no longer functional. It can be returned to function by taking the
Restore Machine talent, and spending the required Parts and time:
• By spending 1 hour and using 1 Part, the wrecked robot gains +1 Hit Point. Continue this process until the
robot is above its negative maximum Hit Points, at which point it counts as merely Inoperative, and can be
repaired with Parts in the regular fashion.
• The robot will only retain its previous data, such as learned talents, manoeuvres, skills etc. if the roboticist
makes an unopposed Computers skill check. Check the table below for results.
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GLOSSARY CONTENTS
Traps
While the Mechanisms skill allows a character to disarm traps, you can also use it to set traps to use on your
enemies. You might also find traps like these set up in a dungeon or residence to challenge adventurers. Check out the
Mechanisms section for how to set up traps.
Trap Kits
Traps are constructed out of specialised trap kits, small boxes containing gears, springs, latches, black powder, thin
rope etc., everything you need to create a trap. The more elaborate a trap is, the more trap kits it requires to be set up.
Each trap kit costs 10cr, and has 1 ENC.
Traps that have been set up by you that haven’t been set off can be recovered without a skill check in the same
amount of time it takes to deploy that trap.
Trap Types
Trap The name of the trap.
% The Mechanisms skill required to implement this trap.
Kits The number of Trap Kits required when you use this trap.
Setup The amount of time to set up this trap.
Effect The conditions and effects of the trap when they’ve been set off.
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Manoeuvres
Utilising Spirit Points, a character trained in Manoeuvres is capable of brief bursts of tactical brilliance, whether it’s
hitting harder with a blade, gaining more accuracy with a bow or feinting an opponent during a fight.
Starting Manoeuvres
New characters gain 1 Manoeuvre they have the required skill for.
Using Manoeuvres
Manoeuvres are used to enhance the effect of an Action, Movement or Reaction you’re doing. You must declare in
advance that you’re applying a manoeuvre before the skill check, and if it fails, the Spirit Point cost is still paid. Some
examples:
• Make an attack using the Melee skill with your Action, and enhance that Action with a Melee Manoeuvre at the
cost of a Spirit Point.
• Use your Mo vement to reposition on the battlefield and enhance it with an Athletics Manoeuvre such as Sprint.
Make the Athletics skill check and if successful, apply the effect during your Movement, using a Spirit Point.
• Use a Manoeuvre on a Reaction, such as Parry, Evade or Resolve, using a Spirit Point. If a Manoeuvre doesn’t
say the condition under which it can be used, it can be activated at any time with a Reaction.
Concentration Effects
Some manoeuvres list their duration as ‘Concentration, or X minutes’. These require the character to maintain
concentration in order to sustain the effect. If they fall unconscious, or take a Serious or Major Wound, the effect ends.
Typically, only one concentration effect can be maintained at a time. To activate a new manoeuvre that requires
concentration, they must first dismiss the current effect as a free action, and for the duration of the manoeuvre, the
character must stay within the range of their subject or concentration is instantly broken.
When making opposed rolls against the subject of a concentration effect, a fresh opposed check is made by both
characters each time. Each round thereafter, the afflicted creature gets another attempt to break free, making the
appropriate skill check against the character’s skill.
Finally, if the end of the allotted time for a concentration effect is reached (usually 1 minute), the manoeuvre effect
ends unless the character spends spirit points to continue the effect. There’s no need to make another skill check to
accomplish this.
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Manoeuvres List
Animal Training Skill % Description
Challenge Intimidate - Your pet growls a challenge to force a target to attack them.
Cunning Strike Unarmed 90% Your Pet attacks a specific body location on a target that can’t defend.
Dash Athletics 70% Your pet’s Movement is doubled for this round.
Eviscerate Unarmed 50% Your pet severely damages its prey, causing it to bleed.
Harass Intimidate 50% Your pet can annoy and harass its target.
Maul Unarmed 70% Your pet deals extra damage with this attack.
Prowl Stealth 70% Your pet strikes from the shadows with devastating results.
Trample Unarmed 90% Your pet can run over a prone target, or one half their size.
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Accurate Shot
Used With Effects
Action Your Archery attacks gain +1 damage and +1% to your skill result. You cannot move before
or after attacking.
Skill Level
Archery skill
Duration Advancement
Instant 70%: Damage and result bonuses are increased to +2.
90%: Damage and result bonuses are increased to +3.
Resist
99%: Damage and result bonuses are increased to +4.
-
Adaptive Defence
Used With Effects Shifter Species
Reaction Gain +5 AP of Damage Reduction vs 1 type of damage, chosen when this is used.
Skill Level
Endurance (50%)
Duration Advancement
Concentration, or 1 minute 90%: The bonus is increased to +10 AP.
Resist
-
Adrenaline Surge
Used With Effects
Action With a surge of adrenaline, you’re able to shrug off things that would otherwise slow you
down. Ignore the effects of the fatigued condition for the duration.
Skill Level
Endurance skill
Duration Advancement
3 rounds 70%: Also ignore the effects of the diseased condition.
90%: The duration becomes “Concentration, or 1 minute”.
Resist
99%: Also ignore any movement impairing effects.
-
Aimed Shot
Used With Effects
Action Your Firearms attack gains +1 damage and a +1% result bonus. You cannot move before
or after attacking.
Skill Level
Firearms skill
Duration Advancement
Instant 70%: Damage and result bonuses are increased to +2.
90%: Damage and result bonuses are increased to +3.
Resist
99%: Damage and result bonuses are increased to +4.
-
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Ambitious Effort
Used With Effects Human Species
Reaction to your own skill Gain +5% to any opposed skill check result.
check.
Skill Level
-
Duration Advancement
Instant -
Resist
-
Assault Formation
Used With Effects
Action Every ally within 10 squares of you gains +1 damage for the duration.
Skill Level
Leadership skill
Duration Advancement
Concentration, or 1 minute 70%: The bonus is increased to +2.
90%: The bonus is increased to +3.
Resist
99%: The bonus is increased to +4.
-
Backflip
Used With Effects Light or No Armour Only
Movement While in Light or no armour, and with at least 1 hand free, become immune to opportunity
attacks this rd. You can also grab weapons and other small objects from the ground as
Skill Level you go past.
Acrobatics (70%)
Duration Advancement
1 round 90%: Add +5% to your Evade checks until the start of your next turn.
99%: Add +5% to your Martial Arts or Pistol (Firearms) checks until the start of your next
Resist turn.
-
Backstab
Used With Effects Light or No Armour Only
Action While in Light or no armour, your Small Piercing or Laser weapon deals +3 damage if the
attack is from behind the target.
Skill Level
Melee skill
Duration Advancement
Instant 70%: Weapon damage bonuses increases to +6.
90%: Weapon damage bonuses increases to +9.
Resist
99%: Weapon damage bonuses increases to +12.
-
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Back Stance
Used With Effects Light or No Armour Only
Reaction during your turn You adopt a posture that emphasises precision and speed. Your Martial Arts skill gains +3
Critical Range. You can only use one stance manoeuvre at a time.
Skill Level
Martial Arts (70%)
Duration Advancement
Concentration, or 1 minute -
Resist
-
Balanced Stance
Used With Effects Light or No Armour Only
Reaction during your turn You adopt a posture that emphasises agility and flexibility. Your Martial Arts skill gains a
+4% result bonus. You can only use one stance manoeuvre at a time.
Skill Level
Martial Arts (70%)
Duration Advancement
Concentration, or 1 minute -
Resist
-
Bastion
Used With Effects
Action Your Block Reactions automatically succeed against all attacks, but you can’t attack for
the duration of the effect, and your Movement is halved. This benefit only applies to you,
Skill Level and talents like Bodyguard don’t apply it to those around you. Critical Hits are not
Shields skill (90%) automatically succeeded against.
Duration Advancement
Concentration, or 1 minute 99%: You may attack, but with no added result bonuses.
Resist
-
Bedroom Eyes
Used With Effects Light or No Armour Only
Action Your smouldering gaze rattles your opponents. Target of opposite sex* within 5sq has one
of their concentration effects end. You can’t add your result bonus to this effect.
Skill Level
Seduction Skill (70%)
Duration Advancement
Instant 90%: Add your result bonus to this manoeuvre.
99%: The target can’t use abilities requiring concentration on their next round .
Resist
Resolve
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Blast Wave
Used With Effects
Action Weapons with the Explosive or Suppress trait have the radius of their effect increased to 2
squares from the target point. The following effects apply to the driver and gunner of
Skill Level vehicles if the vehicle loses any Hit Points from the attack.
Heavy Weapons skill
Duration Advancement
Instant 70%: Damaged targets are also dazed for 1 round.
90%: Damaged targets are also knocked prone.
Resist
99%: Damaged targets also have any concentration effects being maintained end.
-
Blind Fighting
Used With Effects
Reaction at any time The Blind condition penalty is only half your Attribute Bonus.
Skill Level
Perception (90%)
Duration Advancement
Concentration, or 1 minute 99%: Ignore the Blind condition’s penalties, though you still can’t read etc.
Resist
-
Bloodstrike
Used With Effects Light or No Armour Only
Action Your attack deals +2 damage, and if the target loses any Hit Points, they gain the bleed
condition.
Skill Level
Martial Arts (70%)
Duration Advancement
Instant 90%: Your attack deals +3 damage and the bleed condition is applied twice.
99%: Your attack deals +4 damage and the bleed condition is applied 3 times.
Resist
-
Bludgeon
Used With Effects
Action Your Bludgeoning or Fire damage attack deals +1 damage and if the target is hit, their
shield, armour or weapon loses 1 AP (whichever takes the damage first).
Skill Level
Melee skill
Duration Advancement
Instant 70%: Your Bludgeoning attack deals +2 damage and if damaged, the target is dazed.
90%: Your Bludgeoning attack deals +3 damage and if damaged, the target is stunned.
Resist
99%: Your Bludgeoning attack deals +4 damage and if hit, their shield, armour or weapon
- loses 2 AP (whichever takes the damage first).
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Body Slam
Used With Effects
Action Pick up & throw an adjacent target no heavier than your Max Lift score to the ground.
Deals half your Damage Modifier as collision damage and renders the target prone.
Skill Level
Brawn (70%)
Duration Advancement
Instant 90%: If successful, you can choose the target to become pinned.
99%: Also choose to throw the target 1 square for each point of your Strength Attribute
Resist Bonus.
Brawn or Evade
Chain Fire
Used With Effects
Action You may make a second attack with your Heavy Weapon (provided it has a second pre-
loaded shot to use) during your action without adding your result bonus.
Skill Level
Heavy Weapons (90%)
Duration Advancement
Instant -
Resist
-
Challenge
Used With Effects
Action The pet snarls and roars at the target, challenging them to a one-on-one fight. The target,
is forced to attack the pet with whatever abilities they have for the duration. Every time
Skill Level they are damaged by the pet, they can make another opposed Resolve check to break free.
Intimidate skill
Duration Advancement
Concentration, or 1 minute 70%: The pet gains +1 Natural AP against attacks from the target.
90%: The pet gains a total of +2 Natural AP against attacks from the target.
Resist
99%: The pet gains a total of +3 Natural AP against attacks from the target.
Resolve
Charge
Used With Effects
Action You must be at least 3 squares away from your target to use this manoeuvre.
You cannot move before or after this attack and must travel in a straight line to the target.
Skill Level Travel twice your Movement, then attack the target with a +5% result bonus & +2 damage.
Melee skill You are subject to Opportunity attacks on the way to the target.
This manoeuvre can also be used while riding a mount.
Duration Advancement
Instant 70%: If damaged, the target is also knocked prone.
90%: If damaged, the target is also stunned for 1 round.
Resist
99%: Deal +1 damage for each square moved on the way to the target, maximum of +10.
-
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Charging Throw
Used With Effects
Action You must be at least 3 squares away from your target to use this manoeuvre.
You cannot move before or after this attack and must travel in a straight line to the target.
Skill Level Travel up to twice your Movement, then throw your weapon at the target with a +5% result
Thrown Weapon skill bonus & +2 damage. You are subject to Opportunity attacks on the way to the target.
Duration Advancement
Instant 70%: If damaged, the target is also knocked prone.
90%: If damaged, the target is also stunned for 1 round.
Resist
99%: Deal +1 damage for each square moved on the way to the target, maximum of +10.
-
Cleave
Used With Effects
Action Your Slashing, Cold or Plasma damage weapon attack also hits a target adjacent to your
primary target, provided it is within your weapon reach.
Skill Level
Melee (70%)
Duration Advancement
Instant 90%: You can attack 3 targets adjacent to you and each other within Reach.
99%: Choose to attack all targets within your reach.
Resist
-
Coalesce
Used With Effects Veiran Species
Action You are able to pick up, carry and use objects up to the normal Unencumbered ENC limit
determined by your STR+CON Attributes. During this time, non-shadow damage you take is
Skill Level no longer halved. You can also reduce your overall size to 10% of normal.
Psychic skill
Duration Advancement
Concentration, or 1 hour 70%: You gain +4 Natural Armour when you use this ability.
90%: You gain a total of +8 Natural Armour when you use this ability.
Resist
99%: You gain a total of +12 Natural Armour when you use this ability.
-
Coup de Grâce
Used With Effects Shikava Species
Reaction during your turn Cannot move before using this Reaction. Automatically hit an adjacent Unconscious or
Paralysed creature with your Vicious Bite attack. If the target loses at least 1 Hit Point
Skill Level from this attack, it is instantly killed and you heal 2 Hit Points, which can go above your
Unarmed skill (50%) normal maximum and stay there for 1 hour. The Hit Point bonus above your maximum
does not stack.
Duration Advancement
Instant 70%: The Hit Point gain is increased to +4
90%: The Hit Point gain is increased to +6
Resist
99%: The Hit Point gain is increased to +8.
-
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Corrupt Code
Used With Effects Requires Infopad
Action Machine within 10 squares loses half its result bonus on combat skill checks for 1d4
rounds. This can also be applied to creatures with any cybernetic head implants, or
Skill Level individuals wearing powered armour.
Computers (90%)
Duration Advancement
1d4 rounds 99%: Machine loses all of its result bonuses on combat skill checks.
Resist
Resolve
Crippling Shot
Used With Effects
Action If damaged, target non-vehicle movement is reduced by half.
Skill Level
Archery skill
Duration Advancement
1 round 90%: The duration of the effect is increased to 2 rounds.
99%: If damaged, target non-vehicle movement is reduced to 1.
Resist
-
Cunning Strike
Used With Effects
Action If the target cannot defend itself, half the pet’s damage can be dealt against a specific
body location. Only the AP at that specific location (plus any natural armour) counts
Skill Level against this damage.
Pet’s Unarmed (90%)
Duration Advancement
Instant 99% The pet deals its full damage against that body location .
Resist
-
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Cut Off
Used With Effects
Reaction Choose either Drive or Pilot to use this manoeuvrewith when you take it. Prevent another
vehicle from moving through your square by making an opposed check versus their Drive
Skill Level or Pilot skill (whichever is appropriate).
Drive or Pilot (70%)
Duration Advancement
1 round -
Resist
Drive or Pilot
Damage Control
Used With Effects Requires Mechanical Toolkit
Action A weapon, vehicle or vehicle subsystem, starship hull or starship subsystem at or below 0
Hit Points gains 1d4 Hit Points at the end of the round.
Skill Level
Mechanic (50%)
Duration Advancement
1 round 70%: Damage repaired is increased by +1.
90%: Damage repaired is increased by +2.
Resist
99%: Damage repaired is increased by +3.
-
Danger Zone
Used With Effects
Reaction Choose either Drive or Pilot to use this manoeuvre with when you take it. Your chosen skill
gains +3 Critical Range and +3 Fumble Range while this manoeuvre is active.
Skill Level
Drive or Pilot (70%)
Duration Advancement
Concentration, or 1 minute 90%: The bonus increases to +4 Critical Range.
99%: The increase becomes +5 to Critical Range, and a roll of 100 is still a Fumble.
Resist
Drive or Pilot
Dash
Used With Effects
Movement Increase pet’s Movement rate this round by 50%.
Skill Level
Pet’s Athletics (70%)
Duration Advancement
Instant 90%: Double pet’s Movement rate for this round.
99%: Pass through an opponent’s space, but the pet must end on an empty square.
Resist
-
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Defensive Formation
Used With Effects
Action Every ally within 10 squares of you gain a +3% result bonus to any Evade, Block or Parry
Reactions.
Skill Level
Leadership skill
Duration Advancement
Concentration, or 1 minute 70%: The bonus is increased to +4%.
90%: The bonus is increased to +5%.
Resist
99%: The bonus is increased to +6%.
-
Deflect
Used With Effects
Reaction When Parrying a melee attack. your Melee skill result is increased by +4%.
Skill Level
Melee skill
Duration Advancement
Instant 70%: The bonus is increased to +6%.
90%: The bonus is increased to +8%.
Resist
99%: The bonus is increased to +10% and you can Parry ranged weapon attacks from
- Archery or Thrown Weapons.
Dervish
Used With Effects Light or No Armour Only
Reaction On your first successful Evade check for the round, gain 2 extra movement for this round.
You are immune to opportunity attacks from the first square of movement after using
Skill Level Dervish.
Evade (50%)
Duration Advancement
Instant 70%: The Movement bonus is increased to +3.
90%: The Movement bonus is increased to +4.
Resist
99%: The Movement bonus is increased to +5.
-
Disable Systems
Used With Effects Requires Infopad
Action You send conflicting instructions to a target Machine within 10 squares that causes
systems to reboot. Pick one of these effects:
Skill Level
• Machine is dazed for 1 round.
Computers (70%) • Machine is reduced to 1 movement for 1 round.
Duration • Machine is blind for 1 round.
Instant This can also be applied to creatures with any cybernetic implants (this damage bypasses
their armour as the device is already within their body) or those wearing powered armour.
Resist
Resolve Advancement
90%: Pick 2 different effects.
99%: Apply one of each effect.
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Disarm
Used With Effects
Action Use a Piercing melee weapon to attempt to disarm a weapon or shield from your
opponent’s hand. The attack deals no damage, but If they fail an opposed Brawn skill
Skill Level check, the weapon is dropped to the ground at their feet. You cannot add your Melee skill’s
Melee skill (70%) result bonus for this manoeuvre.
Duration Advancement
Instant 90%: If successful, the weapon is dropped to the ground 2 squares away.
99%: You may add half your Melee result bonus for this manoeuvre.
Resist
Brawn
Distract
Used With Effects Light or No Armour Only
Action Use a small rock or other object (usually easily found within reach unless the GM says
otherwise) and throw it nearby to distract a target. On a failed opposed Insight check, they
Skill Level turn in the direction you want them to.
Stealth skill
Duration Advancement
Instant 90%: Use this ability as a Reaction at any time.
99%: They cannot add their result bonus to their Insight check.
Resist
Insight
Distracting Pose
Used With Effects Light or No Armour Only
Action You pose to show off interesting parts of your body. If target of opposite sex* within 5
squares fails their Resolve check, make an attack against them as part of this action that
Skill Level they can’t defend.
Seduction (70%)
Duration Advancement
Instant 90%: The target is also dazed for 1 round.
99%: The target also loses their next action.
Resist
Resolve
Distracting Shot
Used With Effects
Action Your Archery attack also costs the target an extra Reaction to defend themselves.
Skill Level
Archery (70%)
Duration Advancement
Instant 90%: If damaged, the target is also dazed for 1 round.
99%: It costs 2 extra Reactions to defend this attack (total of 3 Reactions spent).
Resist
-
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Dominating Shout
Used With Effects
Action Enemies within 1 square of you have their Movement reduce by half for 1 round.
Skill Level
Intimidate skill
Duration Advancement
1 round 70%: You can make a separate melee attack as part of this action.
90%: The range is increased to 2 squares.
Resist
99%: Affected enemies have their Movement reduced to 1 for 1 round.
Resolve
Double Tap
Used With Effects
Action You may make a second attack with Firearms weapon (provided it has a second pre-
loaded shot to use) during your action without adding your result bonus.
Skill Level
Firearms (90%)
Duration Advancement
Instant -
Resist
-
Dragon Strike
Used With Effects Light or No Armour Only
Action Deal +1 damage and gain a +1% result bonus for this attack. Armour, shield & weapons
lose 1 AP if hit.
Skill Level
Martial Arts (50%)
Duration Advancement
Instant 70%: Damage & result bonus is increased to +2.
90%: Damage & result bonus is increased to +3.
Resist
99%: Damage & result bonus is increased to +4. You can target a weapon held by enemy
- within reach. Your attack applies half its damage directly to that weapon’s HP.
