Appendices

appendicesreferencetables

Last updated: 2/9/2026

APPENDICES

Appendix A: Quick Reference Tables

Core Mechanics Reference

Target Difficulty/Task Difficulty (TD) Scale

DifficultyTDDescription
Routine4Standard task under normal conditions
Moderate6More challenging requiring focus
Difficult8Complicated task requiring skill, or a moderate task under pressure
Complex10Uniquely challenging requiring special expertise
Extreme12Near the limits of what is possible
Impossible14+Impossible without exceptional circumstances, combined effort, and luck

Roll Outcomes

  • Critical Success: Generally Maximum Roll – unless noted otherwise
  • Success: Meet or beat TD
  • Failure: Below TD
  • Critical Failure: Generally Minimum Roll – unless noted otherwise
  • GA may choose to allow partial/mixed success at their discretion

Advantage/Disadvantage

  • Advantage: Roll twice, take higher result
  • Disadvantage: Roll twice, take lower result
  • Effects do not stack (one roll with Advantage = two rolls maximum)

Combat Quick Reference

Combat Phase Structure

  1. Momentum Phase: Determine which team acts first
  2. Active Team Phase: All active team members take turns
  3. Reactive Team Phase: Other team responds
  4. Energy Refresh: All participants restore Energy at end of the full combat round (both teams taken actions)
  5. Status Resolution: Apply ongoing effects

Standard Actions (Energy Cost)

ActionEnergyNotes
Attack2Make weapon attack
Reload/Switch1Change weapons
Use Item1Apply stim, activate device
First Aid2Heal or stabilize
Throw Item2Grenades, devices
Defensive Posture3+2 Armor die, immune to interruptions
Move1 per space5 feet per space
Retreat2Disengage from melee

Attack Resolution

  1. Roll Combat die + Weapon skill + modifiers
  2. Defender may spend 1 Energy to evade (Combat die + Evasion skill)
  3. If hit: Roll weapon damage - armor = final damage
  4. Apply status effects if any

Critical Hits

  • d8 Combat: Critical on natural 8
  • d10 Combat: Critical on natural 9-10
  • Effect: Cannot be evaded, deal maximum damage + 1 additional damage die

Target Zone Modifiers

ZoneAccuracy ModifierSpecial
Head-2Critical headshot possible (ranged only)
Torso0Standard target
Arms-1May disable limb
Legs-1Reduces movement

Cover Modifiers

Cover TypeAccuracy Modifier
Half Cover-2
Full Cover-4
Poor Visibility-2
Flanked+2 (attacker bonus)

Status Effects Reference

StatusEffectDurationRecovery
BleedingLose 5 HP per turnUntil treatedFirst Aid or medical item
StaggeredCannot move/attack1 turnSpirit check TD 4 (early)
Blinded-4 AccuracyVariesRemove source or time
VulnerableAll damage criticalUntil removedSpecific cure/time
PoisonedLose 2 HP per turnUntil curedAntidote or medical treatment
StressedNo Interruptions, +1 Energy cost1 sceneRest or Spirit check
ExhaustedVarious penaltiesUntil restRest period required
CharmedCannot target charmerVariesRemove effect or damage

Exhaustion Effects

  • 1-2 points: -1 to physical skill checks
  • 3 points: -1 to all Trait dice
  • 4 points: Staggered, cannot recover Energy naturally
  • 5 points: Risk of collapse (TD 10 Spirit check per narrative scene, start of new combat)

Equipment Reference

Armor Ratings by Type

Armor TypeQualityProtectionARCost
LightPoor1d40500 C
LightGood1d402,500 C
LightMasterwork1d4110,000 C
MediumPoor1d612,000 C
MediumGood1d617,500 C
MediumMasterwork1d6225,000 C
HeavyPoor1d825,000 C
HeavyGood1d8215,000 C
HeavyMasterwork1d8350,000 C

Weapon Damage by Type

Weapon TypeBase DamageModifiers
Light Melee6+Hand-to-Hand skill
Light Ranged6+Weapon skill
Heavy Melee10+Hand-to-Hand skill
Heavy Ranged14+Weapon skill
ExplosivesVariesArea effect, varies

Quality Modifiers

  • Poor: No bonus or penalty to rolls, 1 max Wear Point
  • Good: +1 to damage roll/armor roll, 5 max Wear Points
  • Masterwork: +3 to damage roll/armor roll, 10 max Wear Points

Wear Point Thresholds

  • 0-2 Wear: Functions normally
  • 3+ Wear: Risk of malfunction
  • At Maximum: Equipment fails

Skill Check Reference

Common Skill Checks and TDs

SituationSkillTypical TD
Pick simple lockStealth4
Pick complex lockStealth8-10
Climb rough surfaceAthletics4
Climb smooth wallAthletics10
Spot hidden objectAwareness6-10
Detect ambushAwareness8
Repair damaged equipmentEngineering4 + Wear Points
Hack basic systemProgramming6
Hack secure systemProgramming10-12
Stabilize dying characterMedicine6
Perform surgeryMedicine10
Negotiate standard dealPersuasion6
Negotiate hostile partyPersuasion10-12
Deceive suspicious targetDeception8
Track across terrainBushcraft6

Economy Reference

Standard Living Costs (Per Week)

LifestyleCostDescription
Minimal50-100 CStreet living, ship sleeping
Basic200-400 CCapsule hotels, cheap food
Standard500-1,000 CPrivate quarters, varied diet
Elevated1,500-3,000 CQuality housing, good meals
Luxurious5,000+ CPremium everything

Ship Operating Costs

ExpenseCostFrequency
Fuel (basic)3,000 CPer refuel
Port fees250-2,500 CPer landing
Docking permits500-5,000 CPer cycle
Maintenance1,000-10,000 CMonthly
Insurance1-3% ship valueAnnually