Emergency Wiring
Used With Effects Requires Electronic Toolkit
Action A high-tech weapon, turret, device, starship hull or starship subsystem at or below 0 Hit
Points gains 1d4 Hit Points at the end of the round.
Skill Level
Electronics (50%)
Duration Advancement
1 round 70%: Damage repaired is increased by +1.
90%: Damage repaired is increased by +2.
Resist
99%: Damage repaired is increased by +3.
-
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Epic Driver
Used With Effects
Action Choose either Drive or Pilot to use this manoeuvre with when you take it. Vehicle
manoeuvres don’t use Spirit Points while this manoeuvre is in effect.
Skill Level
Drive or Pilot (99%)
Duration Advancement
Concentration, or 1 minute -
Resist
Drive or Pilot
Evasive Attack
Used With Effects Light or No Armour Only
Reaction Use this before you attempt an Evade check against an attack. On a successful Evade,
make an instant attack with your current weapon. Do not apply your result bonus to this
Skill Level attack.
Evade (70%)
Duration Advancement
Instant 90%: Apply half of your result bonus to this attack.
99%: Apply your full result bonus to this attack.
Resist
-
Eviscerate
Used With Effects
Action Pet’s Unarmed attack deals +1 damage and if the target is damaged, they gain the bleed
condition.
Skill Level
Pet’s Unarmed skill
Duration Advancement
Instant 70%: Pet’s Unarmed attack deals +2 damage, target’s movement is halved for 1 round.
90%: Pet’s Unarmed attack deals +3 damage.
Resist
99%: Pet’s Unarmed attack deals +4 damage and the bleed condition is applied twice (to
- the usual maximum of three bleed effects.
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Fast Hack
Used With Effects
Action, but varies Your understanding of security systems allows you to hack them even while under
considerable time pressure. Your hacking attempt takes 1 minute instead of 1 hour.
Skill Level
Computers skill
Duration Advancement
Special 70%: Your hacking attempt takes 5 rounds (30 seconds).
90%: Your hacking attempt takes 3 rounds (18 seconds).
Resist
99%: Your hacking attempt takes 1 round (6 seconds).
Computers
Fast Repair
Used With Effects Requires Mechanical or Electronic Toolkit
Action The time to repair something with the associated skill is reduced to 2 minutes. If the target
takes damage during this time, the repair automatically fails.
Skill Level
Mechanic, Electronics,
Robotics or Repair (50%)
Duration Advancement
Varies 90%: Only 1 minute is required to repair the target.
99%: Repairs can be completed in 1 round.
Resist
-
Fast Salvage
Used With Effects Requires Mechanical Toolkit
Action The time to salvage Parts or Circuits is reduced by half.
Skill Level
Salvaging (50%)
Duration Advancement
Varies 70%: Only 5 minutes is required to salvage.
90%: Only 1 minute is required to salvage.
Resist 99%: Salvaging can be completed in 2 rounds.
-
Fast Traps
Used With Effects
Action Set up a trap that takes less than a minute as part of this action.
Skill Level
Mechanisms (70%)
Duration Advancement
Varies -
Resist
-
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Feint
Used With Effects
Action If the pilot of the target vehicle fails an opposed check, they cannot evade the next attack
against them this round.
Skill Level
Pilot (90%)
Duration Advancement
Instant 99%: You may also attack as part of this action.
Resist
Pilot
Finesse
Used With Effects
Action If your target fails an opposed Insight check, they cannot defend against your single-
handed piercing or laser damage attack.
Skill Level
Melee (70%)
Duration Advancement
Instant 90%: This attack gains a +2% result bonus and deals +2 damage.
99%: This attack gains a +4% result bonus and deals +4 damage.
Resist
Insight
First Strike
Used With Effects
Action If you hand(s) are free, you may draw any melee weapon you are carrying and attack with
it in the same action. The weapon is drawn even if this skill check is a failure or a fumble.
Skill Level
Melee (70%)
Duration Advancement
Instant 90%: Gain +2% result bonus for this attack.
99%: You may use this manoeuvre on your turn even during a round in which you are
Resist surprised.
-
Flying Kick
Used With Effects Light or No Armour Only
Action You must be at least 3 squares away from your target to use this manoeuvre.
You cannot move before or after this attack and must travel in a straight line to the target.
Skill Level Travel twice your Movement, then attack the target with a +5% result bonus & +2 damage.
Martial Arts (50%) You are subject to Opportunity attacks on the way to the target.
Duration Advancement
Instant 70%: If damaged, the target is also knocked prone.
90%: If damaged, the target is also stunned for 1 round.
Resist
99%: Deal +1 damage for each square moved on the way to the target, +5 maximum.
-
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Flying Tackle
Used With Effects
Action You must be at least 3 squares away from your target to use this manoeuvre.
You cannot move before or after this attack and must travel in a straight line to the target.
Skill Level Travel twice your Movement, then grapple the target with a +5% result bonus.
Brawn skill You are subject to Opportunity attacks on the way to the target. If you hit the target, you
both become prone and the target is restrained.
Duration Advancement
Instant 70%: The target takes 1d4 collision damage if you are successful.
90%: The target becomes pinned instead of restrained.
Resist
99%: Only half of the target’s result bonus can apply to defending this attack.
-
Focus Fire
Used With Effects
Action Your Heavy Weapon attack gains +2 damage and gain the Impact trait. You cannot move
before or after attacking.
Skill Level
Heavy Weapons skill
Duration Advancement
Instant 70%: Damage bonus is increased to +4.
90%: Damage bonus is increased to +6.
Resist
99%: Damage bonus is increased to +8.
-
Forward Stance
Used With Effects Light or No Armour Only
Reaction during your turn You adopt a posture that emphasises ferocity and power. Your Martial Arts attacks deal +2
damage. You can only use one stance manoeuvre at a time.
Skill Level
Martial Arts (90%)
Duration Advancement
Concentration, or 1 minute -
Resist
-
Forced March
Used With Effects
Action Every ally within 10 squares of you gains +1 Movement for the duration.
Skill Level
Leadership (50%)
Duration Advancement
Concentration, or 1 minute 90%: The Movement bonus is increased to +2.
99%: The Movement bonus is increased to +3.
Resist
-
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Free Running
Used With Effects Light or No Armour Only
Movement Ignore the penalties from difficult terrain.
Skill Level
Acrobatics skill
Duration Advancement
1 round 70%: Also scale a wall up to twice your height without affecting Movement.
90%: Take no damage or lose Movement from dropping up to 6 metres/yards.
Resist
99%: The duration of this effect becomes Concentration, or 1 minute.
-
Full Speed
Used With Effects
Action Choose either Drive or Pilot to use this manoeuvre with when you take it. Double your
Movement for this round. On a failed check, you still gain the Movement but you’re your
Skill Level Reactions until the start of your next turn. If you fumble the roll, the vehicle also takes its
Drive or Pilot skill own ram damage & loses all Movement.
Duration Advancement
Instant -
Resist
Drive or Pilot
Garrotte
Used With Effects Light or No Armour Only
Action Use this manoeuvre when you attack an unsuspecting target out of combat, while using a
Garrotte. The target starts to bleed and is restrained, and they cannot speak while under
Skill Level this effect. They can use their action to make a brawn skill check to break the restraint.
Stealth (70%)
Duration Advancement
Instant 90%: The target 2 bleed effects at once, to a maximum of 3 bleed effects.
99%: The target is also paralysed for 1 round.
Resist
Perception
God of War
Used With Effects
Action While this effect is active, your Heavy Weapons manoeuvres don’t use Spirit Points.
Skill Level
Heavy Weapons (99%)
Duration Advancement
Concentration, or 1 minute -
Resist
-
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Groin Strike
Used With Effects Light or No Armour Only
Action Attack an adjacent target for 1d4 bludgeoning damage +DM. If damaged, they become
dazed for 1 round. Only leg armour protects against this damage.
Skill Level
Seduction skill
Duration Advancement
Instant 70%: A damaged target is also rendered prone.
90%: A damaged target is stunned instead of dazed.
Resist
99%: A damaged target is nauseated for the rest of the combat.
Resolve
Handspring
Used With Effects Light or No Armour Only
Reaction at Any Time You may stand from prone by using a Reaction Point at any time, using none of your
Movement (instead of the usual half Movement cost).
Skill Level
Acrobatics (70%)
Duration Advancement
Instant 90%: You are invulnerable to opportunity attacks when you stand.
99%: You can draw or sheath weapon(s) no larger than Medium in size when you stand.
Resist
-
Harass
Used With Effects
Action The pet impairs the ability of an adjacent target to defend itself and attack. An adjacent
target that fails to resist this effect is reduced to 1 Movement for 1 round.
Skill Level
Pet’s Intimidate skill
Duration Advancement
Instant 70%: The target also needs to spend twice as many Spirit Points to use Psi Powers or
manoeuvres.
Resist 90%: The target loses its result bonus on resistance skill checks.
Resolve 99%: The target loses an action.
Headshot
Used With Effects
Action Can only use while prone. Don’t apply your result bonus to this attack. Only the target’s
head armour (plus any natural or energy AP) counts against this shot.
Skill Level
Firearms (99%)
Duration Advancement
Instant -
Resist
-
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Hurl
Used With Effects
Action This Thrown Weapon attack deals +2 damage.
Skill Level
Thrown Weapon skill
Duration Advancement
Instant 70%: Total damage bonus is increased to +4.
90%: Total damage bonus is increased to +6.
Resist
99%: Total damage bonus is increased to +8.
-
Impair Armour
Used With Effects
Action This attack deals no damage, but if it isn't resisted, choose one piece of worn armour on
the target to be wrenched slightly away from their body, removing its AP from their total.
Skill Level They must use an action to secure it and regain the benefit from that armour piece. You
Melee or Martial Arts skill cannot apply any result bonus to this attempt. Doesn't work against powered armour.
(90%)
Duration Advancement
Instant -
Resist
Evade or Block
Imposing Aura
Used With Effects
Action Your imposing visage weakens and distracts enemy attacks against you, effectively
making you tougher. Affected enemies deal -2 damage against you.
Skill Level
Intimidate (90%)
Duration Advancement
Concentration, or 1 minute 99%: The damage penalty is increased to -4.
Resist
Resolve
Joint Lock
Used With Effects Light or No Armour Only
Action Your successful attack forces the target to make an opposed Brawn chk. If they fail,
target’s arm is restrained. You may continue restraining them every round and still take
Skill Level actions with your free hand.
Martial Arts (70%)
Duration Advancement
Concentration, or 1 minute 90%: The target loses 1 Hit Point every round they are restrained in this way.
99%: The target limb cannot be used until victim is healed for at least 1 Hit Point.
Resist
-
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Kiss of Death
Used With Effects Light or No Armour Only
Action Use this on an adjacent target. If they fail their resistance check, you may attack them with
a Small weapon which ignores all Armour Points and cannot be defended against. This
Skill Level counts as an attack from stealth. If the target survives a successful attack, they cannot be
Seduction skill (99%) affected by this manoeuvre for the rest of the combat.
Duration Advancement
Instant -
Resist
Resolve
Lacerate
Used With Effects
Action Your Slashing, Cold or Plasma damage weapon attack deals +1 damage and if the target is
damaged, they gain the bleed condition.
Skill Level
Melee skill
Duration Advancement
Instant 70%: Your Slashing attack deals +2 damage and if damaged, target’s movement is halved
for 1 round.
Resist 90%: Your Slashing attack deals +3 damage.
- 99%: Your Slashing attack deals +4 damage and the bleed condition is applied twice, to
the usual maximum of 3 bleed effects.
Leap
Used With Effects
Movement Move only 1 square in place of your normal Movement. You are invulnerable to opportunity
attacks from the square you start on. If you leap inside the enemy’s Reach, they can use
Skill Level Counterattack Reaction to hit you.
Athletics skill
Duration Advancement
Instant 70%: Move 2 squares.
90%: Move 3 squares, and you may ignore difficult terrain for this movement.
Resist
99%: Move 4 squares, and you may ignore difficult terrain for this movement.
-
Lunge
Used With Effects
Action Your Piercing or Laser damage weapon deals +1 damage and it gains Reach for this
attack. If the weapon already has Reach, it gains Longreach. Longreach weapons gain (you
Skill Level guessed it!) +1 square range.
Melee skill
Duration Advancement
Instant 70%: Your Piercing attack deals +2 damage.
90%: Your Piercing attack deals +3 damage.
Resist
99%: Your Piercing attack deals +4 damage and if damaged, causes the target to bleed.
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Maul
Used With Effects
Action Pet’s Unarmed attack gains +3 damage. The pet cannot move before or after attacking.
Skill Level
Pet’s Unarmed skill (70%)
Duration Advancement
Instant 90%: Damage bonus is increased to +6.
99%: Damage bonus is increased to +9.
Resist
-
Mind Speech
Used With Effects Mentari Species
Reaction at any time Communicate with any other willing (living) creature using basic telepathy
to convey thoughts and images within 10 squares. Doesn’t detect the
Skill Level presence of psychics, sight must first be made before use.
Resolve skill
Duration Advancement
Concentration, or 1 hour 70%: The range is increased to 50 squares.
90%: The range is increased to 100 squares.
Resist 99%: The range is increased to 200 squares, and you can detect psychics in this range on
- an opposed skill check.
Misdirect
Used With Effects Light or No Armour Only
Action If your target fails an opposed Insight check, they cannot defend against your martial arts
attack.
Skill Level
Martial Arts (70%)
Duration Advancement
Instant 90%: If the target fails their Insight check, they are also disarmed.
99%: If the target fails their Insight check, and you have a spare hand, you take their
Resist weapon after the attack is complete.
Insight
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Multi-Shot
Used With Effects
Action Use 1 extra ammo for this shot and add an additional damage dice to the result. This
attack does not apply any skill result bonus.
Skill Level
Archery (99%)
Duration Advancement
Instant -
Resist
-
Muzzleloader
Used With Effects
Action One of your black powder gun's barrels is reloaded during this action.
Skill Level
Firearms at 90%
Duration Advancement
Instant -
Resist
-
Narrow Escape
Used With Effects Light or No Armour Only
Reaction to damage Through quick reflexes, reduce incoming damage by 2 Hit Points.
Skill Level
Evade skill
Duration Advancement
Instant 90%: Reduce incoming damage by 3 Hit Points.
99%: Reduce incoming damage by 4 Hit Points and ignore the slowed condition.
Resist
-
Nerves of Steel
Used With Effects
Reaction When resisting any effect that requires a Resolve check, your Resolve skill result is
increased by +4%.
Skill Level
Resolve
Duration Advancement
Instant 70%: The bonus is increased to +6%.
90%: The bonus is increased to +8%.
Resist
99%: The bonus is increased to +10%.
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Opening Salvo
Used With Effects
Action Your Firearms attack also costs the target an extra Reaction to defend themselves.
Skill Level
Firearms (70%)
Duration Advancement
Instant 90%: If damaged, the target is also dazed for 1 round.
99%: It costs 2 extra Reactions to defend this attack (total of 3 Reactions spent).
Resist
-
Order of Battle
Used With Effects
Action You may rearrange the initiative order of your party as desired. The enemy's initiative
position is unaffected.
Skill Level
Leadership (90%)
Duration Advancement
Instant -
Resist
-
Overpower
Used With Effects
Reaction at any time Your Melee, Unarmed or Martial arts attacks require 2 Reactions to defend against while
this ability is in effect.
Skill Level
Intimidate (70%)
Duration Advancement
Concentration, or 1 minute -
Resist
-
Passionate Stare
Used With Effects Light or No Armour Only
Action Target of opposite sex* within 10 squares must make an opposed Resolve skill check or
their Critical Range on all skills is reduced by -2. If the target moves out of range, the effect
Skill Level is lost.
Seduction skill
Duration Advancement
Concentration, or 1 minute 70%: The Critical Range penalty is increased to -3.
90%: The Critical Range penalty is increased to -4.
Resist
99%: The Critical Range of the target’s skills is reduced to 0.
Resolve
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Phase
Used With Effects Veiran Species
Reaction If you succeed at an opposed Psychic check against a non-psychic attack against you, the
attack passes straight through you without damaging you. This manoeuvre doesn’t work if
Skill Level the Coalesce manoeuvre is in effect.
Psychic (70%)
Duration Advancement
Instant 90%: Gain a +10% result bonus to your psychic skill when using this ability.
99%: Reappear at any point within your Movement range. This movement is not subject
Resist to Opportunity Attacks.
-
Piledriver
Used With Effects
Action Pick up & slam an adjacent target no heavier than your Max Lift score to the ground. Deals
your Damage Modifier as collision damage and renders the target stunned for 1 round and
Skill Level prone.
Brawn (99%)
Duration Advancement
Instant -
Resist
Brawn or Evade
Possess
Used With Effects Veiran Species
Action Take control of an adjacent non-sentient creature or electronic device, such as an animal,
robot or turret, if they fail an opposed Resolve check. While possessing the subject, your
Skill Level body is inside theirs. You use the subject’s abilities on a turn-by-turn basis until you leave
Psychic (70%) or it is destroyed, but all skill checks are made with your Psychic skill. You are nauseated
for 1 minute after this effect ends, including if the subject is destroyed.
Duration Advancement
Concentration, or 1 minute 90%: You are only dazed instead of nauseated when the effect ends.
99%: You are dazed for 3 rounds instead of 1 minute when the effect ends.
Resist
Resolve
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Pounce
Used With Effects Venator Species
Action You must be at least 3 squares away from your target to use this manoeuvre.
You cannot move before or after this attack and must travel in a straight line to the target.
Skill Level Travel twice your Movement, then attack the target with a +5% result bonus & +4 damage,
Unarmed/Martial Arts skill and the target becomes restrained.
You are subject to Opportunity attacks on the way to the target.
Duration Advancement
Instant 70%: If damaged, the target is also knocked prone.
90%: If damaged, the target is also stunned for 1 round.
Resist
99%: Deal +1 damage for each square moved on the way to the target, maximum of +10.
-
Power Spike
Used With Effects Requires Infopad
Action You send instructions to a target Machine within 10 squares that causes a power spike. It
takes 1d6 electrical damage on a failed Resistance check. This can also be applied to
Skill Level creatures with any cybernetic implants (this damage bypasses their armour as the device
Computers skill is already within their body) or those wearing powered armour.
Duration Advancement
Instant 70%: Damage is increased to 1d6+2.
90%: Damage is increased to 1d6+4.
Resist
99%: Damage is increased to 1d6+6.
Endurance
Pro Swimmer
Used With Effects Light or No Armour Only
Movement While in Light or no armour, move at your normal Movement rate while in water.
Skill Level
Athletics (50%)
Duration Advancement
Concentration, or 1 Minute 70%: You can hold your breath for twice the normal time.
90%: Ignore the -20% penalty while swimming in Medium Armour.
Resist
99%: You can swim at your normal Movement speed.
-
Prowl
Used With Effects
Action Use this manoeuvre when you attack an unsuspecting target out of combat. The first
attack from stealth deals +3 damage.
Skill Level
Pet’s Stealth skill (70%)
Duration Advancement
Instant 90%: Damage is increased to +6.
99%: The target is also stunned for 1 round.
Resist
Perception
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Precise Aim
Used With Effects
Action When using a Longarm with the Oneshot trait, target a specific subsystem on a vehicle.
You lose your result bonus on this attack, but if successful, damage is applied to
Skill Level subsystem instead of vehicle’s HP, after going through shields and armour. If targeting a
Firearms (90%) stationary object that doesn’t have a chance to defend, you instead have a -20% skill
penalty.
Duration Advancement
Instant 99%: You may apply half your result bonus. Attacks against stationary targets your
penalty is reduced to -10%.
Resist
-
Quick Spot
Used With Effects
Reaction during your Turn Make a Perception check to spot a hidden object or creature, without your result bonus.
Skill Level
Perception (70%)
Duration Advancement
Instant 90%: Add half your result bonus to the check.
99%: Add your full result bonus to the check.
Resist
-
Quick Fix
Used With Effects
Reaction on your Turn Fix a weapon that was jammed, or otherwise rendered inoperative as a result of a Fumbled
roll. You cannot move before or after using this ability.
Skill Level
Ranged weapon (70%)
Duration Advancement
Instant -
Resist
-
Quiet Throw
Used With Effects
Action This attack deals +3 damage from stealth.
Skill Level
Thrown Weapon (50%)
Duration Advancement
Instant 70%: Damage bonus is increased to +6.
90%: If successful, this attack doesn’t break stealth for you.