Mission Pay Scale

Mission TypePayment
Simple delivery500-2,000 C
Standard security1,000-5,000 C
Dangerous operations5,000-25,000 C
High-risk black ops25,000-100,000 C

Crafting Reference

Component Costs

TypeCostAvailability
ScrapFree (salvaged)Common
Basic10 CCommon
Advanced100 CModerate
Rare500-1,000 CRare
UniqueVariable/StoryExtremely rare

Component Conversion

  • 3 Scrap = 1 Basic Component
  • 5 Basic = 1 Advanced Component (TD 6, workshop)
  • 10 Advanced = 1 Rare Component (TD 8, specialized facility or equipment)

Crafting Time and TD

ComplexityTDTimeExample Items
Basic41-4 hoursAmmunition, basic tools
Advanced64-12 hoursWeapons, armor, electronics
Masterwork121-3 daysCustom equipment, specialized systems

Common Craftable Items

ItemComponentsTDTime
Basic Meditab2 Basic42 hours
Ammunition (20)1 Basic41 hour
Frag Grenade2 Basic62 hours
Light Armor Piece3 Basic, 1 Advanced66 hours
Light Weapon2 Basic, 1 Advanced68 hours
Heavy Weapon3 Advanced, 1 Rare1012 hours

Augmentation Reference

Implant Installation Costs

TierLegal FacilityIndependentBlack Market
11,000 C600-800 C500 C
22,000 C1,200-1,600 C1,000 C
35,000 C3,000-4,000 C2,500 C
412,000 C7,200-9,600 C6,000 C

Installation Complication Rates

Facility TypeSuccess RateComplication Risk
LegalAutomatic0%
IndependentRoll d6 (1-2 poor, 3-5 adequate, 6 excellent)33%
Black MarketRoll d20 (1-6 severe, 7-14 minor, 15-20 success)70%

Common Implant Effects

ImplantTierCostEffect
Neural Link11,000 C+1 Programming when interfaced
Enhanced Vision11,500 CLow-light, zoom, immune to darkness Blinded
Reflex Booster25,000 C+1 Evasion
Targeting Overlay27,500 C+1 Accuracy ranged weapons
Combat Reflex System320,000 CExtra action 1/combat (3 Energy)
Subdermal Armor340,000 C+1 AR flat reduction

Faction Standing Reference

Standing Scale

StandingStatusEffects
0-20HuntedKill orders, active bounties
21-40DistrustedDenied service, surveillance
41-60NeutralStandard treatment
61-80TrustedMission access, 10-20% discounts
81-100AlliedFull benefits, 20-40% discounts, protection

Standing Changes

ActionStanding Change
Complete mission+5 to +15
Assist faction+2 to +10
Donate resources+1 per significant donation
Defeat enemies+10 to +20
Fail mission-5 to -15
Betray faction-20 to -50
Attack members-10 to -30
Oppose interests-5 to -15

Law Enforcement Reference

Heat Scale

HeatStatusEffects
0CleanNo attention
1Known FaceOccasional inspections (1-in-4)
2WatchlistedFrequent inspections, double bribe costs
3FlaggedBounty 1,000-10,000 C, denied high-security
4WantedBounty 10,000-50,000 C, manhunt active
5Galactic ThreatBounty 50,000-500,000 C, kill-on-sight

Heat Generation

CrimeHeat Gained
Minor theft/fraud+1
Assault/property damage+1-2
Weapon discharge public+2
Resisting arrest+2
Injury to authorities+3
Murder/terrorism+4-5

Heat Reduction

MethodEffectCost/Requirements
Time-1 per arcNo incidents in jurisdiction
Bribes-1 per payment2,000 C × current Heat
Faction help-2 to -3Standing ≥ 80
Identity changeReset to 0Expensive, risky, new credentials

Ship Combat Reference

System Points by Ship Class

ClassBase SPReserve SPTypical Hull
Small Craft8-124-620-30
Light12-186-930-50
Medium18-259-1245-70
Heavy25-4012-2070-120

Ship Combat Actions

ActionSP CostPerformed By
Evasive Maneuver2Pilot
Tactical Positioning1Pilot
Disengage1Pilot
Targeted Attack3Gunner
Precision Strike3Gunner
Barrage Fire5Gunner
Shield Recharge0Engineer
Hull Repair3Engineer
SP Recovery0Engineer
Sensor Sweep3Navigator
Emergency FTL3Navigator
Electronic Warfare4Navigator

Ship Initiative Modifiers

Ship ClassInitiative Modifier
Small Craft+2
Light+1
Medium0
Heavy-1
Carriers-2

Downtime Reference

Training Costs and Times

ImprovementCostTimeRequirements
Skill +11,000 C1 weekBasic instruction
Skill +23,000 C2 weeksProfessional trainer
Skill +36,000 C1 monthExpert instructor
New Intellect Skill2,000 C2 weeksTraining materials
Technique (own job)5,000 C per TP1 cycle per levelMeet prerequisites
Technique (other job)10,000 C per TP1 cycle per levelTrainer + prerequisites

Trait Die Advancement

From → ToCostTimeRequirements
d4 → d620,000 C2 monthsIntensive training
d6 → d840,000 C3 monthsExpert coaching
d8 → d1080,000 C4 monthsMaster instruction

Medical Treatment Costs

ServiceCostRecovery Time
Basic treatment250-1,000 C1-3 days
Standard procedures1,000-5,000 C3-7 days
Advanced intervention5,000-25,000 C1-2 weeks

Appendix B: Character Sheet

════════════════════════════════════════════════════════════
                            WORLDLINES CHARACTER SHEET
════════════════════════════════════════════════════════════

PLAYER NAME: ________________          CHARACTER NAME: _____________________

LEVEL: ____  JOB: _______________    SPECIES: ____________  AGE: ____

════════════════════════════════════════════════════════════
                                   CORE TRAITS
════════════════════════════════════════════════════════════