Resist
99%: Damage bonus is increased to +9.
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Rally
Used With Effects
Action Allies in combat within 10 squares don't use Spirit Points when using manoeuvres on their
turn.
Skill Level
Leadership (70%)
Duration Advancement
1 round 90%: Allies also ignore the effects of the fatigued or nauseated conditions.
99%: Allies also gain +1 Spirit Point, cannot go above their maximum.
Resist
-
Rapid Shot
Used With Effects
Action You may make a second attack with your Bow or Crossbow (provided it has a second pre-
loaded shot to use) during your action without adding your result bonus.
Skill Level
Archery (90%)
Duration Advancement
Instant -
Resist
-
Raw Sexuality
Used With Effects Light or No Armour Only
Action Damage your torso armour (for 1 AP) and clothing. Targets of opposite sex* within 10
squares attempting to attack you must first make an opposed Resolve skill check or lose
Skill Level the rest of their turn.
Seduction (90%)
Duration Advancement
Concentration, or 1 minute 99%: Targets trying to attack you cannot apply their result bonus to the Resolve check.
Resist
Resolve
Reposition
Used With Effects
Action Target ally within 10 squares of you is immune to Opportunity attacks during their turn.
Skill Level
Leadership skill (90%)
Duration Advancement
1 round 99%: Their Movement during their turn is also increased by +2.
Resist
-
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Restore Robot
Used With Effects Requires Electronic or Mechanical Toolkit
Action A robot at or below 0 Hit Points gains 1d4 Hit Points at the end of the round.
Skill Level
Robotics (50%)
Duration Advancement
1 round 70%: Damage repaired is increased by +1.
90%: Damage repaired is increased by +2.
Resist
99%: Damage repaired is increased by +3.
-
Resuscitate
Used With Effects
Action Living character re-rolls Endurance chk vs. death if this manoeuvre is performed within 1
min of their death.
Skill Level
First Aid (70%)
Duration Advancement
Instant 90%: Add +10 to the character’s skill for their Endurance check.
99%: The target character avoids gaining a lasting injury or being maimed.
Resist
-
Roar
Used With Effects
Action You let out a bellowing roar, which causes adjacent enemies who fail their opposed
Resolve check to become frightened for 1 round.
Skill Level
Intimidate (50%)
Duration Advancement
1 round 70%: Range is increased to 2 squares.
90%: Range is increased to 3 squares.
Resist
99%: Victims instead become terrified.
Resolve
Rock Solid
Used With Effects Carapan Species
Action Reduce your Movement to 0 and gain +3 Natural Armour for duration. You cannot make
Evade skill checks during this time.
Skill Level
Endurance (50%)
Duration Advancement
Concentration, or 1 minute 70%: The bonus is increased to +4.
90%: The bonus is increased to +5.
Resist
99%: This manoeuvre can be activated with a Reaction at any time.
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Roundhouse Kick
Used With Effects Light or No Armour Only
Action Unarmed attack deals +2 damage and you have Reach for this attack.
Skill Level
Martial Arts skill
Duration Advancement
Instant 70%: Damage increases to +4 and if damaged, target is also prone 1 round.
90%: Damage increases to +6 and if damaged, target is also dazed 1 round.
Resist
99%: Damage increases to +8 and if damaged, target is also stunned 1 round.
-
Second Wind
Used With Effects
Action While in combat, gain +1 Hit Point for every Spirit Point you spend. You can spend up to 2
Spirit Points this way at once. Doesn’t stop bleed. No effect on robots/automatons.
Skill Level
Endurance (70%)
Duration Advancement
Instant 90%: Spend up to 3 Spirit Points.
99%: Spend up to 4 Spirit Points and remove 1 bleed condition.
Resist
-
Shadow Strike
Used With Effects
Action This attack deals +2 damage from stealth.
Skill Level
Archery (50%)
Duration Advancement
Instant 70%: Damage bonus is increased to +4. If successful, this shot doesn’t break your
stealth.
Resist 90%: Damage bonus is increased to +6.
- 99%: Damage bonus is increased to +8.
Shapeshift
Used With Effects Shifter Species
Action Alter your physical appearance to mimic that of an object or creature up to 3 squares in
height, or as small as half your height. Machines imitated do not have moving parts, but
Skill Level otherwise you appear just like them. You can appear as any generic example of a given
Disguise skill creature, but to imitate a specific creature or object, you must first touch it. This imprint
lasts for 24 hours. Also; You do not gain any special abilities of the creature & cybernetics,
pharmaceuticals & equipment beyond clothing are not duplicated with this ability.
Duration Advancement
Concentration, or 1 minute 70%: You can imitate the voice patterns of the creature you’re imitating.
90%: You gain the movement ability of the creature you’re imitating. E.g. flight, speed etc.
Resist
99%: Duration is increased to Concentration, or 1 hour.
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Sharp Turn
Used With Effects
Action Choose either Drive or Pilot to use this manoeuvre with when you take it. You can turn 90
degrees without using any Movement points.
Skill Level
Drive or Pilot (70%)
Duration Advancement
Instant 90%: You can turn up to 180 degrees without using any Movement points.
-
Resist
-
Shield Bash
Used With Effects
Melee Action When you successfully attack with a melee weapon, also separately apply damage from
your shield. If damaged, the target becomes dazed for 1 round. Shield cannot be used to
Skill Level Block attacks until the start of your next turn, unless it has the Light trait.
Shields (70%)
Duration Advancement
Instant 90%: Instead of dazed, damaged target becomes stunned for 1 round.
99%: Your Damage Modifier is doubled for your shield bash.
Resist
-
Sideswipe
Used With Effects
Action Pull alongside another vehicle and while your left or right side is facing them, make an
opposed Drive skill check to attack that vehicle. If successful, deal the vehicle’s ram
Skill Level damage number to the target’s side.
Drive (50%)
Duration Advancement
Instant 70%: Increase the damage dealt by +3.
90%: Increase the damage dealt by a total of +6.
Resist
99%: Increase the damage dealt by a total of +9.
Drive
Skewer
Used With Effects
Action If this attack deals damage to the target, it becomes lodged in their body and they gain the
bleed condition. No effect will remove this condition until they take an action to remove
Skill Level the weapon, and when they do, they become nauseated for 1 round afterwards.
Thrown Weapon skill
Duration Advancement
1 minute 70%: This hit also halves their Movement until removed.
90%: The bleed condition is applied twice, up to the usual maximum of 3 bleed effects.
Resist
99%: This attack deals +3 damage.
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Slayer
Used With Effects
Action If the target of this attack cannot or will not defend themselves, you deal maximum
damage.
Skill Level
Melee (99%)
Duration Advancement
Instant -.
Resist
-
Smash Barrier
Used With Effects
Action Use a weapon or your Unarmed attack against a door, lock, chest, or some other small
object (or even a thin wall!) Deal x2 your Damage Modifier for this attack.
Skill Level
Brawn skill
Duration Advancement
Instant 70%: Add +2 damage to this attack.
90%: Your Critical Range for this manoeuvre is increased by +5.
Resist
99%: Instead of doubling your Damage Modifier, double all of your damage.
-
Soft Step
Used With Effects Light or No Armour Only
Movement While in Light or no armour, your Stealth skill result bonus is increased by +4%.
Skill Level
Stealth skill
Duration Advancement
Concentration, or 1 minute 70%: The bonus is increased to +6%.
90%: The bonus is increased to +8%.
Resist
99%: The bonus is increased to +10%.
-
Sprint
Used With Effects
Movement Increase your Movement rate this round by 50%.
Skill Level
Athletics skill
Duration Advancement
Instant 70%: Double your Movement rate for this round.
90%: Pass through an opponent’s space, but you must end on an empty square.
Resist
99%: Triple your Movement rate for this round.
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Stock Slam
Used With Effects
Action Make a melee attack with your pistol or longarm against an adjacent target. It deals 1d6
bludgeoning damage, but only the target’s Head AP counts against this attack, and you
Skill Level don’t add your skill‘s result bonus to the roll, or your Damage Modifier.
Firearms skill
Duration Advancement
Instant 70%: If damaged, the target is dazed for 1 round.
90%: Add your Damage Modifier.
Resist
99%: Apply half your result bonus to this attack.
-
Sunder
Used With Effects
Action Attack your target’s weapon or shield with a bludgeoning weapon without applying any
Result Bonus to the roll. If your attack is successful, apply your weapon’s damage dice
Skill Level without the Damage Modifier directly to the weapon or shield (treat a shield’s AP as HP for
Melee (70%) this attack).
Duration Advancement
Instant 90%: Apply half your Result Bonus to this attack.
99%: Apply your full Result Bonus to this attack.
Resist
Insight
Swerve
Used With Effects
Reaction Choose either Drive or Pilot to use this manoeuvre with when you take it. Add +4% to the
result when you evade an attack while operating a vehicle.
Skill Level
Drive or Pilot skill
Duration Advancement
Instant 70%: The bonus increases to +6%
90%: The bonus increases to +8%
Resist
99%: The bonus Increases to +10%
-
Tactical Strike
Used With Effects
Action During their turn, the attacks of target ally in combat within 10 squares require 2 Reactions
to defend against.
Skill Level
Leadership (70%)
Duration Advancement
1 round -
Resist
-
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Taunt
Used With Effects
Action The target of this effect within 5 squares is subjected to ridicule and jeers, forcing them to
attack you with whatever abilities they have for 1 round.
Skill Level
Intimidate skill
Duration Advancement
Instant 70%: Gain a +5% result bonus on this effect.
90%: You can affect 2 targets within range at once.
Resist
99%: You can affect 3 targets within range at once.
Resolve
Target Subsystem
Used With Effects
Action Target a specific subsystem on a vehicle. You lose your result bonus on this attack, but if
successful, damage is applied to subsystem instead of vehicle’s HP, after going through
Skill Level shields and armour. If targeting a stationary object that doesn’t have a chance to defend,
Heavy Weapons (70%) you instead have a -20% skill penalty.
Duration Advancement
Instant 99%: You may apply half your result bonus. Attacks against stationary targets have the
penalty reduced to -10%.
Resist
-
Toughness
Used With Effects
Action Gain +2 Natural Armour. Your Movement is reduced by half.
Skill Level
Endurance (70%)
Duration Advancement
Concentration, or 1 minute 90%: When an effect stuns or dazes you, make an opposed Endurance check to resist it.
99%: The Armour bonus is increased to +3. Your Movement is only reduced by -2.
Resist
-
Tower of Will
Used With Effects
Action Ignore the effects of the frightened or dazed conditions for the duration.
Skill Level
Resolve skill (70%)
Duration Advancement
Concentration, or 1 minute 90%: Also gain +5 AP vs shadow damage and ignore the addicted condition.
99%: Also ignore the stunned and terrified conditions.
Resist
-
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Trample
Used With Effects
Action Your pet must be at least 3 squares away from the target to use this manoeuvre.
You cannot move before or after this attack and must travel in a straight line to the target.
Skill Level Travel twice your pet’s Movement, travelling through the square of a prone target, or one
Pet’s Unarmed skill (90%)
that is no more than half your pet’s size. If they do not evade the attack, they take the pet’s
Duration Damage Modifier as collision damage. The pet is subject to Opportunity attacks on the
Instant way to the target.
Resist Advancement
-
99%: A damaged target is also stunned for 1 round.
Tumble
Used With Effects Light or No Armour Only
Reaction When evading a melee attack, your Evade skill result is increased by +4%.
Skill Level
Evade
Duration Advancement
Instant 70%: The bonus is increased to +6%.
90%: The bonus is increased to +8%.
Resist
99%: The bonus is increased to +10% and you can use this effect for any Evade check.
-
Vanish
Used With Effects Light or No Armour Only
Reaction at any time While in cover, instantly regain stealth.
Skill Level
Stealth skill (70%)
Duration Advancement
Instant 90%: You can use a smoke bomb or grenade as part of this Reaction to create cover.
99%: You receive a +10% result bonus to your stealth checks for the next round.
Resist
-
War Cry
Used With Effects
Action Your thunderous shout rattles the nerves of your enemies. Non-machine enemies within 2
squares take 1 collision damage and any Concentration abilities they’re maintaining end.
Skill Level
Intimidate (70%)
Duration Advancement
Instant 90%: Affected enemies can’t apply their Damage Modifier to attacks for 1 round.
99%: Enemies in range also have 0 Critical Range to all skills for 1 round.
Resist
Resolve
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War Leader
Used With Effects
Action A chosen ally within 10 squares of you gains an additional action on their next turn.
Skill Level
Leadership (99%)
Duration Advancement
1 round -
Resist
-
Warning Shout
Used With Effects
Reaction Use this manoeuvre when an ally within 10 squares comes under attack. That ally doesn’t
use a Reaction when defending themselves.
Skill Level
Leadership (70%)
Duration Advancement
Instant -
Resist
-
Whirlwind Attack
Used With Effects Light or No Armour Only
Action Your empty-handed or weapon-based Martial Arts attack also hits a target adjacent to your
primary target, provided it is within your weapon reach.
Skill Level
Martial Arts (70%)
Duration Advancement
Instant 90%: Choose to attack all targets within your reach, but don’t apply your Damage
Modifier.
Resist 99%: Choose to attack all targets within your reach, dealing regular damage.
-
Zen Master
Used With Effects Light or No Armour Only
Reaction at any time The first Martial Arts manoeuvre used in a round don’t use Spirit Points
Skill Level
Martial Arts (99%)
Duration Advancement
Concentration, or 1 minute -
Resist
-
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GLOSSARY CONTENTS
Psi Powers
Mental energy is generated by living beings and psi power, in a way, is the art of concentrating and controlling that
energy, allowing the practitioner or ‘psychic’ to manipulate mental and physical objects around them through the power
of thought alone.
How widespread Psi Powers are used depends on the campaign setting and the Game Master. It’s a good idea to
limit access to Psi Powers in most settings, allowing the disciplines to remain rare, elusive and mysterious, though
some settings could have Psi Powers used far more commonly than this. Generally, Psi Powers should be something to
be respected and feared. There are limits to the effect of Psi Powers - wearing medium or heavy armour increases the
cost of using psi powers.
Becoming a Psychic
Psychic powers are something intrinsic to certain character backgrounds and cannot be learned any other way, the
one exception being the Veiran species, all of whom have the psychic skill by default.
Starting Abilities
If you begin with the Psychic skill, you gain 1 discipline.
Result Effect
Critical Success Your discipline goes off with little effort and doesn’t cost any Spirit Points. If it’s a damage
discipline, you can choose to roll an extra dice of damage instead.
Success The discipline works successfully.
Failure The discipline does not work and you lose the Spirit Points spent.
Fumble Disaster. The discipline does not work and you lose double the Spirit Points spent.
Concentration Disciplines
Some disciplines list their duration as ‘Concentration, or X minutes’. These require the character to maintain
concentration in order to sustain the effect. If they fall unconscious, or take a Serious or Major Wound, the effect ends.
Only one concentration effect can be maintained at a time. To activate a new discipline that requires concentration, they
must first dismiss the current effect as a free action, and for the duration of the discipline, the character must stay
within the range of their subject or concentration is instantly broken.
When making contested rolls against the subject of a concentration effect, a fresh opposed check is made by both
characters each time. Each round thereafter, the afflicted creature gets another attempt to break free, making the
appropriate skill check against the character’s skill.
Finally, if the end of the allotted time for a concentration effect is reached (usually 1 minute), the discipline effect
ends unless the character spends spirit points to continue the effect. There’s no need to make another skill check to
accomplish this.
Traits
All disciplines have traits, as listed below:
Trait Description
Activation Time Usually 1 action, but sometimes a minute, an hour, or with a Reaction.
Range The discipline’s target must be within this range, usually listed in squares (metres or yards,
depending on the measurement system you’re using). Disciplines with a range of To uch require the
psychic to be standing within reach of the target. Only a light touch is required.
Duration Instant disciplines occur immediately and have no duration. Otherwise, the discipline lasts for the
listed time.
Concentration disciplines require the psychic to maintain concentration to continue the discipline.
Resist The target makes a resistance check of this type to avoid some or all of the discipline’s effects.
Advancement Additional effects that can either replace or augment the baseline effect as skill increases.
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Psi Disciplines
Psi disciplines is the term used to describe mental powers, thought to be witchcraft in a time long past. These can
manifest in just about anyone given the right background, and can be a very useful tool and in some cases, a weapon.
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Discipline List
Akashic Trance
Used With ‘Akash’ is from an ancient and mostly forgotten language, meaning ‘aether’ or ‘sky’. It
Action also pertains to a psychic imprint upon the fabric of the Aether whereupon every thought
and every event in the history of the universe is recorded. This is known as the Akashic
Range Record, and it is accessible by well-practiced ranks of the psychic arts.
Self Sifting through so much information and determining what is real from what is simply
Duration the projected dream-states of mortals takes a great deal of effort. Thus, a psychic must
enter a trance-like state in order to reach out and tap into the record. If successful, the
10 minutes
psychic has access to an abundance of information relevant to their current needs, and
Resist can essentially learn the answer to any one question.
- The psychic goes into a trance state, and then spends the next 10 minutes attempting
to read the Akashic Record. During this time, the psychic will speak the information aloud,
but they will be completely unaware of this fact. Someone else will need to be present to
record the information being imparted. When the psychic awakens after one hour, they
will have no conscious recollection of the experience.
If the player’s Psychic skill check is successful, the Game Master makes a roll and
consults the following table before imparting answers to your question.
Advancement
70%: Learn the answer to 2 questions.
90%: Learn the answer to 3 questions.
99%: Learn the answer to 4 questions.
Bend Light
Used With This ability allows the psychic to mentally divert the course of light around the
Action subject’s body, granting Stealth result bonus while the psychic continues to concentrate.
Range This ability can even be used in full sight of an opponent (i.e. without needing cover), only
requiring an opposed check to be successful.
Self
• Gain a +6% result bonus on Stealth skill checks.
Duration • Use in the open while in direct sight of targets.
Concentration, or 1 minute
Resist If used with a Psi Console on a starship, the ship gains the bonus to its Stealth Mode
- checks by the Science officer. In all respects, it functions just like a cloaking device.
Advancement
70%: The bonus increases to +12%.
90%: The subject becomes invisible, but this effect ends if the user activates a psychic ability, attacks or damages
another character or object.
99%: The subject becomes invisible and they can use Small weapons without breaking this effect.
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Circuit Spike
Used With Although machines are impervious to many of your mental abilities, they are not
Action completely invulnerable. By agitating circuitry with your mind, you are able to deal
Range electrical damage to one target machine by manipulating their onboard power.
• Deal 1d6 electrical damage to a target they fail an opposed Endurance skill
10 squares
check.
Duration • This discipline has no effect on living creatures, only machines.
Instant
Resist If used with a starship Psi Console, the target can use Shields to defend against this
Endurance attack.
Advancement
70%: Increase the range to 15 squares and deal +3 damage.
90%: Increase the range to 20 squares and deal +6 damage.
99%: Increase the range to 25 squares and deal +10 damage.
Cryokinesis
Used With You are able to manifest a blast of icy air which shoots forth from your outstretched
Action hand to a target creature in range.
Range • Deal 1d10 cold damage to a target if they fail an opposed Endurance skill check.
On a successful check, the damage is halved.
10 squares
Duration
Instant
Resist
Endurance
Advancement
70%: +5 damage, & if the resistance check is failed, they are slowed for 1 rd.
90%: The damage bonus is increased to +10, & the spell affects everything in a line between you and the target.
99%: The damage bonus is increased to +15, & if the resistance check is failed, they are stunned for 1 rd.
Defy Gravity
Used With Your footsteps become so light that you can step on the slimmest branch without
Action bending it, or even walk on water, leaving barely a ripple from your passing. If you fall, you
glide to the ground unharmed. The maximum weight for this discipline is your own body
Range
plus a maximum of 100kg (220lb) for all you are carrying. Going above this weight
Self
negates the discipline’s effects.
Duration
Concentration, or 1 minute If used with a starship Psi Console, the ship gains +2% agility and advances as:
Resist 70%: +4% Agility
- 90%: +6% Agility
99%: +8% Agility
Advancement
70%: Levitate up or down at half your normal movement rate.
90%: Fly around at will, at your normal movement rate. The duration is increased to Concentration, or 1 hour.
99%: Fly around at will, at double your normal movement rate. Your maximum carry weight is also doubled.
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Dimensional Shunt
Used With You create a localised wormhole and instantly reappear in a space of your choosing
Movement within 10 squares of the space you vanished from, provided you can directly see it, either
Range through your own eyes or via another method. You are not subject to any movement
restrictions or opportunity attacks.
10 squares
Duration
Instant
Resist
-
If used with a starship Psi Console, you can send a willing, adjacent target to a ship within range, but they can use a
defensive reaction with the shields to prevent this from working. Your ship must have conducted a tactical scan on the
ship in order to choose the destination target, otherwise you roll on the critical location table, and that’s the location
the subject appears.
You can bring willing targets in range to your location so long as you can see them, or detect a specific radio signal.
Cloaking or shields can again prevent this from happening.
Advancement
70%: Increase the range of effect by 10 squares.
90%: You can take along one willing target that you’re touching.
99%: Choose a target creature in range. If they fail an opposed Resolve skill check, they swap positions with you.
Discord
Used With You emit powerful psychic disruptions to the minds of chosen targets within range,
Action upsetting their equilibrium and causing a sudden flash of pain in their head. This
discipline has no effect on non-living entities.
Range
• Deal 1d4 shadow damage to targets in a 1 square radius of the target point if
10 squares
they fail an opposed Resolve skill check.
Duration • Targets who fail their check are also nauseated for 1 round.
Instant
Resist
Resolve
Advancement
70%: Add +1 damage.
90%: The duration of the nauseated condition is now 2 rounds.
99%: Increase the area of effect to 2 squares from the target point, and the damage bonus increases to +2.
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Fortified Body
Used With You toughen your skin using your mental power, becoming more resistant to damage
Reaction at any time and pain. As your skill increases, your ability to withstand damage increases with it.
Range • Gain +1 Natural Armour.
Self
If used with a starship Psi Console, the ship gains +1 Energy Armour and advances as:
Duration 70%: +2 Energy Armour
1 hour 90%: +3 Energy Armour
Resist 99%: +4 Energy Armour
-
Advancement
70%: The armour bonus increases to +2 Natural Armour.
90%: The armour bonus increases to +3 Natural Armour and you are also immune to becoming dazed.
99%: The armour bonus increases to +4 Natural Armour and you are also immune to becoming stunned.
Ignore Condition
Used With Choose one condition affecting you. While you maintain this discipline, you are
Reaction at any time unaffected by the effects of that condition, but they return when this discipline ends.
Range
Self
Duration
Concentration or 1 minute
Resist
-
Advancement
70%: This ability can be applied to any willing individual you touch.
90%: You can ignore the effects of 2 conditions at once.
99%: The duration becomes Concentration, or 1 hour.
Incite Passion
Used With Choose a creature within range. That creature must make an opposed Resolve skill
Action check or it becomes filled with lustful passion and immediately seeks out the closest
member of the opposite gender (or the same, if so inclined). They engage their chosen
Range
paramour in a passionate kiss, distracting the subject of their passions and causing them
10 squares
to become slowed for the duration. This discipline has no effect on non-living entities.
Duration Each round, the target can make an opposed Resolve check to break free of the
Concentration or 1 minute charm, at which point they regain control of their faculties. If anyone directly affected by
Resist this discipline is attacked or injured, the effect is immediately broken.
Resolve
Advancement
70%: The victim of the target’s advances loses their action instead.
90%: The target can only apply half their Resolve result bonus.
99%: Affect an additional target.
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Locate
Used With This discipline reveals the location of small objects of 2 ENC or less within range. The
Action object must be known or previously seen by the psychic, and pictured within their mind
Range when they use this discipline.
50 squares
Duration
Instant
Resist
-
Advancement
70%: The size of the object increases to 5 ENC, and the range is doubled to 100 squares.
90%: You can locate the owner of an object you’re touching if they’re within 2km (1.2mi).
99%: The maximum range for both uses of this discipline increases to 1000km (600mi).
Master of Fear
Used With You have mastered fear within yourself, and can project it to others. The target of this
Action discipline must make an opposed Resolve check or become frightened for 1 round.
Range
10 squares
Duration
1 round
Resist
Resolve
Advancement
70%: Alternatively, the target of this discipline is instantly calmed, removing the frightened condition.
90%: The target of this disciplined instead becomes terrified for 1 round, and frightened for 1 minute afterwards.
99%: Choose to affect targets in a 1 or 2 square radius.
Matter Alignment
Used With When you use this discipline, you are able to quickly move through solid material or
Action allow it to pass through you without effect. Nothing of your presence remains visible or
otherwise detectable by your passage. It lasts long enough to enable you to move through
Range
30cm (1 foot) of matter, such as a wall or heavy doorway. If the discipline ends while you
10 squares
are still within solid matter, if for example it’s thicker than 30cm, you are expelled at the
Duration nearest exit point. If completely surrounded by solid material of greater thickness than
Instant this, you die instantly, buried within.
Resist
-
Advancement
70%: You can move through 60cm (2 foot) of matter.
90%: Use this ability on an adjacent, willing, living creature you touch, taking them along with you. This costs 1 extra
Spirit Point.
99%: Use this ability on up to 3 adjacent, willing, living creatures you touch, taking them along with you. This costs 2
extra Spirit Points.
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Mental Projection
Used With You reach into the mind of a creature within range that you can see and craft a
Action projection that takes root in the creature’s thoughts. The target must make an opposed
Range Resolve skill check. On a failed check, you create an illusory object, creature, or other
phenomenon of your choice that is visible only to the target. On a successful check, the
10 squares
target is unaffected and can reroll future failed Resolve checks against the psychic for the
Duration next minute.
Concentration or 1 minute • The projection includes sound, temperature and other stimuli evident only to the
Resist creature.
Resolve • The projection can appear to occupy up to 1 cubic square by default.
• The projection is imperfect, and a target affected by this discipline makes an
opposed Resolve check every round to spot a flaw and thus, disbelieve the
projection. If the projection is very much out of place or difficult to believe, they gain
a +20% bonus to their Resolve skill for the roll. On a successful check, the discipline
ends.
• If the projection involves an image of something harmful to the character, such as
being bathed in fire or attacked by wild dogs, at the start of your turn the subject
takes 1d4 shadow damage.
While a target is affected by the discipline, it treats the phantasm as if it were real and
rationalizes any illogical outcomes from interacting with the illusion. For example, a target
attempting to walk across a phantasmal bridge that spans a chasm will fall once it steps
onto the bridge. If the creature survives the fall, it still believes that the bridge exists, and
comes up with some other explanation for its fall—it was pushed, it slipped, or a strong
wind might have knocked it off.
Advancement
70%: Increase the damage by +1 and the maximum volume of the illusion becomes 5 cubic squares.
90%: The damage bonus is now +2 and the maximum volume of the illusion becomes 10 cubic squares.
99%: If the projection doesn’t damage the creature and/or doesn’t seem difficult to believe or out of place, it has no
chance to disbelieve it each round.
Mind Control
Used With Choose an animal, beast or other creature of low Intellect (less than 4). On a failed
Action opposed Resolve skill check, the target creature is charmed, becoming unable to harm
the psychic and acting favourably towards them. If you harm the target, or you give the
Range
target an order that goes against its philosophy such as attacking one of its friends or
10 squares
family, this discipline is broken and cannot work on the same target again for 24 hours.
Duration
Concentration, or 1 minute
Resist
Resolve
Advancement
70%: You may attempt to charm intelligent living creatures of any type.
90%: Animals come under your direct control to follow your orders. For every action you force them to do, they
receive an opposed Resolve skill check to break free vs a new roll of your skill.
99%: Any creature comes under your direct control to follow your orders. For every action you force them to do, they
receive an opposed Resolve skill check to break free vs a new roll of your skill.
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Mind Link
Used With You form a mental link with a willing, living creature and can see and hear everything
Action they can while they are within 100 squares of you.
Range
10 squares
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: Increase the range of the link by 100 squares.
90%: Become able to use psychic disciplines through the subject as if you were standing there.
99%: The duration becomes Concentration, or 1 hour.
Precognition
Used With You gain a strong sense of dangerous events before they take place around you in
Reaction combat. Researchers believe that stressful situations help trigger this ability in psychics,
and attempts to use it in relatively calm environments don’t usually yield results.
Range
• In combat, you may reroll a failed Evade, Endurance or Resolve skill check.
Self
Duration
Instant
Resist
-
Advancement
70%: You may choose to reroll a failed attack, parry or shield check.
90%: You may choose to reroll damage dice.
99%: Instead force an NPC or even another player to reroll a dice roll that directly affects you while in combat.
Psi Healing
Used With Choose a living creature within range. If the subject is above 0 Hit Points, they gain
Action 1d4 Hit Points.
Range
Touch
If used with a starship Psi Console, the ship’s hull or systems can be repaired by this
Duration amount.
Instant
Resist
-
Advancement
70%: Increase the amount healed by +1 Hit Points.
90%: This ability can be used on subjects with a Serious Wound, and also removes one bleed condition.
99%: Increase the amount healed by a total of +2 Hit Points, and the range becomes 10 squares.
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Psi Warrior
Used With You channel your mental power through your hands to become a powerful unarmed
Action combatant.
Range • Your unarmed damage is increased by +1.
Self
Duration If used with a starship Psi Console, the ship’s ram damage gains this bonus.
Concentration, or 1 minute
Resist
-
Advancement
70%: The damage bonus is increased to +2.
90%: The damage bonus is increased to +3, and you can use this discipline as a Reaction at any time.
99%: The damage bonus is increased to +5.
Psychic Aegis
Used With For the duration of the discipline, you are able to see in a 360-degree circle around your
Action position as if you were looking through your normal eyesight, and cannot be surprised.
You automatically know which way is north, and your altitude above or below sea level.
Range
Self
Duration If used with a starship Psi Console, this ability allows your Psychic skill to function as the
1 hour Astronavigation skill.
Resist
-
Advancement
70%: Also add +2% to your Perception check results.
90%: The Perception check result bonus is increased to +4%.
99%: The Perception check result bonus is increased to +6%.
Psychic Blast
Used With You unleash a blast of psychic energy in a cone 3-squares across at 3 squares
Action distance in front of you. All creatures within the area of effect must make an opposed
Resolve skill check. On a failed check, they become dazed for 1 round. This discipline has
Range
no effect on machines of any sort.
3-square cone
Duration
Instant
Resist
Resolve
Advancement
70%: The targets also become slowed.
90%: The targets instead become stunned.
99%: The targets instead become paralysed.
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Psychic Crush
Used With Choose a creature within range. That creature is subject to a mental attack so
Action powerful it can actually crush their brain.
Range • The target must make an opposed Resolve skill check or take 1d6 shadow
damage.
10 squares
Duration
Instant
Resist
Resolve
Advancement
70%: Increase the discipline’s damage by +3.
90%: Increase the discipline’s total damage bonus to +6.
99%: Increase the discipline’s total damage bonus to +9.
Psychic Leech
Used With Choose a living creature within range. On a failed opposed Resolve skill check, they
Action lose 1 Spirit Point and you gain 1.
Range
10 squares
If used with a starship Psi Console, the target ship loses Capacitor and your ship gains
Duration Capacitor. This can be an opposed check to resist by the target ship's Engineer using the
Instant 'Circuit Breaker' Reaction.
Resist
Resolve
Advancement
70%: The target loses a total of 2 Spirit Points.
90%: You gain a total of 2 Spirit Points.
99%: The target loses a total of 3 Spirit Points.
Psychic Shield
Used With As a Reaction to an attack, you are able to create a shield of energy that absorbs
Reaction damage, either to you, or someone that you can touch. Your Psychic skill opposes the roll
for the incoming attack.
Range
• If successful, your target gains +5 Energy AP.
Touch
Duration
Instant If used with a starship Psi Console, your ship’s Shield Projector gains this bonus.
Resist
-
Advancement
70%: The target gains a total of +10 Energy AP. Apply this spell to someone within 10 sq who is under attack.
90%: The target gains a total of +15 Energy AP.
99%: The target gains a total of +20 Energy AP. If you fail to beat your opponent’s roll, the target gains +5 AP.
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Pyrokinesis
Used With A blast of flame shoots forth from your outstretched hand to a target creature in
Action range. It must make an opposed Evade skill check or take 1d12 fire damage on a failed
Range check (preventing the target from using healing effects for one round). On a successful
check, the damage is halved.
10 squares
Duration
Instant If used with a starship Psi Console, this discipline functions as a weapon against a target
Resist within range.
Evade
Advancement
70%: Increase the damage by +6, and you can choose to affect everything in a 1-square radius of the target.
90%: The damage bonus increases to +12, and you can choose to affect everything along a path to the target.
99%: The damage bonus increases to +18, and this attack has the Burn trait, dealing this damage again next round
Rebellious Spirit
Used With All creatures of your choice within range gain a +2% bonus to all Resistance skills for
Action the duration.
Range
10 squares
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The bonus increases to +3%.
90%: The bonus increases to +4%.
99%: The bonus increases to +5%.
Remote Viewing
Used With For the duration of the discipline, you mentally receive visual information from any
Action point within range. You see events transpire as if you were looking down on them with
normal or night vision, and can move the point of view about as if you were walking.
Range
20km (12mi)
If used with a starship Psi Console, this discipline works out to 10x range.
Duration
Concentration, or 1 minute
Resist
Resolve
Advancement
70%: The discipline’s range doubles.
90%: You can shift the view to show one individual or object you’ve seen before, within range, if they fail an opposed
Resolve skill check. You do not gain knowledge of this individual’s location unless it is visible from the scene.
99%: The discipline’s range increases to 500km (300mi).
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Sensory Adaption
Used With This discipline grants the psychic a new and unusual sensory perception which
Action replaces your regular sight. The range for this new sense is listed in the table below. You
Range can spend 1 Spirit Point to change the type of vision, as an action, without having to make
an additional skill check.
Self
Duration
10 Minutes
Resist
-
Advancement
70%: Double the range of the effect.
90%: Add an additional sense to use simultaneously.
99%: The duration becomes 1 hour.
Sensory Cascade
Used With Choose a creature within range. That target must make an opposed Resolve skill
Action check at the start of its turn for the duration. Every time it fails its skill check, roll a d4 to
determine the discipline’s effect on that creature. If the creature succeeds in its check,
Range
this effect ends.
10 squares
Duration
Concentration, or 1 minute
Resist
Resolve
d4 roll Result
1 The creature loses all feeling in their body, and is rendered intoxicated.
2 The creature is rendered blind.
3 The creature is subject is dazed.
4 The creature is rendered nauseated.
Advancement
70%: Increase the discipline’s range by 10 squares.
90%: Choose the condition every round instead of rolling for it.
99%: Include an additional target within range to affect.
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Sleep
Used With Choose a creature within range. It must make an opposed Resolve skill check against
Action your psychic skill. If they fail the check, they become extremely drowsy and unable to
Range think, rendering them unconscious while you continue to concentrate (or 1 minute). If the
target succeeds on their check, they become dazed for 1 round. If someone uses an
10 squares
action to wake them, or if the subject comes under attack, the discipline ends as they
Duration awaken from a dream with a start, a dream in which they are under attack. They can
Concentration, or 1 minute immediately defend this attack.
Resist
Resolve
Advancement
70%: Increase the discipline’s range by 10 squares.
90%: The victim must succeed in an unopposed Resolve check to awaken, when someone takes an action to do so.
99%: The victim must succeed in an opposed Resolve check (vs your skill), when someone takes an action to do so.
Suggestion
Used With When you use this discipline, you utter a single word of command to a target living
Action creature in range, such as ‘Flee’ or ‘Freeze’. Be creative! If it fails an opposed Resolve skill
check it must follow your command on its next turn, unless the creature doesn’t
Range
understand the language. This discipline has no effect upon non-living entities. The
10 squares
creature will never harm itself or others no matter what command you give.
Duration
1 round
Resist
Resolve
Advancement
70%: Increase the word count to 5, allowing more complex commands.
90%: Increase the word count to 10, allowing more complex commands.
99%: You can force the target to attack one of their allies as a command.
Telekinesis
Used With When you use this discipline, you reach out with your mind to affect physical objects
Action within range. You may use your Psychic skill in place of Brawn skill checks. You can do
anything with your mind that you could normally achieve through physical action, such as
Range
lift and move heavy objects, or punch and grapple opponents.
10 squares
• You can make an invisible telekinetic punch against a target within sight and range
Duration that deals 1d8 bludgeoning damage which cannot be Blocked, Parried or Evaded.
1 round • You can move on object up to 2 ENC as if you were holding it with your hand. If
Resist someone else is holding it, they must make an opposed Brawn skill check to resist.
Brawn • With advanced skill, if you throw a person against a wall, deal half the punch damage
as collision damage instead.
If used with a starship Psi Console, you can move objects of up to the same length of
your starship.
Advancement
70%: Increase the damage by +5, and the ENC limit on objects is increased to 10.
90%: Increase the damage bonus to +10, and the ENC limit on objects (and people) is increased to 100.
99%: Increase the damage bonus to +15, and the ENC limit on objects (and people) is increased to 200.
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Telepathy
Used With The psychic becomes able to communicate with one chosen creature within range,
Reaction at any time using direct mental communication regardless of known language. You also become
Range immune to having your mind read by others.
10 squares
Duration If used with a starship Psi Console, the range for this discipline increases to 100km
1 minute (60mi).
Resist
Resolve
Advancement
70%: Attempt to probe information from one subject you are touching – if they fail a Resolve check, the information
you seek is gained. This check needs to be made for each question asked during the time allowed.
90%: Communicate telepathically with an additional creature in range.
99%: Increase the range of the discipline by 10x.
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Vehicles
Vehicles are important for fast travel between locations, and come in a wide variety of types, from ground cars to
aircraft and boats. This system lets you buy or build a baseline vehicle such as a motorbike, wagon or a cabin cruiser,
which can be improved by adding optional extras or upgrades. Each vehicle comes with a standard power plant, be it
internal combustion, electric or fusion, as well as controls and seating for the driver.
There are three kinds of vehicles:
• Ground vehicles roll on wheels, and mostly consists of modern vehicles such as cars and trucks, powered by
anything from internal combustion engines, electric motors or fusion batteries. Grav vehicles are high-tech cars
and trucks which hover or fly above the ground on a cushion of gravitic energy. These vehicles use a large
amount of power and are always powered by fusion.
• Air vehicles include helicopters and jets, and ground vehicles that have been converted to fly by adding grav
plates, inventions that allow a vehicle to defy gravity.
• Boats, for travelling over and under water.
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Mo ve 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
kph 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96 102 108 114 120
mph 4 8 11 15 19 22 26 30 34 37 41 45 49 52 56 60 63 67 71 75
S ea Vehicles
Boats operate on a 10m scale, just like ground vehicles, and manoeuvre the same way. There are two modifications
to note for these types of vehicles:
• The speed bonus from Upgrades is halved when applied to boats, to account for resistance travelling through
water. Built-in options don’t suffer this penalty, as their bonus is already pre-calculated.
• Sea vehicles accelerate and decelerate slower than ground vehicles. On the first time starting from no
movement, boats can move half their listed Movement speed. On the following round, movement is conducted
normally.
• When you want to stop moving a boat, it will move half its Movement on the next round, before coming to a
complete stop on the round after. This needs to be accounted for when attempting a boarding action or other
precise boat movement!
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Vehicle High-Speed Control
Result Effect
Critical Success The driver is in the zone – no need to make drive skill checks for above cruise speed for 24 hours.
Success Control of the vehicle is maintained for the hour.
Failure A loss of control deals 1d6 collision damage to the vehicle.
Fumble The driver loses complete control, crashing the vehicle for 1d20+10 collision damage. If it
survives, the vehicle’s condition becomes worn-out.
Ground Vehicles
• Dirt roads reduce ground vehicle speed by 50%.
• Off-road travel reduces ground speed by 75%.
Grav, Air & Sea vehicles are susceptible to poor weather conditions.
• Strong headwinds reduce speed by 25%, but can increase speed by up to 25% if going with the wind.
• Storms and other extreme weather reduce air speed by 50%, and the same goes for boats in rough seas.
Vehicle Fuel Usage
Travel at cruise speed uses 1 unit of fuel per hour. Travel at maximum speed uses four units of fuel per hour, while
roughly 25% faster than cruise speed uses twice the fuel in an hour. You can keep track of fractions, but just round off
usage by quarter of an hour increments if appropriate.
Flooding
Sea-going vehicles can take on water during bad weather or after taking damage. When a boat or other vehicle
designed to go in the water reaches 0 Hit Points, it starts to sink. This works just like bleeding for living creatures, where
the vehicle loses 1 Hit Point every round and once it reaches negative maximum Hit Points, it is flooded and sinks like a
stone (and is also considered a wreck). Anyone on board is subjected to drowning immediately unless they have
alternate ways of breathing.