COMBAT: [ d__ ]          HP (HEALTH): _____ / _____     ENERGY: _____ / _____

WISDOM: [ d__ ]          EXHAUSTION: [ ] [ ] [ ] [ ] [ ]  [ ]

INTELLECT: [ d__ ]       TECHNIQUE POINTS: _____ (Available) / _____ (Total)

CHARISMA: [ d__ ]

════════════════════════════════════════════════════════════
                                     SKILLS
════════════════════════════════════════════════════════════

COMBAT SKILLS                                   WISDOM SKILLS
□ Hand-to-Hand .............. [ +__ ]    □ Awareness ................. [ +__ ]
□ Weapons ............. [ +__ ]               □ Stealth ................. [ +__ ]
□ Athletics ............. [ +__ ]                □ Insight ................... [ +__ ]
□ Evasion ............... [ +__ ]               □ Bushcraft .................. [ +__ ]
□ Spirit     ............... [ +__ ]               □ Investigation.................. [ +__ ]

INTELLECT SKILLS                              CHARISMA SKILLS
(Pick 5 or 3 for Soldiers)
□ ____________ ............... [ +__ ]         □ Persuasion ................ [ +__ ]
□ ____________ .................. [ +__ ]     □ Deception ................. [ +__ ]
□ ____________ ................. [ +__ ]      □ Intimidation .............. [ +__ ]
□ ____________ ............... [ +__ ]        □ Performance ............... [ +__ ]
□ ____________ ……......... [ +__ ]         □ Leadership ............... [ +__ ]

ADDITIONAL SKILLS:
_______________ [ +__ ]    _______________ [ +__ ]    _______________ [ +__ ]

════════════════════════════════════════════════════════════
                                  TECHNIQUES
════════════════════════════════════════════════════════════

TECHNIQUE NAME                       LEVEL  COST  EFFECT
________________________________    [ __ ] [ __ ] ____________________________
________________________________    [ __ ] [ __ ] ____________________________
________________________________    [ __ ] [ __ ] ____________________________
________________________________    [ __ ] [ __ ] ____________________________
________________________________    [ __ ] [ __ ] ____________________________
________________________________    [ __ ] [ __ ] ____________________________
________________________________    [ __ ] [ __ ] ____________________________

════════════════════════════════════════════════════════════
                               EQUIPMENT & INVENTORY
════════════════════════════════════════════════════════════

WORN ARMOR:
Name: _________________________  Type: ________  Quality: _______  AR: [ __ ]
Protection: ________  Wear: [ ] [ ] [ ] [ ] [ ]  Special: ___________________

EQUIPPED WEAPONS:
1. ________________________  Damage: _______  Wear: [ ] [ ] [ ] [ ] [ ]
   Quality: _______  Skill: __________  Special: __________________________

2. ________________________  Damage: _______  Wear: [ ] [ ] [ ] [ ] [ ]
   Quality: _______  Skill: __________  Special: __________________________

INVENTORY (Mark slots: ☐ Empty  ☑ Filled)
[ ] ______________________________    [ ] ______________________________
[ ] ______________________________    [ ] ______________________________
[ ] ______________________________    [ ] ______________________________
[ ] ______________________________    [ ] ______________________________
[ ] ______________________________    [ ] ______________________________
[ ] ______________________________    [ ] ______________________________

CARRIED CREDITS: ____________  BANKED CREDITS: ____________

════════════════════════════════════════════════════════════
                                 AUGMENTATIONS
════════════════════════════════════════════════════════════

IMPLANT/MODIFICATION             TIER  EFFECT
________________________________ [ __ ] ____________________________________
________________________________ [ __ ] ____________________________________
________________________________ [ __ ] ____________________________________
________________________________ [ __ ] ____________________________________

════════════════════════════════════════════════════════════
                               FACTION STANDINGS
════════════════════════════════════════════════════════════

FACTION NAME                                           STANDING (0-100)
________________________________________________      [ _______ ]
________________________________________________      [ _______ ]
________________________________________________      [ _______ ]
________________________________________________      [ _______ ]
________________________________________________      [ _______ ]

════════════════════════════════════════════════════════════
                          LEGAL STATUS & CREDENTIALS
════════════════════════════════════════════════════════════

CREDENTIAL TIER: [ __ ]          HEAT (by jurisdiction):

PERMITS & LICENSES:              ________________: [ __ ]
□ ______________________________  ________________: [ __ ]
□ ______________________________  ________________: [ __ ]
□ ______________________________  ________________: [ __ ]

════════════════════════════════════════════════════════════
                           CHARACTER BACKGROUND
════════════════════════════════════════════════════════════

HISTORY:
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________

CONNECTIONS & CONTACTS:
___________________________________________________________________________
___________________________________________________________________________

GOALS & MOTIVATIONS:
___________________________________________________________________________
___________________________________________________________________________

NOTES:
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________

════════════════════════════════════════════════════════════

Appendix C: Ship Record Sheet

════════════════════════════════════════════════════════════
                          WORLDLINES SHIP RECORD SHEET
════════════════════════════════════════════════════════════

SHIP NAME: _____________________________    CLASS: _________________________

CAPTAIN: ________________________________   REGISTRATION: ___________________

════════════════════════════════════════════════════════════
                              SHIP STATISTICS
════════════════════════════════════════════════════════════

HULL INTEGRITY:          [ _____ ] / [ _____ ]     (Current / Maximum)

SHIELD INTEGRITY:        [ _____ ] / [ _____ ]     (Current / Maximum)

ARMOR RATING (AR):       [ _____ ]

SYSTEM POINTS (SP):      [ _____ ] / [ _____ ]     (Current / Maximum)

RESERVE SP:              [ _____ ] / [ _____ ]

CARGO CAPACITY:          [ _____ ] slots

CREW CAPACITY:           [ _____ ] optimal crew size

════════════════════════════════════════════════════════════
                                SHIP SYSTEMS
════════════════════════════════════════════════════════════