This flooding damage is increased by 1 for every additional successful attack made against the vehicle from this
point, thus, a lot of water can be taken on as multiple hits strike the vehicle.
Those on board can make an unopposed athletics skill check to bail out water (provided they’re in a position to do
so) which staves off the damage for one round.
It should be noted that vehicles which are not designed to work on or in water are subject to flooding damage
immediately, regardless of their Hit Point status.
Critical Damage
On a critical hit, any Hit Point damage the vehicle takes is also applied to one of the vehicles subsystems at random,
after having been reduced by any shields or armour the damage has had to go through. Roll a d20 and consult the table
below to determine the result. Any damage above the system’s AP number reduces the AP by that amount.
e.g. If a subsystem has 10 AP and the vehicle sustains 15 Hit Points of damage on a critical hit, the subsystem
absorbs 10, and has its AP reduced by 5 from the remaining 5 damage points. If the system is reduced to 0 AP, it stops
functioning. Naturally, damage works normally if hitting a driver or other character with Hit Points!
• If vehicle is in space or underwater, body is breached and vents atmosphere if driver, gunner, passenger is hit.
• Weapons with explosive mod will ALSO apply damage to the next item down on the list from the one rolled. i.e.
if Driver is hit with an explosive weapon, the Gunner or Passenger item is also hit with that damage.
• If there is no installed system at that location, regular Hit Point damage is done to the bo dy instead.
Vehicle Critical Hit Subsystem Table (All damage needs to go through vehicle AP first)
1d8 System Hit Details
1 Engine Engine takes HP damage instead of vehicle, cannot evade.
2 Fuel Tank Vehicle loses 1 unit of Fuel per round until repaired.
3 Wheels/Grav Plates etc ½ Movement. Skill check to avoid crashing. If 2nd wheel/plate is lost, cannot move.
4 Steering System Vehicle cannot alter course or avoid incoming attacks.
5 Driver Driver takes HP damage instead of vehicle (after going through AP), cannot evade.
6 Gunner or Passenger Gunner or passenger takes HP damage instead of vehicle (after going through AP),
cannot evade.
7 1 Weapon Weapon of attacker’s choice takes HP damage instead of vehicle (after going thru AP.
8 Docking Bay/Cargo Bay Vehicle inside a docking bay is hit. If not installed, items in Cargo Bay are hit.
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Use on-board weapons
If in the driver seat, or operating a turret, characters on-board a vehicle can make use of any built-in weapon systems
using their Heavy Weapons skill, applying the benefits of any heavy weaponry and vehicle talents they might have.
• Weapons mounted in turrets must be used directly (by sitting in the turret) unless the vehicle has a Turret
Control upgrade. While in a turret, the gunner has Cover against attacks.
Serious Damage
Upon being reduced to 0 Hit Points, a vehicle ceases to function (just like any character at 0 Hit Points.) Vehicles
with liquid fuel taken to 0 HP or below from a critical hit, have a 20% chance to explode outright, instantly becoming
fiery wrecks (including all on board).
Ramming Targets
Vehicles can be deadly weapons even if they aren’t armed with actual weaponry. Their sheer mass and speed allow
them to run over smaller targets and ram into larger ones. Each vehicle chassis has a Ram Damage figure, which is
based on its mass and size. So long as the vehicle moves at least 2 squares, this damage figure is applied to whatever
is hit. If two vehicles are moving at speed and collide, count the difference between their speeds to determine the final
damage result. i.e. if two vehicles are on a collision course at 50kph each, then the damage is calculated based on
100kph (it’s gonna hurt!).
Some important things to note about ramming:
• A vehicle deals its Ram Damage number, +1 for each square it moves prior to contact.
• Just like charging while on foot, the target can try to evade it with their Drive or Pilot skill.
• Both the ramming vehicle and the target take the ramming damage. Some upgrades can reduce this.
• Vehicle damage is considered collision damage, unless an upgrade changes it.
• All crew and passengers on board the target vehicle also take 1 point of collision damage.
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Vehicle Condition
As vehicles take damage, of if they’ve been neglected for a long time, their condition and functionality deteriorate as
noted in the following section. Worn-out vehicles can be bought for half the listed price, but have serious problems.
Buyer beware!
Normal
Above 0 Hit Points:
The vehicle is in a new or as-new state, with all systems functioning as normal.
Inoperative
At or below 0 Hit Points:
The vehicle has sustained too much damage to continue functioning, but it can be repaired to a working state as
normal. Consider this the equivalent of a Serious Wound for a vehicle.
If the vehicle has the Redundant Systems upgrade installed, it continues functioning with these conditions:
• An unopposed Drive or Pilot skill check is required to start the vehicle. No skill points are gained on failing this
check! On a fumble, the vehicle will not start without a Mechanic spending 1d6 minutes working on it.
• The vehicle’s Movement is reduced by 50%.
• The vehicle uses 2x the usual amount of Fuel.
Wreck
At Negative 100% Hit Points:
The vehicle has been rendered a wreck and is no longer functional. It can be returned to function by taking the
Restore Machine talent, and spending the required Parts and time:
• By spending 1 hour and using 1 Part, the wrecked vehicle gains +1 Hit Point. Continue this process until the
vehicle is above its negative maximum Hit Points, at which point it counts as merely Inoperative, and can be
repaired with Parts in the regular fashion.
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Motorbike
Compact Personal Transport Purchase Price: 7,500cr
Build Requirements
Parts: 75 Build Time: 75 Hours
Circuits: 1 I.C.E. is standard
2 Standard Tires
Modern Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fairing 12 - +1 +5/+20 +3/+12 - - - +1,200
Sidecar 25 +1 -2 -5/-3 -20/-12 +0.3t - - +2,500
Electric Motor (Small) 5* - +1 *Requires Battery Pack. +0.2t -1 - +7,000
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +1 2x base 2x base +0.5t 10x +5 +100,000
Uses 1 Pocket Reactor for Fuel.
Plasma Jet - -1 +1 +100/+2k +60/+1.2k +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
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Compact
Small, Efficient Car Purchase Price: 15,000cr
Build Requirements
Parts: 150 Build Time: 150 Hours
Circuits: 2 I.C.E. is standard
4 Standard Tires
Modern Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Turbine Engine 50 -1 +1 +10/+30 +6/+18 - -2 +5 +20,000
Electric Motor (Small) 5* - +1 *Requires Battery Pack. +0.2t -1 - +7,000
Fold-Down Seats 4 - While seats folded, -2 seats, +200 ENC cargo space +500
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +1 2x base 2x base +0.5t 10x +5 +100,000
Uses 1 Pocket Reactor for Fuel.
Plasma Jet - -1 +1 +100/+2k +60/+1.2k +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
Sedan
Commonly Available Mid-Size Vehicle Purchase Price: 25,000cr
Build Requirements
Parts: 200 Build Time: 200 Hours
Circuits: 3 I.C.E. is standard
4 Standard Tires
Modern Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Turbine Engine 50 -1 +1 +10/+30 +6/+18 - -2 +5 +20,000
Electric Motor (Small) 5* - +1 *Requires Battery Pack. +0.2t -1 - +7,000
Fold-Down Seats 4 - While seats folded, -2 seats, +200 ENC cargo space +500
Roof Rack 10 - +100 ENC, -3% Agility, cargo unprotected by AP. +1000
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +1 2x base 2x base +0.5t 10x +5 +100,000
Uses 1 Pocket Reactor for Fuel.
Plasma Jet - -1 +1 +100/+2k +60/+1.2k +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
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Wagon
Large Car with Extra Cargo Space Purchase Price: 30,000cr
Build Requirements
Parts: 220 Build Time: 220 Hours
Circuits: 3 I.C.E. is standard
4 Standard Tires
Modern Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Turbine Engine 50 -1 +1 +10/+30 +6/+18 - -2 +5 +20,000
Electric Motor (Small) 5* - +1 *Requires Battery Pack. +0.2t -1 - +7,000
Fold-Down Seats 4 - While seats folded, -2 seats, +200 ENC cargo space +500
Roof Rack 10 - +100 ENC, -3% Agility, cargo unprotected by AP. +1000
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +1 2x base 2x base +0.5t 10x +5 +100,000
Uses 1 Pocket Reactor for Fuel.
Plasma Jet - -1 +1 +100/+2k +60/+1.2k +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
Saloon
Large, Powerful Luxury Vehicle Purchase Price: 40,000cr
Build Requirements
Parts: 220 Build Time: 220 Hours
Circuits: 4 I.C.E. is standard
4 Standard Tires
Modern Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Turbine Engine 50 -1 +1 +10/+30 +6/+18 - -2 +5 +20,000
Electric Motor (Med) 5* - +1 *Requires Battery Pack. +0.2t -1 - +10,000
Fold-Down Seats 4 - While seats folded, -2 seats, +200 ENC cargo space +500
Roof Rack 10 - +100 ENC, -3% Agility, cargo unprotected by AP. +1000
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +1 2x base 2x base +0.5t 10x +5 +100,000
Uses 1 Pocket Reactor for Fuel.
Plasma Jet - -1 +1 +100/+2k +60/+1.2k +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
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Van
Mid-Sized Cargo Hauler Purchase Price: 50,000cr
Build Requirements
Parts: 250 Build Time: 250 Hours
Circuits: 5 I.C.E. is standard
4 Standard Tires
Modern Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Turbine Engine 50 -1 +1 +10/+30 +6/+18 - -2 +5 +20,000
Electric Motor (Med) 5* - +1 *Requires Battery Pack +0.2t -1 - +10,000
Fold-Down Seats 4 - While seats folded, -2 seats, +200 ENC cargo space +500
Roof Rack 10 - +100 ENC, -3% Agility, cargo unprotected by AP. +1000
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +1 2x base 2x base +0.5t 10x +10 +100,000
Uses 2 Pocket Reactors for Fuel.
Plasma Jet - -1 +1 +100/+2k +60/+1.2k +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
SUV
Versatile Utility Vehicle Purchase Price: 65,000cr
Build Requirements
Parts: 275 Build Time: 275 Hours
Circuits: 5 I.C.E. is standard
4 Truck Tires
Modern Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Turbine Engine 50 -1 +1 +10/+30 +6/+18 - -2 +5 +20,000
Electric Motor (Med) 5* - +1 Requires 2xBattery Pack +0.2t -1 - +10,000
Fold-Down Seats 4 - While seats folded, -2 seats, +200 ENC cargo space +500
Roof Rack 10 - +100 ENC, -3% Agility, cargo unprotected by AP. +1000
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +1 2x base 2x base +0.5t 10x +10 +100,000
Uses 2 Pocket Reactors for Fuel.
Plasma Jet - -1 +1 +100/+2k +60/+1.2k +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
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Light Truck
Mid-Sized Cargo Hauler Purchase Price: 75,000cr
Build Requirements
Parts: 300 Build Time: 300 Hours
Circuits: 5 I.C.E. is standard
4 Truck Tires
Modern Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Turbine Engine 50 -1 +1 +5/+20 +3/+12 - -2 +5 +20,000
Electric Motor (Med) 5* - +1 Requires 2xBattery Pack +0.2t -1 - +10,000
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +1 2x base 2x base +0.5t 10x +10 +100,000
Uses 2 Pocket Reactors for Fuel.
Plasma Jet - -1 +1 +100/+2k +60/+1.2k +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
Heavy Truck
Huge Cargo Mover Purchase Price: 90,000cr
Build Requirements
Parts: 350 Build Time: 350 Hours
Circuits: 5 I.C.E. is standard
4 Truck Tires
Modern Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Turbine Engine 50 -1 +1 +5/+20 +3/+12 - -2 +5 +20,000
Electric Motor (Med) 5* - +1 Requires 2xBattery Pack +0.2t -1 - +10,000
Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
High-Tech Options
Fusion Engine - - +1 2x base 2x base +0.5t 10x +10 +100,000
Uses 2 Pocket Reactors for Fuel.
Plasma Jet - -1 +1 +100/+2k +60/+1.2k +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
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Bus
Large People Mover Purchase Price: 120,000cr
Build Requirements
Parts: 500 Build Time: 500 Hours
Circuits: 5 I.C.E. is standard
4 Truck Tires
Modern Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Turbine Engine 50 -1 +1 +5/+20 +3/+12 - -2 +5 +20,000
Electric Motor (Med) 5* - +1 Requires 2xBattery Pack +0.2t -1 - +10,000
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +1 2x base 2x base +0.5t 10x +10 +100,000
Uses 2 Pocket Reactors for Fuel.
Plasma Jet - -1 +1 +100/+2k +60/+1.2k +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
APC/Light Tank
Durable Combat Support Vehicle Purchase Price: 2,000,000cr
Build Requirements
Parts: 500 Build Time: 600 Hours
Circuits: 100 I.C.E. is standard
Tracks (No movement penalty off-road)
Modern Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Turbine Engine 50 -1 +1 +5/+20 +3/+12 - -2 +5 +20,000
Electric Motor (Large) 5* - +1 Requires 3xBattery Pack +0.2t -1 - +10,000
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +1 2x base 2x base +0.5t 10x +10 +100,000
Uses 2 Pocket Reactors for Fuel.
Plasma Jet - -1 +1 +100/+2k +60/+1.2k +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
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Heavy Tank
Heavy Duty War Machine Purchase Price: 4,000,000cr
Build Requirements
Parts: 600 Build Time: 750 Hours
Circuits: 150 I.C.E. is standard
Tracks (No movement penalty off-road)
Modern Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Turbine Engine 50 -1 +1 +5/+20 +3/+12 - -2 +5 +20,000
Electric Motor (Largex2) 5* - +1 Requires 3xBattery Pack +0.2t -1 - +20,000
Heavy Plating 200 - - -5/-10 -3/-6 +5.0t - - +2,000,000
+20 AP to the front, -3% Agility, Invulnerable to electrical damage
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +1 2x base 2x base +0.5t 10x +10 +100,000
Uses 2 Pocket Reactors for Fuel.
Plasma Jet - -1 +1 +100/+2k +60/+1.2k +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
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Aircraft
Although cars and trucks can be fitted out with high-tech grav plates to allow them to fly in High-Tech eras, in
modern times, aircraft as useful for transport and combat duties. They too can be upgraded with futuristic technology,
enabling them to travel at immense speed, and even into space.
Gyrocopter
Tiny Rotorcraft Purchase Price: 20,000cr
Build Requirements
Aluminium Parts: 150 Build Time: 200 Hours
Circuits: 10 I.C.E. is standard
High-Tech Options Parts Slots Move Kph Mph Lift Wt. Fuel Engine HP Cost
Fusion Engine - - +2 2x base 2x base +1.0t +0.1t 20x +5 +100,000
Uses Pocket Reactor for Fuel.
Plasma Jet - -1 - +100/+2k +60/+1.2 - +0.1t - - +150,000
Requires Fusion Engine & Grav Plates.
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Light Aircraft
Small Passenger Aircraft Purchase Price: 500,000cr
Build Requirements
Aluminium Parts: 400 Build Time: 800 Hours
Circuits: 200 I.C.E. is standard
Modern Era Options Parts Slots Move Kph Mph Cargo ENC Fuel Engine HP Cost
Military Specifications 20 +2 - - - -500 -1 - +25,000
High-Tech Options Parts Slots Move Kph Mph Lift Wt. Fuel Engine HP Cost
Fusion Engine (2) - - +2 2x base 2x base +1.0t +0.4t 10x +5 +200,000
Uses 2x Pocket Reactor for Fuel
Plasma Jet - -1 - +100/+2k +60/+1.2 - +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
Small Helicopter
Agile Scouting Platform Purchase Price: 1,000,000cr
Build Requirements
Aluminium Parts: 300 Build Time: 500 Hours
Circuits: 200 Turbine is standard
Modern Era Options Parts Slots Move Kph Mph Lift Wt. Fuel Engine HP Cost
Military Engine 20 -1 +1 +5/+20 +3/+12 +0.2t +0.1t - +5 +25,000
Conformal Fuel Tanks 20 - - -3% Agility +0.5t +3 - +2,000
Fly-by-Wire System 20 -1 Also requires 20 Circuits, +5% to Agility. +25,000
High-Tech Options Parts Slots Move Kph Mph Lift Wt. Fuel Engine HP Cost
Fusion Engine - - +2 2x base 2x base +1.0t +0.5t 10x +5 +100,000
Uses Pocket Reactor for Fuel.
Plasma Jet - -1 - +100/+2k +60/+1.2 - +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
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Large Helicopter
Heavy Duty Combat or Transport Platform Purchase Price: 3,000,000cr
Build Requirements
Aluminium Parts: 500 Build Time: 800 Hours
Circuits: 300 Turbine is standard
Modern Era Options Parts Slots Move Kph Mph Lift Wt. Fuel Engine HP Cost
Military Engine 20 -1 +1 +5/+20 +3/+12 +0.2t +0.1t - +5 +25,000
Conformal Fuel Tanks 20 - - -3% Agility +0.5t +3 - +2,000
Fly-by-Wire System 20 -1 Also requires 20 Circuits, +5% to Agility. +25,000
High-Tech Options Parts Slots Move Kph Mph Lift Wt. Fuel Engine HP Cost
Fusion Engine (2) - - +2 2x base 2x base +1.0t +0.4t 10x +5 +200,000
Uses 2x Pocket Reactor for Fuel
Plasma Jet - -1 - +100/+2k +60/+1.2 - +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
Commuter Jet
Medium Sized Passenger Aircraft Purchase Price: 3,000,000cr
Build Requirements
Aluminium Parts: 500 Build Time: 800 Hours
Circuits: 400 Turbine is standard
Modern Era Options Parts Slots Move Kph Mph Lift Wt. Fuel Engine HP Cost
Military Engine 20 -1 +1 +5/+20 +3/+12 +0.2t +0.1t - +5 +25,000
Conformal Fuel Tanks 20 - - -3% Agility +0.5t +3 - +2,000
Fly-by-Wire System 20 -1 Also requires 20 Circuits, +5% to Agility. +25,000
High-Tech Options Parts Slots Move Kph Mph Lift Wt. Fuel Engine HP Cost
Fusion Engine (2) - - +2 2x base 2x base +1.0t +0.4t 10x +5 +200,000
Uses 2x Pocket Reactor for Fuel
Plasma Jet - -1 - +100/+2k +60/+1.2 - +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
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Business Jet
Capable Private Jet Purchase Price: 20,000,000cr
Build Requirements
Aluminium Parts: 1000 Build Time: 1800 Hrs
Circuits: 800 Turbine is standard
Modern Era Options Parts Slots Move Kph Mph Lift Wt. Fuel Engine HP Cost
Military Engine 20 -1 +1 +5/+20 +3/+12 +0.2t +0.1t - +5 +25,000
Conformal Fuel Tanks 20 - - -3% Agility +0.5t +3 - +2,000
Fly-by-Wire System 20 -1 Also requires 20 Circuits, +5% to Agility. +25,000
High-Tech Options Parts Slots Move Kph Mph Lift Wt. Fuel Engine HP Cost
Fusion Engine (4) - - +2 2x base 2x base +1.0t +0.5t 10x +5 +400,000
Uses 4x Pocket Reactors for Fuel
Plasma Jet - -1 - +100/+2k +60/+1.2 - +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
Cargo Plane
Large but Slow Transport Purchase Price: 30,000,000cr
Build Requirements
Aluminium Parts: 1000 Build Time: 1500 Hrs
Circuits: 800 I.C.E. is standard
Modern Era Options Parts Slots Move Kph Mph Lift Wt. Fuel Engine HP Cost
Military Engine 20 -1 +1 +5/+20 +3/+12 +0.2t +0.1t - +5 +25,000
Conformal Fuel Tanks 20 - - -3% Agility +0.5t +3 - +2,000
Fly-by-Wire System 20 -1 Also requires 20 Circuits, +5% to Agility. +25,000
High-Tech Options Parts Slots Move Kph Mph Lift Wt. Fuel Engine HP Cost
Fusion Engine (4) - - +2 2x base 2x base +1.0t +0.5t 10x +5 +400,000
Uses 4x Pocket Reactors for Fuel
Plasma Jet - -1 - +100/+2k +60/+1.2 - +0.2t - - +150,000
Requires Fusion Engine & Grav Plates.
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Boats
The ideal way to get across bodies of water in the modern era, futuristic boats make use of fusion power provide
exceptional performance, but are still bound to the sea. These craft go from tiny pleasure craft, through mid-sized utility
vessels, all the way to huge yachts and other specialised ships.