SYSTEM                 STATUS    WEAR POINTS         NOTES
Engines                [ OK ]    [ ] [ ] [ ] [ ] [ ]    ____________
FTL Drive              [ OK ]    [ ] [ ] [ ] [ ] [ ]    ____________
Weapons                [ OK ]    [ ] [ ] [ ] [ ] [ ]    ____________
Shields                [ OK ]    [ ] [ ] [ ] [ ] [ ]    ____________
Life Support           [ OK ]    [ ] [ ] [ ] [ ] [ ]    ____________
Communications         [ OK ]    [ ] [ ] [ ] [ ] [ ]    ____________
Sensors                [ OK ]    [ ] [ ] [ ] [ ] [ ]    ____________
Navigation Computer    [ OK ]    [ ] [ ] [ ] [ ] [ ]    ____________

SENSOR RANGE: ________________        COMMUNICATIONS RANGE: ________________

════════════════════════════════════════════════════════════
                                 CREW ROSTER
════════════════════════════════════════════════════════════

POSITION          NAME                      SKILLS
Pilot             ___________________       Piloting +___  Navigation +___
Gunner            ___________________       Weapons +___
Engineer          ___________________       Engineering +___
Navigator/Comms   ___________________       Awareness +___  Programming +___
Other:            ___________________       _______________________________
Other:            ___________________       _______________________________

════════════════════════════════════════════════════════════
                             WEAPONS & ARMAMENT
════════════════════════════════════════════════════════════

WEAPON            DAMAGE    RANGE    SP COST    SPECIAL
________________  ________  _______  [ ___ ]    ______________________________
________________  ________  _______  [ ___ ]    ______________________________
________________  ________  _______  [ ___ ]    ______________________________
________________  ________  _______  [ ___ ]    ______________________________

════════════════════════════════════════════════════════════
                            FUEL & SUPPLIES
════════════════════════════════════════════════════════════

FUEL TYPE: ______________________________    UNITS REMAINING: [ ____ ]

RANGE PER UNIT: _____ hexes              ESTIMATED RANGE: _____ hexes

SUPPLIES:
□ Emergency Rations (_____ days)         □ Medical Supplies (_____ uses)
□ Spare Parts (_____ repairs)            □ Ammunition (_____ rounds)

════════════════════════════════════════════════════════════
                               CARGO MANIFEST
════════════════════════════════════════════════════════════

SLOT  ITEM/CARGO                     QUANTITY    DESTINATION    NOTES
[ 1 ] __________________________    [ _____ ]    ____________   ______________
[ 2 ] __________________________    [ _____ ]    ____________   ______________
[ 3 ] __________________________    [ _____ ]    ____________   ______________
[ 4 ] __________________________    [ _____ ]    ____________   ______________
[ 5 ] __________________________    [ _____ ]    ____________   ______________
[ 6 ] __________________________    [ _____ ]    ____________   ______________
[ 7 ] __________________________    [ _____ ]    ____________   ______________
[ 8 ] __________________________    [ _____ ]    ____________   ______________
[ 9 ] __________________________    [ _____ ]    ____________   ______________
[ 10 ] __________________________   [ _____ ]    ____________   ______________

════════════════════════════════════════════════════════════
                            UPGRADES & MODIFICATIONS
════════════════════════════════════════════════════════════

UPGRADE/MODIFICATION                              COST         EFFECT
______________________________________________    [ _____ C ]  ____________
______________________________________________    [ _____ C ]  ____________
______________________________________________    [ _____ C ]  ____________
______________________________________________    [ _____ C ]  ____________

════════════════════════════════════════════════════════════
                           FINANCIAL RECORDS
════════════════════════════════════════════════════════════

SHIP VALUE:              [ ____________ C ]
MONTHLY EXPENSES:        [ ____________ C ]    (Maintenance, permits, etc.)
OUTSTANDING LOANS:       [ ____________ C ]    Interest: ____%  Due: ________
INSURANCE:               [ ____________ C ]    Coverage: _____________________

════════════════════════════════════════════════════════════
                              TRAVEL LOG
════════════════════════════════════════════════════════════

DATE       DEPARTURE          DESTINATION        FUEL USED    INCIDENTS
________   ________________   ________________   [ ____ ]     ________________
________   ________________   ________________   [ ____ ]     ________________
________   ________________   ________________   [ ____ ]     ________________
________   ________________   ________________   [ ____ ]     ________________
________   ________________   ________________   [ ____ ]     ________________

════════════════════════════════════════════════════════════
                                  NOTES
════════════════════════════════════════════════════════════

SHIP HISTORY:
___________________________________________________________________________
___________________________________________________________________________

CURRENT MISSION:
___________________________________________________________________________
___________________________________________________________________________

SPECIAL FEATURES:
___________________________________________________________________________
___________________________________________________________________________

MAINTENANCE SCHEDULE:
___________________________________________________________________________
___________________________________________________________________________

════════════════════════════════════════════════════════════

Appendix D: NPC Quick Reference

Quick NPC Creation Template

Level 1 Generic NPC

  • HP: 20
  • Energy: 8
  • Combat: d6, Wisdom: d6, Intellect: d6, Charisma: d6
  • 2 skills at +2 (relevant to role)
  • Basic equipment appropriate to role

Scaling Formula

  • Add +5 HP per level
  • Add +1-2 Energy per 2 levels
  • Increase one Trait die per 3 levels
  • Add +1 to skills per level
  • Improve equipment quality with level

Common NPC Types

Security Guard (Level 2)

  • HP: 25, Energy: 10
  • Combat d6, Wisdom d6, Intellect d4, Charisma d4
  • Skills: Light Weapons +3, Awareness +3
  • Equipment: Light armor (good), laser pistol (good)
  • Motivation: Follow orders, protect property

Corporate Agent (Level 3)

  • HP: 25, Energy: 8
  • Combat d4, Wisdom d6, Intellect d8, Charisma d8
  • Skills: Persuasion +4, Deception +4, Investigation +3
  • Equipment: Concealed light armor, hidden weapon
  • Motivation: Corporate advancement, information gathering

Pirate Raider (Level 3)

  • HP: 30, Energy: 12
  • Combat d8, Wisdom d6, Intellect d4, Charisma d6
  • Skills: Heavy Weapons +4, Evasion +3, Intimidation +3
  • Equipment: Medium armor (good), heavy rifle (good)
  • Motivation: Profit through violence

Bounty Hunter (Level 5)

  • HP: 40, Energy: 15
  • Combat d8, Wisdom d8, Intellect d6, Charisma d6
  • Skills: Light Weapons +5, Awareness +5, Investigation +4, Athletics +4
  • Equipment: Medium armor (masterwork), specialized weapons, tracking gear
  • Techniques: Covering Fire, Phantom Strike
  • Motivation: Contract completion, reputation

Elite Operative (Level 7)

  • HP: 50, Energy: 18
  • Combat d10, Wisdom d8, Intellect d8, Charisma d6
  • Skills: Heavy Weapons +6, Evasion +6, Stealth +6, Hand-to-Hand +5
  • Equipment: Heavy armor (masterwork), military-grade weapons, augmentations
  • Techniques: Rapid Fire, Phantom Strike, Combat Focus, Emergency Patch
  • Motivation: Mission success, professional pride

Appendix E: GA Random Tables

Mission Generation Tables

Mission Type (d12)

  1. Delivery (urgent, fragile, or illegal)
  2. Extraction (person, data, or object)
  3. Investigation (missing person, crime, mystery)
  4. Protection (VIP, location, or event)
  5. Sabotage (equipment, facility, or operation)
  6. Negotiation (hostages, treaty, or deal)
  7. Salvage (wreck, ruin, or battlefield)
  8. Hunt (bounty, creature, or fugitive)
  9. Smuggling (contraband, person, or information)
  10. Rescue (captive, stranded, or endangered)
  11. Reconnaissance (enemy, location, or phenomenon)
  12. Special (GA choice or combine two above)

Mission Complication (d12)

  1. Employer lied about mission details
  2. Rival crew competing for same objective
  3. Authority presence higher than expected
  4. Key information was incorrect or outdated
  5. Contact betrays or goes missing
  6. Environmental hazard emerges
  7. Moral dilemma complicates straightforward job
  8. Faction conflict drags players into larger dispute
  9. Equipment failure at worst possible moment
  10. Target more dangerous than intelligence suggested
  11. Deadline accelerates unexpectedly
  12. Third party with hidden agenda interferes

Mission Twist (d10)

  1. Employer is actually the villain
  2. Target is innocent, setup by real culprit
  3. MacGuffin is fake, real one elsewhere
  4. Mission is test of loyalty or capability
  5. Multiple employers hired different teams
  6. Authority figures are corrupt, protecting criminals
  7. Objective contains danger (bomb, disease, trap)
  8. Mission success triggers larger crisis
  9. Teammate has secret orders or agenda
  10. Everything goes perfectly (suspiciously so)

Random Encounter Tables

Urban Encounter (d12)

  1. Pickpocket attempt
  2. Street preacher or activist
  3. Corporate security checkpoint
  4. Gang recruitment or intimidation
  5. Vendor with rare goods
  6. Informant with valuable intel
  7. Old contact needs immediate help
  8. Authority raid in progress
  9. Public disturbance or riot starting
  10. Surveillance team tracking party
  11. Random act of kindness from stranger
  12. Assassination attempt (not targeting party)

Space Station Encounter (d12)

  1. Docking bay accident causes delays
  2. Smuggler offers illegal cargo job
  3. Bounty hunter mistakes party for target
  4. Faction recruiter approaches party
  5. Medical emergency requires assistance
  6. Bar fight erupts in common area
  7. Lost child seeks help finding parent
  8. Sabotage discovered in critical system
  9. Merchant offers exclusive deal
  10. Authority inspection (random or targeted)
  11. Old enemy spotted in crowd
  12. Mysterious figure leaves cryptic message

Wilderness/Frontier Encounter (d10)

  1. Hostile wildlife threatens party
  2. Abandoned campsite with clues
  3. Crashed ship or vehicle
  4. Natural hazard (storm, quake, radiation)
  5. Hermit or isolationist settlement
  6. Bandits or pirates lay ambush
  7. Ancient ruins or pre-Collapse site
  8. Resource cache (fuel, supplies, components)
  9. Distress beacon activation
  10. Temporal anomaly manifestation

NPC Personality Generator

Primary Trait (d12)

  1. Ambitious
  2. Cautious
  3. Greedy
  4. Honest
  5. Paranoid
  6. Compassionate
  7. Ruthless
  8. Idealistic
  9. Cynical
  10. Loyal
  11. Curious
  12. Apathetic

Quirk (d12)

  1. Nervous tic or fidgeting
  2. Speaks in metaphors or quotes
  3. Obsessively cleans or organizes
  4. Collects unusual items
  5. Laughs at inappropriate times
  6. Refers to self in third person
  7. Constantly eating or drinking
  8. Excessively formal or informal speech
  9. Makes bad jokes constantly
  10. Overshares personal information
  11. Suspicious of specific thing (AI, corporations, etc.)
  12. Unusual physical characteristic

Secret (d10)

  1. Wanted by authorities under different name
  2. Massive gambling debt
  3. Informant for faction/organization
  4. Family member held hostage
  5. Terminal illness or condition
  6. Secretly wealthy/poor (opposite of appearance)
  7. Failed tragic mission haunts them
  8. Connected to major historical event
  9. Possesses stolen or dangerous information
  10. Not human (cyborg, shell, imposter)

Loot and Salvage Tables

Salvage Quality (d10)