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Jetski
Tiny, High-Speed Leisure Craft Purchase Price: 7,000cr
Build Requirements
Aluminium Parts: 75 Build Time: 75 Hrs
Circuits: 0 I.C.E. is standard
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +2 2x base 2x base +0.1t 10x +5 +100,000
Uses a Pocket Reactor for Fuel.
Motor Boat
Compact Runabout Purchase Price: 15,000cr
Build Requirements
Aluminium Parts: 100 Build Time: 100 Hrs
Circuits: 0 I.C.E. is standard
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +2 2x base 2x base +0.1t 10x +5 +100,000
Uses a Pocket Reactor for Fuel.
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High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +2 2x base 2x base +0.1t 10x +5 +100,000
Uses a Pocket Reactor for Fuel.
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine - - +2 2x base 2x base +0.1t 10x +5 +100,000
Uses a Pocket Reactor for Fuel.
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High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine (2) - - +2 2x base 2x base +0.2t 5x +10 +200,000
Uses 2x Pocket Reactors for Fuel. Doesn’t mix with Turbine or Electric engines.
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine (2) - - +2 2x base 2x base +0.2t 5x +10 +200,000
Uses 2x Pocket Reactors for Fuel. Doesn’t mix with Turbine or Electric engines.
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High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine (3) - - +2 2x base 2x base +0.3t 5x +15 +300,000
Uses 3x Pocket Reactors for Fuel. Doesn’t mix with Turbine or Electric engines.
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine (3) - - +2 2x base 2x base +0.3t 5x +15 +300,000
Uses 3x Pocket Reactors for Fuel. Doesn’t mix with Turbine or Electric engines.
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High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine (3) - - +2 2x base 2x base +0.3t 5x +15 +300,000
Uses 3x Pocket Reactors for Fuel. Doesn’t mix with Turbine or Electric engines.
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine (4) - - +2 2x base 2x base +0.4t 5x +20 +400,000
Uses 4x Pocket Reactors for Fuel. Doesn’t mix with Turbine or Electric engines.
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Hydrofoil
High-Speed Jet-Powered Watercraft Purchase Price: 3,000,000cr
Build Requirements
Aluminium Parts: 1000 Build Time: 1000 Hrs
Circuits: 10 Turbine is standard
High-Tech Options Parts Slots Move Kph Mph Wt. Fuel Engine HP Cost
Fusion Engine (4) - - +2 2x base 2x base +0.4t 5x +20 +400,000
Uses 4x Pocket Reactors for Fuel. Doesn’t mix with Turbine or Electric engines.
Vehicle Upgrades
With the right tools, a pile of Parts, the Mechanic skill and the right blueprints, you can enhance any vehicle with
modifications, or you can just buy an upgrade from your local mechanic.
Acquiring Vehicle Upgrade Blueprints
New blueprints can be researched by spending Accolades to instantly ‘buy’ blueprints you qualify for, purchasing the
blueprint from a company or individual, or acquiring a blueprint on a data drive in some other manner.
• It costs 10 Accolades to learn a new upgrade or vehicle template, or,
• Pay 2000cr and spend 10 days (80 hours) with a Teacher.
• Find the blueprint on a data drive.
Upgrading
As with talents, each upgrade can only be applied once to a particular vehicle unless otherwise specified. Each
Upgrade uses 1 or more slots from the vehicle’s available space, as noted. Some upgrades are mechanical in nature,
and use that skill to apply or remove it, while other upgrades require the Electronics skill to install or remove. Making or
upgrading a vehicle is a team effort!
Upgrade Eras
The technology of upgrades varies across the eras, which dictate what’s available for your vehicle at the time.
Upgrades from eras other than the one your campaign is set in may be available if the GM allows it.
Low-Tech
The post-apocalyptic era sees vehicles as battle and survival machines, as opposed to simple transportation.
Most modern and high-tech era upgrades are available here, barring some lost technologies.
Industrial
The vehicles in this era are simple steam-powered contraptions, either by direct drive or electrical generation.
They are heavy and slow compared to other eras, but in this time and place they are extremely useful and
powerful options.
Modern
Modern vehicles are predominately powered by internal combustion engines (I.C.E.), but some electric and
turbine vehicle options are available too.
High-Tech
The best technology is available in this era, from grav plates to fusion engines, as well as high-efficiency
electric motors and batteries.
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Tire Types Table (All tires must match to gain the benefits.)
Tire Type Details ENC HP Cost
Standard No special bonuses. Comes standard on most ground vehicles. 5 5 150 ea
Performance +10% to Agility on paved roads. 6 6 400 ea
Chunky +10% to Agility off-road. 10 10 500 ea
All-Terrain +5% to Agility on all types of terrain. 6 8 600 ea
Truck Comes standard on larger ground vehicles (Penalties are already 20 12 1,000 ea
factored into the vehicle’s design stats.) If standard, vehicle can’t use
other types.
Tracked ½ speed (including from upgrades), No movement penalty off-road, 50 50 5,000 ea
+1.0t, comes standard on some tanks (Bonuses are already factored Only needs
into the vehicle’s design stats.) Only requires 1 on each side. 1 per side.
Grav Plate Table (All grav plates must match to gain the benefits.)
Grav Plate Type Move Agility Kph Mph ENC Max Lift HP Cost
Economy Plates Basic grav plates for regular vehicles. 5 2.0t 10 20,000 ea
Improved Plates Better load-carrying ability. 6 2.5t 12 30,000 ea
Induction Plates +1 - +15/+50 +10/+30 8 3.0t 15 50,000 ea
Angled Plates - +10% - - 10 5.0t 20 75,000 ea
Transit Plates +1 - +30/+100 +18/+60 10 5.0t 20 75,000 ea
HD Plates - -5% - - 20 20.0t 30 100,000 ea
Military Plates +1 - +15/+50 +10/+30 30 30.0t 50 200,000 ea
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Accommodation
Provide Seating and Rooms for Passengers Low-Tech Industrial Modern High-Tech
Skill: Mechanic You can add or remove seating or cabins for passengers and crew to cover
short or long journeys. Removing default seats adds 1 slot.
Skill Requirement: 50%
Choose one of the following to add:
Slot Requirement: *
Item Slots Parts Build Time Notes Cost
Parts: *
Seat 1 6 4 hours - 400cr
Build Time: *
Luxury Seat 2 10 6 hours +1 Heal Rate 800cr
Purchase Cost: *
Single Cabin 3 25 12 hours +2 Heal Rate 3,000cr
Weight: +0.1t
Double Cabin 4 50 24 hours +1 Heal Rate 8,000cr
Stateroom 5 100 48 hours. +3 Heal Rate 20,000cr
Ammo Feed
Fast Loader System for Rapid-Fire Weaponry Low-Tech Industrial Modern High-Tech
Skill: Mechanic Vehicle weapon with Burst or Gatling trait has its clip change time reduced to
0. The ammo is belt-fed from the cargo bay.
Skill Requirement: 50%
Slot Requirement: 1
Parts: 12
Build Time: 4 hours
Purchase Cost: 1,200
Weight: +0.1t
Armour Plating
Increase the Vehicle’s Protection Against Damage Low-Tech Industrial Modern High-Tech
Skill: Mechanic This upgrade covers several types of armour plating. You can choose to:
Skill Requirement: 50% • Spread 16 AP along the sides. Material must match that of the vehicles.
The highest AP figure can’t be more than 2x the lowest. This effect can be
Slot Requirement: 1 applied multiple times.
Parts: 12 • Vehicle gains +10 DR vs electrical damage (once).
Build Time: 10 hours • Vehicle gains +5 DR vs any one damage type (different each time).
Purchase Cost: 1,200 Hull Speed Penalty
Weight: +0.1t Ground/Grav -1 Move, -5/-10 kph, -3/-6 mph.
Boat -1 Move, -2/-4 kph, -1/-2 mph.
Aircraft -1 Move, -10/-20 kph, -6/-12 mph.
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AR Screen
Interactive Holographic Display Low-Tech Industrial Modern High-Tech
Skill: Electronics Install an AR Visor invention. This upgrade projects the display along the
front windscreen of the vehicle, granting its benefits to the driver and front
Skill Requirement: 70%
passenger/gunner.
Slot Requirement: -
Circuits: 4
Build Time: 4 hours
Purchase Cost: 10,000
Weight: -
Autopilot
Self-Driving Vehicle Low-Tech Industrial Modern High-Tech
Skill: Electronics Install an Infopad device. Vehicle can travel to a designated location on its
Skill Requirement: 70% own, able to navigate roads and traffic if maps are supplied. The owner can
use a remote control to drive it within that device’s normal range.
Slot Requirement: 1
Circuits: 20
Build Time: 8 hours
Purchase Cost: 20,000
Weight: -
Cloaking Device
Invisibility Device for Vehicles Low-Tech Industrial Modern High-Tech
Skill: Electronics Install an Invisibility Cloak invention. When activated, the vehicle and its
Skill Requirement: 99% contents become invisible. Uses 1 Fuel when activated, and 1 Fuel per minute
thereafter.
Slot Requirement: 2
Circuits: 2
Build Time: 4 hours
Purchase Cost: 950,000
Weight: -
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Countermeasures
Confuses Incoming Missiles Low-Tech Industrial Modern High-Tech
Skill: Electronics Missile weapons targeting your vehicle lose their result bonus for this attack.
Skill Requirement: 70% This upgrade is used as a Reaction by the driver or gunner.
Slot Requirement: 1
Circuits: 10
Build Time: 10 hours
Purchase Cost: 10,000
Weight: -
Docking Bay
Space for Carrying Small Vehicles Low-Tech Industrial Modern High-Tech
Skill: Mechanic Gain a vehicle bay with a ramp. Adds space for a vehicle of 2 metres/yards.
Skill Requirement: 50% Each time this upgrade is applied, either add a separate docking bay or extend
current bay by 2m/2y.
Slot Requirement: 3+
Parts: 25
Build Time: 8 hours
Purchase Cost: 2,500
Weight: -
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Expanded Cargo
Increase the Vehicle’s Carrying Ability Low-Tech Industrial Modern High-Tech
Skill: Mechanic Rig unused parts of the internal space to carry additional cargo, or turn cargo
Skill Requirement: 50% space into usable hardpoints.
• Gain +500 ENC cargo space at a cost of 2 slots.
Slot Requirement: 2 or
Parts: 10 • Add +2 slots at the cost of 500 ENC of cargo space.
Build Time: 12 hours
Purchase Cost: 1,000
Weight: -
Forcefield
Additional Layer of Protection Low-Tech Industrial Modern High-Tech
Skill: Electronics Add a Personal Forcefield device connected with additional field projectors
placed around the vehicle’s body to automatically protect it for +5 Energy AP.
Skill Requirement: 90%
Only one forcefield can be active on a person, vehicle or ship at a time.
Slot Requirement: 2 Requires 1 Fuel to be spent every minute it is active.
Circuits: 20
Build Time: 24 hours
Purchase Cost: 800,000
Weight: -
Fusion Engines Slots Circuits Move Kph Mph Wt. Fuel Cost
Efficient Conduits - 4 +1 +5/+20 +3/+12 - +5 3,000
H2O Splitter 1 8 Install Pocket Reactor to split water for hydrogen fuel. Uses 8,000
1 litre of water and 1 charge per Fuel unit.
Fusion Pulse 1 8 +5 +30/+100 +18/+60 - 1 Fuel/rd 8,000
Stealth Mode - 6 Use Drive skill to make stealth checks at half speed. 6,000
Stellar Core 1 20 +2 +15/+50 +10/+30 - -1 15,000
Superconductors 2 30 +3 +20/+100 +12/+60 +0.2t -2 30,000
Uprated Cooling - 10 +1 +5/+20 +3/+12 - - 10,000
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I.C.E. Upgrades
Enhance Internal Combustion Vehicle Performance Low-Tech Industrial Modern High-Tech
Skill: Mechanic You can apply any of the following upgrades to a vehicle’s internal
combustion engine.
Skill Requirement: 50%
Slot Requirement: *
Parts: *
Build Time: 1hr per Part
Purchase Cost: *
Weight: *
ICE Upgrade Slots Parts Move Kph Mph HP Wt. Fuel Cost
Extractors - 8 +1 +5/+10 +3/+6 - - - 800
Fuel Injection System - 12# - +5/+10 +3/+6 - - +1 2,200
Handling Package* 1 6 +5% Agility on roads. Can’t combine with off-road suspension. 600
High Performance Engine - 16 +1 +5/+20 +3/+12 +5 - - 1,600
Larger Engine 1 15 +1 +5/+20 +3/+12 +10 +0.2t -10% 5,000
Long Range Fuel Tank 1 16 -1 -3% Agility - +0.2t +20% 1,600
Nitrous Injectors 1 8 +5 +15/+50 +10/+30 - - Uses 1/rd 1000
Off-Road Suspension* 1 12 -2 No Movement penalty off-road. - 800
Supercharger 2 16 +3 +15/+50 +10/+30 +5 +0.2t -20% 1,600
Turbocharger 1 8 +2 +10/+30 +6/+18 +5 +0.1t -10% 800
Boats gain only half the kph/mph bonus from these upgrades.
* Can’t be used on boats or grav vehicles. #Also needs 2 Circuits.
Lazy Axle
An Extra Axle for Load Carrying Low-Tech Industrial Modern High-Tech
Skill: Mechanic Can be applied to Ground or Grav vehicles only. Add 2 extra tires or grav
Skill Requirement: 70% plates, and the vehicle gains:
• +500 ENC
Slot Requirement: - • +2 slots
Parts: 12 It becomes much less agile, incurring these penalties:
Build Time: 12 hours • -1 Movement
• -10% Agility
Purchase Cost: 2,000
Weight: +0.2t
Life Support
Enclosed Body Low-Tech Industrial Modern High-Tech
Skill: Mechanic Install a Rebreather tool onto the vehicle. This upgrade seals the vehicle’s
Skill Requirement: 70% body to protect the contents against noxious, poisonous or toxic conditions
outside. It can even survive in space or underwater for brief periods of time.
Slot Requirement: 1 • The vehicle gains +10 AP vs radiation damage.
Parts: 20
Build Time: 24 hours
Purchase Cost: 5,000
Weight: +0.1t
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Slot Requirement: 1
Circuits 1
Build Time: 4 hours
Purchase Cost: 1,000
Weight: -
Power Link
Energy Weapons use Internal Vehicle Power Low-Tech Industrial Modern High-Tech
Skill: Electronics A mounted energy weapon is connected to the vehicle’s power plant, which
Skill Requirement: 50% provides it with energy. It uses 1 unit of fuel as 1 clip of ammo for that
weapon.
Slot Requirement: -
Circuits 4
Build Time: 2 hours
Purchase Cost: 4,000
Weight: -
Radar System
Shoot Down Missiles & Detect Threats Low-Tech Industrial Modern High-Tech
Skill: Electronics This upgrade provides a simple close-range radar system that allows the
driver to detect other vehicles (or larger things such as starships) at a range
Skill Requirement: 70%
of 500 squares. Rough terrain, hills and buildings may interfere in the result
Slot Requirement: 1 of this scan (GM’s call).
Circuits 20
Build Time: 12 hours The vehicle’s gunner can also use a Reaction to use a Suppression weapon to
attempt to destroy a missile within weapon range. They must make an
Purchase Cost: 20,000 opposed check against the weapon’s attack roll to succeed.
Weight: -
Ram Plate
Turn the Vehicle into a Weapon Low-Tech Industrial Modern High-Tech
Skill: Mechanic Add extra armour to the vehicle’s front, which is shaped like a blade to cut
Skill Requirement: 70% through an enemy when ramming. It grants the following effects:
• +5 AP to front armour.
Slot Requirement: 2 • The standard collision damage to the target vehicle’s passengers and
Parts: 20 crew is increased to 1d4.
Build Time: 24 hours • Vehicle takes no collision damage from the front if the target is the
same weight or less than yours, and takes ½ damage if the target is
Purchase Cost: 2,000 larger.
Weight: +0.3t • -5% Agility penalty.
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Reactive Armour
Explosive Plating to Defeat Missiles Low-Tech Industrial Modern High-Tech
Skill: Mechanic This upgrade consists of a mild explosive attached to thin armour plating on
Skill Requirement: 90% the exterior of the vehicle. When a missile is about to hit, it explodes outwards,
destroying the missile (effectively reducing its damage to 0) and this upgrade.
Slot Requirement: 1
Parts: 20
Build Time: 24 hours
Purchase Cost: 2,000
Weight: +0.1t
Redundant Systems
Emergency Systems to Keep the Vehicle Running Low-Tech Industrial Modern High-Tech
Skill: Mechanic This upgrade adds additional power conduits and backup systems to the
Skill Requirement: 90% vehicle that allows it to continue functioning after going below 1 Hit Point, but
with the following penalties:
Slot Requirement: 2 • An unopposed Drive or Pilot skill check is required to start the vehicle.
Parts: 20 No skill points are gained on failing this check! On a fumble, the vehicle
Build Time: 24 hours will not start without a Mechanic spending 1d6 minutes working on it.
• The vehicle’s Movement is reduced by 50%.
Purchase Cost: 2,000 • Crew’s critical range on vehicle related checks goes to 0.
Weight: +0.1t
Reinforced Structure
Improve Durability and Add Hardpoints Low-Tech Industrial Modern High-Tech
Skill: Mechanic Upgrade the vehicle’s internal structure with extra support beams to allow for
Skill Requirement: 70% additional hardpoints, and increase the vehicle’s overall resilience to damage.
• Vehicles under 3.0 tons gain +2 Slots and +10 Hit Points.
Slot Requirement: 1 • Vehicles heavier than 3.0 tons gain +4 Slots and +20 Hit Points.
Parts: 50
Build Time: 24 hours
Purchase Cost: 5,000
Weight: +0.2t
Repair System
High-Tech Automated Micro Repair Bots Low-Tech Industrial Modern High-Tech
Skill: Electronics You add a number of tiny robots to the vehicle which can convert fuel into
Skill Requirement: 90% power and repair the vehicle’s body.
• Repair 1d6+6 HP by expending 1 point of fuel.
Slot Requirement: 3 • Can also repair 1d6 Armour Points for 1 Fuel.
Circuits: 25 • Both procedures take 1 minute.
Build Time: 24 hours
Purchase Cost: 25,000
Weight: -
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Safety Gear
Belts and Roll Cages to Protect Passengers Low-Tech Industrial Modern High-Tech
Skill: Mechanic The driver and all passengers gain +10 DR vs collision damage while inside the
Skill Requirement: 50% vehicle and strapped into the safety gear. It takes 1 action to secure oneself
into position, and an action to get out of the harness again.
Slot Requirement: 1
Parts: 15
Build Time: 24 hours
Purchase Cost: 1,500
Weight: +0.1t
Side Spikes
Shred Tires and Armour on Sideswipes Low-Tech Industrial Modern High-Tech
Skill: Mechanic When you successfully perform a Sideswipe manoeuvre, add +5 damage to
Skill Requirement: 50% the result.
Slot Requirement: 1
Parts: 8
Build Time: 4 hours
Purchase Cost: 800
Weight: -
Subsystem Armour
Provide Additional Protection for Critical Systems Low-Tech Industrial Modern High-Tech
Skill: Mechanic Add 20 Hit Points to one of these systems:
Skill Requirement: 50% • Engine
• A mounted weapon
Slot Requirement: 1
• Tires or Grav Plates
Parts: 10 • Driver (these extra Hit Points are used first)
Build Time: 24 hours • Gunner (these extra Hit Points are used first)
Purchase Cost: 1,000
Weight: +0.1t
Submersible
Convert a Ground Vehicle into a Submarine Low-Tech Industrial Modern High-Tech
Skill: Mechanic This upgrade converts a ground or grav vehicle to be able to travel underwater.
Skill Requirement: 70% Install a Rebreather tool onto the vehicle. It can now travel underwater to a
maximum depth of its Hit Points multiplied by 5 (in squares), and while
Slot Requirement: ½ max underwater, its speed is ½ of normal. It gains a propeller linked to the engine
Parts: 1 per HP to provide propulsion.
Build Time: 48 hours • This halves the maximum slots available on the base hull.
• The radar upgrade becomes a sonar, functioning in the same manner
Purchase Cost: 2x base but able to detect underwater vehicles and large targets.
cost
Weight: -
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Turret Controls
Remotely Control a Turret from the Cabin Low-Tech Industrial Modern High-Tech
Skill: Electronic Add circuitry and an Infopad device, along with a rudimentary camera to allow
Skill Requirement: 50% a gunner to operate a turret from inside the cabin, where they are fully
protected against attack by the vehicle’s armour.