1-3. Scrap only (3-6 units) 4-6. Basic components (2-4 units) 7-8. Advanced components (1-2 units) 9. Rare component (1 unit) 10. Intact equipment (roll equipment table)

Equipment Found (d12)

  1. Damaged weapon (1d4 wear)
  2. Partially functional armor (1d4 wear)
  3. Medical supplies (1d4 doses)
  4. Ammunition (2d6 rounds)
  5. Tool kit (specific profession)
  6. Navigation data or maps
  7. Credstick (1d6 × 100 credits)
  8. Personal effects (sentimental/intel value)
  9. Implant or augmentation (damaged)
  10. Fuel cells (1d4 units)
  11. Contraband or illegal goods
  12. Something unique (GA discretion)

Weather and Environmental Hazards (d10)

  1. Clear conditions, no complications
  2. Minor atmospheric disturbance (-1 to relevant checks)
  3. Heavy precipitation or particle storms (-2 Awareness)
  4. Extreme temperature (requires protection)
  5. Radiation spike (TD 10 Spirit or take 1d6 damage)
  6. Electrical storm (electronics malfunction risk)
  7. Toxic atmosphere (requires environmental suit)
  8. Zero/low visibility conditions (-4 Awareness)
  9. Gravitational anomaly (movement difficulty)
  10. Temporal distortion (unpredictable effects)

Appendix G: Commonly Referenced Rules

When to Roll

Always Roll:

  • Combat attacks
  • Contested actions (picking locks, hacking)
  • Uncertain outcomes with consequences
  • Skill checks against Target Difficulty

Never Roll:

  • Trivial tasks for trained characters
  • Automatic successes given time and safety
  • Narrative choices without mechanical stakes

Contested Checks

When two characters oppose each other:

  1. Both roll appropriate skill/trait
  2. Higher result wins
  3. Ties go to defender or status quo

Helping Another Character

  • Helper must have relevant skill
  • Helper rolls their skill check
  • If helper succeeds: Primary character gains +2 to their roll
  • If helper fails: No bonus, possible complication

Critical Success/Failure

Critical Success (Maximum Roll – Unless Noted):

  • Maximum effect
  • Additional benefit (GA discretion)
  • May reduce time or cost

Critical Failure (Minimum Roll – Unless Noted):

  • Worst outcome
  • Potential complication or damage
  • May waste resources or time

Encumbrance Quick Reference

Standard Carrying Capacity:

  • 10 inventory slots base
  • +2 slots if Combat d8 or higher
  • Reduce slots by 1 for each size category below Medium

Over-Encumbered:

  • Carrying beyond capacity
  • Disadvantage on physical checks
  • Cannot run or take evasive actions

Time and Pacing

  • Combat Round: ~6-10 seconds
  • Narrative Phase: Several hours to one day
  • Cycle: 2-3 days (approximately one week)
  • Session: 2-4 cycles
  • Arc: Multiple sessions (major storyline)

Common Modifiers at a Glance

Accuracy Modifiers:

  • Point Blank: +1
  • Cover (half): -2
  • Cover (full): -4
  • Called Shot (head): -2
  • Poor Visibility: -2
  • Flanking: +2 (attacker bonus)

Difficulty Modifiers:

  • Ideal conditions: -2 TD
  • Poor conditions: +2 TD
  • Time pressure: +2 TD
  • Excellent tools: -2 TD
  • Improvised tools: +2 TD

Death and Dying

At 0 HP:

  • Character is dying, not dead
  • 2 combat rounds until death
  • Can be stabilized with Medicine check (TD 10)
  • If revived: Maximum HP becomes 50% until full rest

Money Management Quick Rules

Track Precisely:

  • Mission rewards
  • Major purchases (ships, weapons, augmentations)
  • Recurring costs (fuel, permits, maintenance)

Track Loosely:

  • Food and drink (unless survival situation)
  • Minor consumables
  • Trivial purchases under 50 credits

Appendix H: Common Equipment/Items Reference Tables

WEAPONS

Note that many weapons require a requisite license to buy, use, and/or carry.

Light Weapons (6 base damage) (Tier 1 License)

WeaponQualityDamageCostWearSpecialAvailability
Laser PistolPoor6800 C1Energy weapon, quietCommon
Laser PistolGood6+12,500 C5Energy weapon, quietCommon
Laser PistolMasterwork6+310,000 C10Energy weapon, quietUncommon
Combat KnifePoor6200 C1Melee, concealableCommon
Combat KnifeGood6+1800 C5Melee, concealableCommon
Combat KnifeMasterwork6+33,000 C10Melee, concealableUncommon
Submachine GunPoor61,500 C1Rapid fire capableCommon
Submachine GunGood6+14,500 C5Rapid fire capableCommon
Submachine GunMasterwork6+115,000 C10Rapid fire capableRare
Utility KnifeGood6150 C5Tool + weaponCommon

Heavy Weapons (14 base damage) (Tier 2 License)

WeaponQualityDamageCostWearSpecialAvailability
Assault RiflePoor143,000 C1Military standardCommon
Assault RifleGood14+18,000 C5Military standardCommon
Assault RifleMasterwork14+325,000 C10Military standardUncommon
Plasma RifleGood14+115,000 C5Energy, armor bypassRare
Plasma RifleMasterwork14+345,000 C10Energy, armor bypassVery Rare
Double-barrel ShotgunPoor142,000 C1Close range, spreadCommon
Double-barrel ShotgunGood14+16,000 C5Close range, spreadCommon
RailgunMasterwork14+360,000 C10Electromagnetic, armor penetrationVery Rare

Special Weapons (Variable Tier/Tier 3 License)

WeaponQualityDamageCostWearSpecialAvailability
Quantum SaberGoodVariable12,000 C5Nexacite-powered melee, LineSeer weaponRare
Flame ProjectorGood2d6 area8,000 C515ft cone, causes burningRare
Frag GrenadeN/A2d6150 CN/A15ft radius, single useCommon
EMP GrenadeN/AElectronics only300 CN/ADisables electronics 30ft radiusUncommon
Smoke GrenadeN/ANone75 CN/AObscures vision 20ft radiusCommon

ARMOR

Armor listed are examples. Keep in mind that armor can be bought for Head, Chest, Legs, Arms, as necessary.

Light Armor (d4 protection) (Tier 0-1)

ArmorQualityProtectionARCostWearCoverageAvailability
Basic Armor (Any)Poor1d40500 C1Based on coverage purchasedCommon
Basic Armor (Any)Good1d4+102,500 C5Based on coverage purchasedCommon
Basic Armor (Any)Masterwork1d4+3110,000 C10Based on coverage purchasedUncommon
Echo Suit (Chest)Good1d4+104,000 C5Chest, stealth bonusUncommon
Flight Suit (Complete)Good1d4+103,500 C5Full body, environmentalCommon
Phase Cloak (Chest/Head)Good1d4+108,000 C5Partial, stealth enhancementRare

Medium Armor (d6 protection) (Tier 0-1)

ArmorQualityProtectionARCostWearCoverageAvailability
Combat Armor (Any)Poor1d612,000 C1Based on coverage purchasedCommon
Combat Armor (Any)Good1d6+117,500 C5Based on coverage purchasedCommon
Combat Armor (Any)Masterwork1d6+1225,000 C10Based on coverage purchasedUncommon
Environmental SuitGood1d6+1110,000 C5Full body, hazmatUncommon
Security VestGood1d6+115,000 C5Chest, professionalCommon

Heavy Armor (d8 protection) (Tier 1-3)

ArmorQualityProtectionARCostWearCoverageAvailability
Assault ArmorPoor1d825,000 C1Chest + head + limbsUncommon
Assault ArmorGood1d8+1215,000 C5Chest + head + limbsUncommon
Assault ArmorMasterwork1d8+3350,000 C10Chest + head + limbsRare
Power ArmorMasterwork1d8+33100,000 C10Full body, strength boostVery Rare
Siege SuitMasterwork1d8+3375,000 C10Heavy assault, breach opsRare

TOOLS AND EQUIPMENT

Professional Tools

ItemCostEffectAvailability
Multi-Tool500 C+1 to Engineering during crafting, substitutes for basic tools – required for some checks per GACommon
Hackpad1,000 C+1 Programming when hacking systemsCommon
Data Scanner800 CInformation gathering device, +1 InvestigationCommon
Diagnostic Scanner1,200 CTechnical analysis. Grants +3 to Engineering checks when performing diagnostics to determine the mechanical properties, condition, or operational status of a device, system, or structure.Common
BioMonitor1,500 CMedical diagnostics, +3 Medicine checks involving checking health status and ailments of a living creatureCommon
Surgeon's Tools2,000 CRequired for advanced medical procedures, +1 to checks involving surgery/triageCommon
Engineer's Toolkit2,500 CComprehensive technical equipment – required for some crafting/building checks per GA - +2 to Engineering during crafting/repairsCommon
Thieves' Tools800 CRequired to pick mechanical locksUncommon
Forger's Kit1,200 CRequired to create false documentationUncommon
Scientific Toolkit3,000 CLaboratory equipment, portable – required to craft some items or specific analysesCommon
Trader Datapad1,500 CMarket analysis, +1 Commerce checks searching for goodsCommon
Translator Device800 CReal-time language translationCommon
Encrypted Datapad1,200 CSecure communications, +2 Programming in contested checks against hackingCommon
Celestial Compass5,000 CNavigation aid, +1 Piloting/NavigationUncommon

Survival and Utility

ItemCostEffectAvailability
Portable Shelter300 CEmergency accommodation against adverse weather, conditions, etc. for 1-2 peopleCommon
Nylon Rope (50 ft)50 CStandard climbing/utility rope, +3 Athletics when climbingCommon
Filtered OxyMask200 CBreathable air in toxic atmospheres for a limited periodCommon
Grappling Hook150 CClimbing aidCommon
Flashlight25 CStandard illuminationCommon
Emergency Beacon500 CDistress signal transmitterCommon
Water Purification System400 CClean water from any sourceCommon
Binoculars200 CLong-range visual observation, +1 Awareness when usingCommon
Climbing Gear600 CComplete climbing kit, +2 Athletics for climbingCommon

Electronics and Hacking

ItemCostEffectAvailability
Electronic Bugs (×2)300 CSurveillance devices that record auditory data for a short time and transmit data to a data pad or commUncommon
Encryption Keys (×2)400 CBypass encrypted systems without a check if the GA determines the TD is low enoughUncommon
Terminal Spikes (×2)300 COverloads terminal in an effort to hack system, but can cause electrical damage or explosionsUncommon
Decryptors (×2)500 CSoftware decryption tools allowing bypass of encrypted program if TD is low enoughUncommon
Jammer1,500 CBlock communications 50ft radiusRare

MEDICAL ITEMS

Healing Items

ItemCostEffectAvailability
Meditab (Basic)50 CRestore 1d6 HPCommon
Emergency MedPack200 CRestore 50% HP, stabilize dying, stops bleedingCommon
Panacea150 CCure disease/poison, restore 1d4 HPCommon
Coagulator100 CStop Bleeding immediatelyCommon
Stim-Stamina75 CRemove 1 Exhaustion, +2 Energy for 1 combatCommon
Stim-CD100 CFor LineSeer's allows an overflow of Energy 1d20 + 3 for one combat, take 2 points of exhaustion after combatRare
Anti-Rad Tablets (×10)200 CTake no damage in areas of high radiation for a short timeCommon

Chemical Items

ItemCostEffectAvailability
Chemical Solvents (×2)100 CDissolve materials, crafting componentCommon
Herbacore Samples (×5)150 CBotanical samples, crafting/medical useCommon
NexaDust (×2)500 CRecreational drug, illegal most placesBlack Market
Toxin (Basic)300 CInflict Poisoned conditionBlack Market
Antidote (Universal)200 CCure most poisonsCommon