Slot Requirement: -
Circuits: 2
Build Time: 24 hours
Purchase Cost: 2,000
Weight: -
Turbine Upgrades
Enhance Turbine Vehicle Performance Low-Tech Industrial Modern High-Tech
Skill: Mechanic You can apply any of the following upgrades to a vehicle’s turbine engine.
Skill Requirement: 70%
Slot Requirement: *
Parts: *
Build Time: 1hr per Part
Purchase Cost: *
Weight: *
Weapon Linkage
Connect Two Weapons for Multiple Firing Low-Tech Industrial Modern High-Tech
Skill: Mechanic Choose two fixed weapons of the exact same type and bonuses on the vehicle,
Skill Requirement: 70% facing the same direction. When one of these weapons is fired, the other is
simultaneously. The 2nd weapon duplicates the results of the 1st weapons
Slot Requirement: 1 attack roll, damage etc, and simply applies the same damage an additional
Parts: 5 time. This counts as an additional weapon attack for purposes of Threat Level.
Build Time: 8 hours
Purchase Cost: 500
Weight: +0.1t
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Weapon Turret
Rotating Weapon Mount Low-Tech Industrial Modern High-Tech
Skill: Mechanic You can build a turret suited for a vehicle weapon to be mounted. It takes
Skill Requirement: 50% electrical power from the powerplant to function, and the default version has
space for a gunner to sit in it and manually operate it. While seated in the turret,
Slot Requirement: * a gunner has Cover (1/2 damage) against incoming attacks. Each type of turret
Parts: * is added to a weapon’s slot count, and can mount a weapon up to a given size,
as shown below.
Build Time: *
Purchase Cost: * Turbine Slots Parts Time Cost Wt. Max Weapon
Weight: * Standard Turret 1 10 12 hrs 1,000 0.1t 3 Slots
Retractable Turret 2 15 24 hrs 2,000 0.2t 2 Slots
Tank Turret* 3 50 48 hrs 10,000 1.0t 6 Slots
* Can only be mounted on a vehicle of 5.0 tons or more, and only 1 can be
mounted.
A vehicle at or over 6 metres/6.6 yards in length can mount 2 turrets.
A vehicle at or over 10 metres/11 yards in length can mount 3 turrets.
Wheel Covers
Vehicle Armour Protects Wheels Low-Tech Industrial Modern High-Tech
Skill: Mechanic The vehicle’s tires or grav plates are now protected by the vehicle’s AP, on the
Skill Requirement: 50% left and right sides.
Slot Requirement: 1
Parts: 12
Build Time: 4 hours
Purchase Cost: 1,200
Weight: +0.1t
Winch
Motorised Cable to Aid Other Vehicles Low-Tech Industrial Modern High-Tech
Skill: Mechanic The winch is attached to either the front or the rear of the vehicle, and can be
used to tow or pull another vehicle of up to 3.0 tons, at a distance of up to 20
Skill Requirement: 50%
squares, clearing it of an obstacle such as deep mud, or simply towing it
Slot Requirement: - along. The tow vehicle is limited to its Cruise speed while towing.
Parts: 12
Build Time: 4 hours
Purchase Cost: 1,200
Weight: +0.1t
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Workshop
Compact Mobile Workspace Low-Tech Industrial Modern High-Tech
Skill: Mechanic Add a workshop with facilities for one skill, either Mechanic, Robotics,
Skill Requirement: 70% Electronics, Surgery, First Aid, Medicine or Science. Grants +10% to the skill
itself, and halves the skill check time. Can take multiple times, choosing a
Slot Requirement: 5 different skill each time.
Parts: 20
Build Time: 24 hours
Purchase Cost: 2,000
Weight: +0.5t
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Vehicle Weapons
Vehicles can mount standard Heavy Weapons (and some
longarms) as shown on the table below. All weapons receive D amage Icon Key
an auto-loader mechanism as part of the mounting process, Laser Plasma Fire
so spare clips and ammo can be carried in the cargo bay. A
mounted weapon must note which direction it’s facing, and Piercing Bludgeoning Electrical
can hit targets in a co ne 5-squares across unless a turret is
used. These weapons are the same as those able to be carried and used by characters, but show the required number
of slots they use when mounted and never need to be set up. Traits are listed with standard weapons.
Range for weapons listed below is for the 10m/y square vehicle grid, so multiply these numbers by 10 for their range
in metres/yards.
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High-Tech Vehicle Weapons
Weapon Dmg Rng Clip Trait Slots HP Wt. Cost
Beam Laser* 1d8+12 5/20 20 Accurate 1 15 - 10k
Energy Lance 1d12+20 10/40 15 Accurate 3 20 0.1 60k
Compact Assault 1d8+10 25/100 180 Gatling, Suppress, Gauss 2 20 0.1 120k
Weapon (CAW)
Disruptor* 1d8+6 2/8 5 Disrupt 2 1 15 - 20k
Gatling Laser 1d12+10 8/32 180 Gatling, Suppress 3 30 0.2 70k
Gauss Gun* 1d8+12 20/80 30 Gauss 1 15 - 20k
Heavy Disruptor 1d10+8 5/20 5 Disrupt 3 2 20 0.1 90k
Heavy Missile Lchr 1d8+60 200 1 Explosive (1), Missile 4 30 0.1 80k
Heavy Missile Pod 1d8+60 200 3 Explosive (1), Missile, 6 35 0.2 250k
Burst
Mass Driver 1d8+80 80/320 1 Explosive (1), Shell 12 50 2.0 1mil
Micro-Missile Pod 1d6+25 5 12 Explosive (1), Rocket, 1 15 - 10k
Burst
Mini-Missile Lchr 1d8+40 100 1 Explosive (1), Missile 2 10 0.1 50k
Mini-Missile Pod 1d8+40 100 3 Explosive (1), Missile, 3 20 0.2 180k
Burst
Hvy. Plasma Cannon 1d12+50 10/40 5 Oneshot 6 50 1.0 500k
Plasma Cannon 1d12+30 5/20 1 Oneshot 4 30 0.1 300k
Plasma Gun* 1d12+15 2/8 1 Oneshot 1 15 - 60k
Pulse Laser* 1d8+10 2/10 30 Burst, Suppress 1 15 - 15k
Railgun 1d8+25 20/80 5 Gauss 4 20 0.1 70k
Skyflash Missile 1d8+30 20km 1 Explosive (1), Anti-Air, 3 20 0.1 200k
Missile, +10%
* This weapon is a repurposed longarm, and can still be used as such
Industrial Era Vehicle Weapons & Ammo (ideal for steam cars, boats and dirigibles)
Weapon Dmg Rng Clip Trait Slots HP Wt. Cost
.30 Maxim Gun 1d8+6 8/32 60 Burst, Suppress 1 30 0.1 3,000
.30 Braced Rifle 1d8+6 10/40 5 - 1 15 0.1 600
.45 Gatling Gun 1d10+8 5/20 60 Burst, Suppress 2 30 0.1 4,000
Carronade 1d12+20 8/32 1 Shell, 2 round reload 3 50 0.3 2,000
Minion Cannon 1d12+15 6/24 1 Shell, 2 round reload 2 40 0.2 1,000
Punt Gun 1d12+10 1/4 1 Scatter, Cone 3 30 0.1 2,000
Swivel Gun 1d12+12 3/12 1 2 round reload 1 20 0.1 580
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GM Reference Sheets & Tips
This section details some tips to running a Sabre game as a Game Master, and some reference sheets you can print
out and attach to a GM screen for quick system data info. Once you've got a handle on the basics, the rest of it flows
quite easily and you'll find you can even run improvised sessions with minimal preparation.
Preparation
Know your group’s Threat Level
It's important to know just how dangerous your player characters are. Whether they're creating starting characters,
or applying one of the advanced character packages, you'll want to properly calculate their Threat Level (TL). Once
you've done that, you’ll know what you're dealing with and can plan challenges accordingly.
It's important to note that Threat Levels are a generalised approach to determining a character's combat ability.
Lucky (or unlucky) dice rolls make a big difference to the outcome of any encounter!
Action Economy
Given the restrained amount of Hit Points available to characters in Sabre, and the relatively high amount of damage
that can be done, every character's action counts for a lot. One-hit kills are quite possible, though the system has been
tuned to keep these to a manageable level. Players and GM's should remember to choose wisely what to do with their
action, as they might only get a couple of them before being taken out of a fight.
Ranged: While a melee character can hold targets in position, a ranged character is free to do as much damage as
possible, whether it’s with bows, guns or spells/psi powers.
Healing: Most healing while in combat in Sabre is restricted to just a few hit points per round, useful for keeping allies in
the fight. The best healing is reserved for after a fight is over, as it's usually more time consuming. Still, it's handy to
have even a few points of healing available, especially if your NPCs are expected to survive!
Support: Characters with Leadership can offer excellent and useful bonuses in a fight, as can spellcasters or inventors
with abilities that can impede enemy actions and boost that of allies. Definitely consider having one or two of these
character types in a battle.
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System Core
Once you've worked out the TL balance for combat encounters (or if you're not having any combat in your session),
the core part of the system to keep in mind is skill checks. Just about any action your players will want to do involves a
skill check, whether its searching for something (perception), fast-talking an official to divulge some information
(influence), or trying to find their way around a city (streetwise).
For on-the-fly NPCs, you can simply give scribble down the skills they need to know, and the general skill level.
Important skill levels in Sabre break down to the point where knew abilities are unlocked, namely 50%, 70%, 90%, 99%.
When considering what skill level to give your NPCs, just remember that 50%is basically an apprentice's skill, and 99% is
epic mastery, so probably somewhere around the 60% to 80% mark is a good place to be. Take into consideration your
PC skill levels too - for starting characters, you won't need to have an opponent with anything over 70% (and even that's
pretty exceptional to challenge new characters).
So regardless of what your party's characters are doing, you can improv NPCs with relevant skills and a percentage
level appropriate to the task at hand.
Let's say that a character wants to use their Mechanisms skill to open a safe. Their skill is 65%, which is pretty
average, and an unopposed check against that skill has a better than average chance of success. If you want to make it
more difficult, apply a penalty to their skill for the check. e.g. -20%. Now their skill is effectively 45%, making it more
difficult to succeed, since they have to roll no higher than 45. If you REALLY don't want them opening that safe, you can
apply penalties of up to -60% this way!
When dealing with an opponent, you don't apply a difficulty penalty in this fashion - instead, you buff the skill of the
NPC, and apply a bonus which boosts the result of an opposed check to make it higher. So a player with 65% skill might
roll a 47, then add a +4 bonus to that number given them 51. Your NPC might have a 70% skill but roll a 41. But, since
they might be an expert in their field, they'd have the Skill Focus talent which gives them a bigger result bonus. In this
case, it's a +12 bonus, so they end up with 53. Easy!
Skill Focus
This talent is an important part of the system, as it can apply to any skill that is used to make opposed checks.
Boosting a result bonus for combat skills or things like Intimidate or Deceit leads to a higher chance of success, so
don't forget about this one when making NPCs! It does give them a higher Threat Level too, if applied to combat or
evade skills, so use it wisely.
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Skill Checks, Wounds & Traps
Common Skill Checks
Task Skill Check Type
Athleticism of any kind Unopposed check, but if failed, you don’t gain the benefit.
Deceiving anyone. Deceit check opposed by the Insight skill.
Enduring heavy physical labour outside combat. Unopposed Endurance check, possibly with a difficulty mod.
Influencing or Intimidating an NPC Influence/Intimidate skill opposed by the subject’s Resolve skill.
Insight into an NPC’s motives Insight check opposed by the Deceit skill.
Melee or Unarmed attack Character’s skill opposed by Evade, Shield (Block), Melee (Parry)
or Unarmed (Parry), all of which cost 1 Reaction.
Perceiving hidden creatures. Perception opposed by the target’s Stealth roll.
Performing some crazy stunt while airborne Unopposed Acrobatics unless opposed by another creature.
Ranged attack against a target. Ranged weapon skill opposed by the target’s Evade or Block skill,
which costs 1 Reaction to use.
Ranged attack while an enemy is within melee Enemy in melee range gets an opportunity attack against the
weapon range ranged attacker.
Sights, sounds or searching for secret doors. Unopposed Perception, possibly with a difficulty mod.
Tracking an unsuspecting quarry Unopposed Track check.
Tracking someone who is covering their tracks. The Track skill opposed by the target’s Conceal skill.
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Herbal Remedies, Poisons & Medicines
Herbal Remedies % Herb x3 Effects Cost
Anti-Bacterial Tonic - Garlic Ignore disease effects for 2 hrs. If taken daily, reduce duration by 1 day 10
Detoxification Tonic 70 Thistle Shortens duration of addicted condition by 1 day & allows 1 hr of relief. 30
Energy Tonic 70 Coca Leaf +2% to all opposed skill check results for 1 hour. 30
Healing Tonic - Heathmend Heal +1 Hit Point instantly. 20
Healing Poultice 50 Aloe Heal +2 Hit Points after 1 minute. 20
Pain Relief Tonic 50 Poppy +1 Natural Armour for 1 hour. 30
Relaxation Tonic - Passionflower Remove the -20% penalty for Surgery, gain +1 HP from Surgery. 10
Spirit Tonic - Kahve Gain +1 Spirit Point instantly & ignore the fatigued condition for 1hr. 10
Strength Tonic 70 Tribulus Instantly gain +1 to DM and +1 to maximum Hit Points for 1 hr. 20
Universal Tonic 90 Every Herb Heal +2 HP & Spirit instantly, immune to disease & effects for 2 hours. 150
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Narcotics, Food & Accommodation
Industrial Era Narcotics
Medicine % Type Herb x5 Effects Cost
Coca Wine 50 Dnk Coca Leaf +4% to all opposed skill results. 70cr
& 1 Wine
Coffee 50 Dnk Kahve Gain +2 Spirit Points instantly, & ignore fatigued condition for 1hr. 8cr
Dr. Johnson’s 50 Dnk Tribulus & Gain +1 to Damage Modifier & +3 max Hit Points for 1 hr. 50cr
Formula Coca Leaf
Laudanum 50 Dnk Poppy & Gain +2 Natural AP for duration. 70cr
1 Wine
Food Table
Item ENC Cheap Reasonable Superior
Meal at a pub or traveller’s inn - 5 12 * 30 *
Trail rations (7 days) 1 6 12 * 18 *
Vitabar. Consume in 1 minute, +1 HP once per day, counts as a meal. - 5 - -
Preserved Food (tinned or in a sealed package, 1 meal) 1 2 4 8
Raw Ingredients (for use with the Craft: Cooking skill) 1 serving 1 1 3 6
Cooking Herbs (for use with the Craft: Cooking skill) 10 servings - 1 - -
* Food of this quality provides a bonus to Heal Rate, +1 to Reasonable quality and +2 to Superior.
* Trail Rations apply a -1 Heal Rate – they'll keep you alive, but aren't a satisfying meal!
Accommodation Tables (Reasonable quality accommodation grants +1 to Heal Rate, Superior grants +2)
Housing (Weekly Rent) Occupants Cheap Reasonable (+1) Superior (+2)
Common room or stables (per night) 10 max 10ea - -
Inn room (per night) 3 max 10 40 80
Hovel or shack 2 30 - -
Cabin or cottage 4 40 75 150
House or apartment 6 100 300 500
Villa or mansion 12 - 1500 3000
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Survival, Weather, Fires, Falling, Fatigue & Suffocation
Survival Table
Condition Onset Time Fatigue Check Intervals Thereafter
Exposure CON in hours See the exposure rate on the Temperature table.
Dehydration CON x3 in hours (less in heat) Every 6 hours
Starvation CON x3 in hours Daily
Temperature Table
oC oF Climate Exposure Exposure Rate
Below -20 Below -2 Glacial Yes Minutes
-19 to -10 -2 to 14 Freezing Yes 15 minutes
-9 to 0 -16 to 32 Cold Yes Hourly
1 to 10 33 to 50 Chill Yes Daily
11 to 20 51 to 68 Cool No -
21 to 30 69 to 86 Warm No -
31 to 40+ 87 to 104+ Hot Yes Hourly
Encumbrance Penalties
Encumbrance Calculated By: Effects
Unburdened STR No effect.
Burdened STRx2 -2 Movement, fatigue chk if going faster than base Move.
Heavily Burdened STRx3 ½ Movement, can’t go over base Move. Fatigue chk every rd if move.
Overloaded Over STRx3 Cannot move at all. Gain fatigue for 1 hour if you act at all.
Suffocation
• A character's Endurance skill score represents how many seconds they can hold their breath for if they inhaled
a deep breath beforehand.
• Once this time expires, or if they failed to inhale beforehand, they gain the fatigued condition until they can take
a breath, at which point it is removed. This is a special application of the fatigued condition that cannot be
removed by any other method.
• Once they’ve gained fatigue, they have 5 rounds to gain access to breathable atmosphere or they pass out.
• 1 minute after this point, they die from asphyxiation.
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Repair, Salvage & Teaching
Repair table
Result Effect
Critical Success The Part was ideal for the job, restoring 2d6 Hit Points (or Armour Points) to the machine.
Success 1 Part is used, repairing 1d6 Hit Points (or Armour Points) to the target machine.
Failure 1 Part is used but your skill wasn’t up to the task, restoring only 1 Hit Point or Armour Point.
Fumble The Part was broken during your repair attempt and no Hit Points are restored.
Salvage Results
Source Wreck Normal
Vehicle 1 Part per 2 Hit Points. 1 Part per Hit Point.
Modern Weapon 1 Part 1 Part per ENC of the weapon.
High-Tech Weapon 1 Circuit if item’s value at least 500cr 1 Circuit per 500cr of the weapon’s value.
Device 1 Circuit if item’s value at least 500cr 1 Circuit per 500cr of the weapon’s value.
Starship 1 Hull Part per 10 Hit Points 1 Hull Part per 5 Hit Points
Robot or Android 1d6 Parts AND Circuits, +5 per robot body 1d6 Parts AND Circuits, +10 per robot body
size above Small size above Small
Characters with the Teach skill can also teach abilities such as Talents, Manoeuvres, Inventions etc. to willing
students. Any of these abilities cost 1000cr. as well as the time required to be taught either Talents or Manoeuvres.
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Vehicle Sheet
Movement in a Combat Round
10m Sq./rd. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Vehicle Kph 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96 102 108
Vehicle Mph 4 8 11 15 19 22 26 30 33 37 41 44 48 52 55 60 63 67
10m Sq./rd. 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36
Vehicle Kph 114 120 126 132 138 144 150 156 162 168 174 180 186 192 198 204 210 216
Vehicle Mph 70 74 78 82 85 90 93 97 100 104 108 112 115 119 123 126 130 134
Grav Vehicles
• Grav vehicles can travel at full speed over dirt roads, and even over water without slowing down.
Vehicle Critical Hit Subsystem Table (All take HP damage instead of the vehicle, after AP)
1d8 System Hit Details
1 Engine Engine takes HP damage instead of vehicle.
2 Fuel Tank Vehicle loses 1 unit of Fuel per round until repaired.
3 Wheels/Grav Plates etc ½ Movement. Skill check to avoid crashing. If 2nd wheel/plate is lost, cannot move.
4 Steering System Vehicle cannot alter course or avoid incoming attacks.
5 Driver Driver takes HP damage instead of vehicle, cannot evade.
6 Gunner or Passenger Gunner or passenger takes HP damage instead of vehicle, cannot evade.
7 1 Weapon Weapon takes HP damage instead of vehicle.
8 Docking Bay/Cargo Bay Vehicle inside a docking bay is hit. If not installed, items in Cargo Bay are hit.
• If vehicle is in space or underwater, body is breached and vents atmosphere if driver, gunner, passenger is hit.
• Weapons with explosive mod will ALSO apply damage to the next item down on the list from the one rolled. i.e. if
Driver is hit with an explosive weapon, the Gunner or Passenger item is also hit with that damage.
• If there is no installed system at that location, regular Hit Point damage is done to the bo dy instead.
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Conditions List
Addicted Bleed
• Victim’s Critical Range for all skills is reduced to 0. • Victim loses 1 Hit Point per round until First Aid or other
• 1st use of the addicted substance negates penalties for healing has been performed on them.
one hour but has no other effect. Further uses within this • If below 0 Hit Points, bleeding reoccurs if the creature
hour have normal effect. moves or takes any action.
• You must avoid failing another addiction check for this • This condition can be applied up to 3 times. Effects that
specific drug or nanomed for 14 days to remove this remove Bleed only remove 1 at a time.
condition. Charm ed
Blinded • Victim cannot harm the Charmer.
• Victim loses all result bonuses on skill checks. • The Charmer’s Influence and Deceit skill checks have a
• Victim’s Movement is reduced by half. +10% result bonus when interacting socially with the victim.
• Victim cannot make Opportunity Attacks. Deafened
• If also Deafened, target can’t take actions/Reactions. • Victim fails hearing-based skill checks.
Dazed • Initiative Bonus is not applied to Initiative rolls.
• Victim can’t use Disciplines or Manoeuvres. • If also Blind, the target cannot take actions/Reactions.
• Victim’s Movement is reduced by half. Diseased
Fatigued This condition typically lasts for 7 days.
• Victim’s Critical Range for all skills is reduced to 0. • Victim’s Movement is reduced to half.
• Skills are not increased on failures or fumbles. • Victim loses all Attribute Bonuses on skill checks.
Frightened • Victim’s Heal Rate & Spirit Regeneration are reduced to 0.
• Victim’s Critical Range for all skills is reduced to 0. Intoxicated
• Victim cannot willingly approach the source of its fear. Gained after failing your Endurance roll while you are Tipsy - you
Invisible lose the Tipsy condition and become Intoxicated for 1 hour.
• Cannot be seen without aid. • Victim’s Critical Range for all skills is reduced to 0.
• Can be detected by noise or tracks. • Victim’s Fumble Range is increased by +5.
• Melee attacks against the invisible creature must • Movement is halved.
also be less or equal to Perception skill or the • You gain +10% to Resolve skill check results.
attempt fails. • Roll 1d4 on the Drunken Type table.
• Others cannot defend against invisible creature’s Irradiated
attacks. • The victim loses Hit Points from their maximum every day
Nauseated until treated (see the radiation section).
• Victim’s skill rolls must also be less or equal to their • When Maximum Hit Points reaches 0, they die.
Endurance skill or the attempt fails. Paralysed
Pro ne • A paralysed creature cannot move, speak, or take any
• Ranged attackers lose their Result Bonus attacking a action that is not purely mental.
prone character. • The creature cannot Parry, Evade or Block.
• Melee/Unarmed/Marital Arts attacks against a prone Pinned
target gain a +10% result bonus. • The victim cannot move or take actions, and both they and
• Prone characters lose their Damage Modifier on attacks. the grappler become prone
• Movement is reduced to 1. Slo wed
Restrained • The creature can take an action or move, but not both.
• The victim can only use one-handed weapons, spells that • All Evade skill checks automatically fail.
use a Reaction, and Movement is reduced to 2. Suppressed
Stunned This is a fear-based effect. If the victim is immune to fear, they
• A stunned creature cannot move or take actions. are immune to this condition.
• The victim automatically fails Brawn skill checks. • The victim’s Movement Rate is halved.
• The victim cannot Parry, Evade or Block. • If victim fails an opposed Resolve check, they lose their
next action.
Terrified Tipsy
• Victim drops whatever it is holding and runs away from Gained after failing an Endurance roll when drinking alcohol.
the source of fear for 1 round at max speed. • Victim’s Fumble Range is increased by +5.
• Victim remains frightened for the entire encounter. • Movement is reduced by 1.
Unco nscious • You gain a +5% Resolve skill result bonus.
• Victim drops whatever they’re holding and falls prone.
• Victim cannot move, take actions, defend itself or
perceive its surroundings.
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Accolades & Advancement
Acquiring Experience Accolade Rewards Table
Experience is gained through two methods. Skills are raised as a
Reward Type Accolades
character uses them, and at the end of a session the Game Master gives
Completed Session +2
out ‘Accolades’. An Accolade is a sort of currency which can be spent
No Combat at All +3
after a session, or accrued over time to directly purchase other
Roleplaying Bonus +1 to +5
improvements to your character.
Defeat Traps/Clever Ideas +1 to +5
The number of Accolades given out is calculated from the Threat
Defeating Major Boss +5
Level of the enemies defeated (which includes thwarting or outwitting
Completing Campaign +10
them, not just killing them), added up and divided by the number of
players.
• An enemy less than half the Threat Level of the character(s) that defeats them yields ½ Accolades.
You can also add rewards for other objectives as shown in the table above, which includes notes for non-combat
victories and roleplaying. While these rewards are a flat amount and do not increase, as the players progress in wealth
and power, the Threat Level of their enemies does increase and thus, more Accolades are given out for victory.
Accolades are awarded to players, not characters, so if a player has more than one character under their control, the
player must choose which character to advance.
Accolade Skill Cost Table
Raising Skills Accolades Points
In addition to failing skill checks or finding someone to Teach you, Skill level Spent Gained
skills can also be raised by spending Accolades, as noted on the table at 01%-30% 1 4
right. The cost of raising the skill depends on the skill’s current level, with
31%-50% 1 3
the cost increasing greatly at the higher skill levels.
51%-60% 1 2
You can also buy or find Skill Manuals, either in book or digital form,
61%-70% 1 1
which give the reader 1 Accolade to be spent on raising the skill covered by
71%-80% 2 1
the manual. This can only be done once per skill. 81%-90% 5 1
91%+ 10 1
Extended Periods of Study
In-between game sessions, if characters have an extended period of time to themselves, they can engage in study to
raise skills, albeit at a much slower rate than through actively adventuring. For every day that a character spends
studying a skill to the exclusion of other activities, they may make a skill check against that skill. If they roll above their
skill level, they gain 1 point in that skill.
Greenhorn
This update package is for a modest degree of advancement, representing roughly 3 sessions of play.
Profession Skill Set your main Profession's primary skill to 70% (if below 70%).
Other skills +5% to 4 other skills.
Abilities Choose 4 new abilities, 3 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 1000cr to spend on equipment or new abilities.
Seasoned
This update package is for a substantial degree of advancement, representing roughly 6 sessions of play.
Profession Skill Set your main Profession's primary skill to 75%.
Other skills +10% to 2 other skills. +5% to 3 other skills.
Abilities Choose 8 new abilities, 6 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 2000cr to spend on equipment or new abilities.
Adept
This update package is for very substantial advancement, representing roughly 10 sessions of play.
Profession Skill Set your main Profession's primary skill to 80%.
Other skills +15% to 3 other skills. +10% to 3 other skills.
Abilities Choose 16 new abilities, 12 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 10,000cr to spend on equipment or new abilities.
Veteran
This update package provides a very large degree of advancement, representing roughly 15 sessions of play.
Profession Skill Set your main Profession's primary skill to 90%.
Other skills +20% to 4 other skills. +15% to 3 other skills. +5% to 3 other skills.
Abilities Choose 24 new abilities, 18 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 10,000cr to spend on equipment or new abilities.
Master
This update package provides a huge degree of advancement, representing roughly 20 sessions of play.
Profession Skill Set your main Profession's primary skill to 95%.
Other skills +25% to 4 other skills. +20% to 3 other skills. +10% to 4 other skills.
Abilities Choose 36 new abilities, 27 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 30,000cr to spend on equipment or new abilities.
Attributes Increase 1 Attribute by +1.
Elite
This update package provides a massive degree of advancement, representing roughly 30+ sessions of play.
Profession Skill Set your main Profession's primary skill to 99%.
Other skills +30% to 4 other skills. +25% to 4 other skills. +15% to 5 other skills.
Abilities Choose 50 new abilities, 37 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 50,000cr to spend on equipment or new abilities.
Attributes Increase 2 Attributes by +1.
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Appendix A: Skills List
Common Skills Base Percentage Modern Professional Skills Base Percentage
Athletics CON x2 Astronavigation INTx2
Brawn STR x2 Computers INTx2
Common Tongue INT x2 Drive AGI x2
Conceal AGI x2 Pilot AGI x2
Deceit CHA x2 Repair STR x2
First Aid AGI x2 Salvaging STR x2
Influence CHA x2
Insight INT x2 Restricted Skills Base Percentage
Intimidate CHA x2 Electronics INT x2
Perception INT x2 Mechanic STR x2
Stealth AGI x2 Medicine INT x2
Unarmed STR x2 Psychic INT x2
Robotics INT x2
Resistance Skills Base Percentage Science INT x2
Endurance CON x2 Surgery AGI x2
Evade AGI x2
Resolve INT x2 Professional Skills Base Percentage
Acrobatics AGI x2
Modern Combat Skills Base Percentage Animal Training CHA x2
Heavy Weapons STR x2 Commerce CHA x2
Firearms AGI x2 Courtesy CHA x2
Craft AGI x2
Ancient Combat Skills Base Percentage Disguise CHA x2
Archery AGI x2 Gambling CHA x2
Martial Arts AGI x2 Herbalism INT x2
Melee STR x2 Investigation INT x2
Shields STR x2 Knowledge INT x2
Thrown Weapons AGI x2 Language INT x2
Leadership CHA x2
Mechanisms AGI x2
Navigation INT x2
Perform CHA x2
Prospecting INT x2
Ride AGI x2
Seamanship CON x2
Seduction CHA x2
Sleight AGI x2
Streetwise INT x2
Survival CON x2
Teach CHA x2
Track INT x2
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Appendix B: Traits
Low Light Vision
The creature’s sight is good enough to see normally even in dim conditions.
Benefit: Allows the creature to see normally in dim conditions out to 20 metres.
Night Vision
The creature’s sight is impeccable even on the darkest night.
Benefit: Allows the creature to see normally in night-time conditions out to 20 metres.
Dark Vision
The creature’s sight is able to convey detail even in the complete absence of light.
Benefit: Allows the creature to see normally in the complete absence of light out to 20 metres
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Ability: Refers to talents, manoeuvres, skills & psi disciplines that a character can learn.
Accolades: Points rewarded at the end of a session for achieving goals such as defeating enemies,
roleplaying or completing difficult tasks. Can be spent in various ways to advance your character.
Action: Your turn to have a go during a combat round, with which you can attack, cast a discipline etc.
AGI: Agility (Attribute), a measure of your character’s agility, co-ordination and reflexes.
AoE: This is Area of Effect damage, usually from an explosion of some sort, affecting all targets in that area.
AP: Armour Points, which reduce incoming damage by the listed amount.
Attribute: A measure of your character’s basic abilities: Strength, Agility, Constitution, Intellect and Charisma.
Attribute Bonus: A number based on the Attribute score itself, starting from 10 and increasing by +1 for every
2 points of that Attribute. Characteristics such as Initiative and Luck are derived from the Attribute Bonus, and
they’re also added to all skills as an opposed result bonus.
Buff Points: A pool of points you can distribute to your Attributes during character creation, with 1 Buff Point
adding 1 to an Attribute.
Campaign: A series of connected adventures involving the same adventurers.
Character: A fictional avatar controlled by a player who participates in the story told by the Game Master.
Characteristic: Things such as Height, Weight, Damage Modifier etc.
CHA: Charisma (Attribute), a measure of a character’s force of personality and charm.
Circuits: Small, thin circuit boards used to create and upgrade electronic systems.
Condition: Effect imposed upon a character, usually detrimental in nature.
Combat Round: A short period of 6 seconds, during which a character in combat can perform a Combat
Action, a Move Action, a number of Reactions.
Common Skill: Skills that are generally known by all characters, such as athletics and sneaking.
CON: Constitution (Attribute), a measure of your character’s healthiness and ability to resist wounds, poisons
and the like.
Critical Success: This is the character’s chance to gain a critical success with a given skill. The default range
is 3, which is the skill’s level, and the two numbers before it. E.g. a skill of 52 has a critical range that includes
50, 51 and 52.
Cyber Slots: This represents the amount of cybernetic alteration the body can withstand, improves with
Endurance skill.
Damage Reduction: An armour-like effect that grants Armour Points to specific damage types.
Device: A modern or high-tech tool, usually powered by a battery of some sort, which provides enhanced
function to a character.
Difficult Terrain: Ground that requires twice the normal Movement cost to traverse.
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DM: Damage Modifier (Characteristic), a die roll added to the damage caused by some weapons.
ENC: Encumbrance, an abstract measurement of the bulk and weight of a given object.
Evade: A skill showing how well a character can avoid impact from disciplines or physical attacks.
Era: The technology and societal era a story takes place in. Weapons, devices etc. are all divided into eras,
allowing a GM to use appropriate gear in their campaign.
Fatigue: (Condition) Given to characters after heavy exercise, blood loss or asphyxiation, which impairs
prevents skill gains and critical success.
Fumble: A roll of the dice which results in 98, 99 or 00. On opposed combat checks, this will bump up the
opponent’s roll, from a failure to success, or success to critical.
Fumble Range: The range of chance on a percentage skill check to determine if the result is a fumble.
Game Master: The player who runs the game, controls NPCs, adjudicates the rules, dispenses justice etc.
Gene Slots: This represents the amount of genetic alterations the body can withstand, improves with
Endurance skill.
Heal Rate: (Characteristic), the number of Hit Points regained after rest, usually after 8 hours, sometimes
longer.
HP: (Characteristic) Hit Points, the measure of how much physical damage a character can take before
unconsciousness and death.
INT: Intellect (Attribute), a measure of your character’s ability to think, solve problems, learn, as well as their
overall mental capacity, represented by Spirit Points.
Initiative Bonus: (Characteristic) A number derived from a character’s Agility Attribute, then added to a d10
roll at the start of combat to determine the order of battle.
Invulnerability: An effect which results in a character being completely unaffected by a type of damage.
Inoperative: A condition for vehicles, ships, weapons and devices, resulting in the object no longer being
functional, though still repairable if the right talent is taken.
Killed: An effect which ends the character’s life instantly, usually by removing their head.
Luck Points: (Characteristic) Points which a player can spend to avoid disastrous dice rolls or events.
Machine: Any robot, automaton, vehicle, android, or otherwise mechanical object.
Mains: A power source other than from a battery, usually from a generator or a city’s power grid. Any device
that requires Mains power must be plugged into a generator that states it provides Mains power.
Manoeuvres: Actively applied abilities requiring the expenditure of Spirit Points. Can modify the result of a
combat ability or other mundane effect such as using Stealth.
Movement Rate: (Characteristic) The distance a character can move in a single combat round and still take an
action. For most characters, this is 6 squares.
NPC: Non-Player Character, a character in the game who is controlled by the Game Master.
Opposed Roll: A skill check made by two characters, with the highest successful roll winning.
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Parts: Forearm-sized clumps of metal, wires and motors that form a generic resource for mechanical
systems.
Philosophy: A character’s overall belief system, guiding their actions and decisions.
Professional Skill: An involved and challenging skill which can only be used if specifically learned,
professional skills cover major aspects of a character’s skill set, involving weapons and other complex tasks.
Psi Discipline: Mental powers capable of healing, damaging and impairing enemies.
Psychic: A technical skill that allows the user to tap into mental powers to create powerful effects.
Reaction: A move a character can make in response to another character’s action, usually defensive in nature.
Reach: A melee weapon ability that allows it to hit targets at 2 squares from the wielder, but deals half
damage at 1 square range.
Remedies: This term refers to all herbal formulas and medicines that are of positive benefit to a character,
usually for healing or treating illness or negative conditions.
Resistance Skill: One of three skills used to reduce the impact of damage or mental effects on a character,
comprised of Endurance, Evade and Resolve.
Resolve: The mental resilience of a character, allowing them to resist the influences of others, both mundane
and mental, and it boosts Spirit Points is it increases.
Result Bonus: A number added on to a successful opposed skill result, to boost the final total of the roll,
which can even be above your skill level.
Restricted Skill: A professional skill that can only be gained as part of a Profession.
Spirit Points: Used for the using of disciplines or use of manoeuvres, Spirit Points are a factor of health and
willpower.
STR: Strength (Attribute), a measure of a character’s brawn and brute force.
Square: A generic reference to a square on a combat grid. This can be referred to in metres or yards,
depending on which system of measurement your campaign is using.
Talent: Passive ability that grants a character new or enhanced capability.
Restricted Skill: A type of Professional Skill that can only be taken as part of a Profession, including a second
profession.
VHP: Virtual Hit Points, representing how resilient your avatar is in a Virtual Combat encounter.
Vulnerability: An effect which results in a character taking extra damage from a type of damage.
Wreck: The final stage of lowered condition for vehicles, ships, weapons and devices. The object is not only
non-functional, it is so damaged it cannot be repaired and can only be used for salvage.
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Appendix D:
Combining Scifi & Fantasy
Here’s a few notes concerning the combination of the two manuals:
• Silver Pieces can be converted to and from Credits equally.
• Converting to Pounds for Industrial era settings is as simple as dropping a 0 from an item’s price.
• Acid damage is essentially the same as Plasma damage. If using damage types from Fantasy in Scifi such as
radiant, Scifi characters have the option to fortify against those damage types – the same applies to Fantasy
characters vs plasma and laser damage etc.
• Auldsteel weapons from the fantasy system bypass half AP on ancient armour – this doesn’t apply to modern
and high-tech armour, but Auldsteel’s other benefits apply.
• Magic damage works normally against any form of armour – only ranged or melee weapons have the ½ AP
bonus vs modern or ancient armour.
• The Celestrel and Daemon fantasy races add these scifi species to their list of options:
- Xarani
- Venator (this option also gains the Quadruped trait for free).
- Shikava (this option also gains the Aquatic trait for free).
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Appendix E:
Miniatures
Sabre’s system is designed to work perfectly with readily available miniatures, be they fantasy or scifi, of which there
are plenty to choose from on the internet. Here’s a few we’ve been using in our local games.
Ro bots ready for battle So m e scifi heroes get ready to rumble
www.heroforge.com lets you make some of Sabre's more exotic species, such as Ophidian, Saerid and Roden
When it comes to vehicles, I recommend z-scale (1:200 or 1:220) which can be used on your standard 1 inch grid
scale. They’re cheaply available (normally used in train sets) and make a great baseline for modifying for your own
games. Here’s some basic ones I’ve glued to some counters, and used on both regular grid maps, and ones that were
created by Seafoot Games, with streets and buildings!
I’ve even converted a few into grav cars for high-tech settings, complete with DeLorean style fold-out grav plates!
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There’s also plenty of 3D printed vehicles at this scale to use, although they can be more expensive. You can have a
lot of fun mixing and matching car parts this way to create all sorts of mechanical monsters, like these! And yes, the
rules in Sabre cover practically all of these combinations
For air and sea vehicles, I recommend 1/400 scale models, which are cheaper and easier to find than 1/200 scale,
and fit well onto the standard grid map.
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Finally, here are some shots of the starship minis we’re using in our games. I’ve chosen models around the same 1-
inch square scale to use on standard map grids, and sure, a 1km square map grid isn’t going to allow ships to be
perfectly to scale, but these have been more than adequate for our needs:
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Appendix F:
OPEN GAME LICENSE
Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (‘Wizards’). All Rights Reserved.
1. Definitions: (a) ‘Contributors’ means the copyright and/or trademark owners who have contributed Open Game Content; (b) ‘D erivative Material’
means copyrighted material including derivative works and translat ions (including into other computer languages), potation, modification,
correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast,
transformed or adapted; (c) ‘Distribute’ means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
(d) ‘Open Game Content’ means the game mechanic and includes the methods, procedures, processes and routines to the extent su ch content
does not embody the Product Identity and is an upgrade over the prior art and any additional content clearly identified as Open Game Content by
the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically
excludes Product Identity. (e) ‘Product Identity’ means product and product line names, logos and identifying marks including trade dress; artifacts;
creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, lan guage, artwork, symbols, designs, depictions, likenesses,
formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters,
disciplines, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified
as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) ‘Trademark’ means the log os,
names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated product s contributed to the
Open Game License by the Contributor (g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) ‘You’ or ‘Your’ means the licensee in te rms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content ma y only be Used
under and in terms of this License.
You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as
described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldw ide, royalty-free, non-
exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent t hat Your Contributions
are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright
holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in
another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibili ty or co-adaptability
with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does
not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all
rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate wh ich portions of the work that you are distributing are Open Game
Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any autho rised version of
this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to so me or all of the Open Game
Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein an d fail to cure such breach within 30 days of
becoming aware of the breach.
All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only t o the extent necessary to make
it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Re dman, Charles Ryan,
based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, A ndy Collins and JD
Wiker.
System Reference Document Copyright 2014, Wizards of the Coast, Inc.; Authors Mike Me arls, Jeremy Crawford, Rodney Thompson & Peter Lee,
based on original material by E. Gary Gygax and Dave Arneson.
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