CRAFTING COMPONENTS

Component TypeCost per UnitAvailability
ScrapFree (salvaged)Common
Basic Components10 CCommon
Advanced Components100 CCommon
Rare Components500-1,000 CRare
Unique ComponentsVariable/StoryExotic
Quick Fix Foam (×2)100 CEmergency repair material
Nexacite Shard (×1)2,000 CRare crafting material, restricted

Component Conversion:

  • 3 Scrap = 1 Basic Component
  • 5 Basic = 1 Advanced Component (TD 6 Engineering, requires workshop)
  • 10 Advanced = 1 Rare Component (TD 8 Engineering, requires specialized facility)

AMMUNITION AND CONSUMABLES

ItemCostEffectAvailability
Ammunition Cartridges (Standard, 20 rounds)50 CBallistic weaponsCommon
Laser Cartridges (×3 charges)75 CEnergy weaponsCommon
Explosive Charges200 CDemolition, 3d6 damage 20ftUncommon
Breaching Charge300 CDoor/wall breach, controlled explosionUncommon
Flare (×3)30 CIllumination or signalCommon

CREDENTIALS AND PERMITS

CredentialCostEffectAvailability
Tier 1 Civilian Access500-1,500 CBasic travel and dockingCommon
Tier 2 Licensed Professional2,500-10,000 CAdvanced equipment, restricted zonesUncommon
Tier 3 Tactical Authorization15,000-50,000 CMilitary-grade weapons, high-security accessRare
Tier 4 Diplomatic Clearance75,000-250,000 CImmunity (limited), political authorityVery Rare
Weapon Permit (Tier 1)500 CLight weapons onlyCommon
Weapon Permit (Tier 2)2,500 CLight and heavy weaponsUncommon
Weapon Permit (Tier 3)15,000 CMilitary-grade weaponsRare
Medical License (Tier 2)1,000 CStandard medical proceduresCommon
Medical Access (Tier 3)5,000 CAdvanced surgery, implantsUncommon
Trading License (Tier 2)2,000 CCommercial trade operationsCommon
Trading License (Tier 3)10,000 CBulk cargo, restricted goodsUncommon
Docking Permit (Tier 1)500 CPublic ports onlyCommon
Docking Permit (Tier 2)2,500 CCommercial and military portsUncommon
Pilot Credentials1,000 CLicensed pilot statusCommon
University CredentialsFree-10,000 CAcademic accessCommon
Official CredentialsVariableGovernment/faction authorityRestricted
Diplomatic Status CardPart of jobLimited diplomatic immunityRestricted

IMPLANTS (Installation Costs Not Included)

Tier 1 Implants (1,000 C installation at legal facility)

ImplantCostEffectAvailability
Neural Link1,000 C+1 Programming permanentCommon
Enhanced Vision1,500 CLow-light, zoom, immune to darkness Blinded, permanent +1 accuracy when firing ranged weaponry (not ship based)Common
Subdermal Communicator800 CInternal comm, unjammableCommon
Adrenal Regulator2,000 CIgnore the first 2 Exhaustion points you would take per dayUncommon
Pain Suppressor1,200 C+2 Spirit vs pain/torture both in and out of combatUncommon

Tier 2 Implants (2,000 C installation at legal facility)

ImplantCostEffectAvailability
Reflex Booster5,000 C+1 Evasion permanentUncommon
Muscle Fiber Enhancement6,000 C+1 Athletics, +25% carry capacityUncommon
Neural Processor8,000 C+1 to one Intellect skill (chosen at install)Uncommon
Auto-Injector System4,000 CHolds 3 doses, auto-inject at <25% HPUncommon
Targeting Overlay7,500 C+1 Accuracy ranged weaponsUncommon

Tier 3 Implants (5,000 C installation at legal facility)

ImplantCostEffectAvailability
Combat Reflex System20,000 CExtra action 1/combat (3 Energy)Rare
Reinforced Skeleton25,000 C+5 HP permanent, resist bone breaksRare
Advanced Neural Interface30,000 CMental vehicle control, +2 Piloting when interfacedRare
Synthetic Organ Suite35,000 CImmune to toxins/disease, -50% food/waterRare
Subdermal Armor40,000 C+1 AR flat, always activeRare

Tier 4 Implants (12,000 C installation at legal facility)

ImplantCostEffectAvailability
Consciousness Backup100,000 CMemory backups to cloud storage daily, restore on death (requires clone for restoration)Very Rare
Temporal Awareness Processor150,000 CAdvantage on evasion, spirit, attacks permanentlyExotic
Integrated Weapon Mount75,000 C + weaponConcealable weapon, +2 Accuracy, cannot disarmVery Rare
Full Sensory Suite120,000 C360° awareness, thermal, +5 Awareness, immune to flanking, advantage on bushcraft and medicine permanent.Exotic

CYBERNETIC MODIFICATIONS (Installation Costs Not Included)

Minor Modifications (Tier 1, 600-800 C installation)

ModificationCostEffectAvailability
Cosmetic Enhancement500-2,500 CAppearance alterationCommon
Basic Sensory Upgrade1,000-2,000 CEnhanced single senseCommon

Moderate Modifications (Tier 2, 1,200-1,600 C installation)

ModificationCostEffectAvailability
Standard Cybernetic Arm5,000 CEquivalent strength, +1 Hand-to-HandUncommon
Enhanced Cybernetic Arm15,000 CSuperior strength, +2 Hand-to-Hand, bend metalUncommon
Standard Cybernetic Leg4,000 CNormal mobility, +1 Athletics (running/jumping)Uncommon
Enhanced Cybernetic Leg12,000 C+2 Athletics, +5ft movement per EnergyUncommon

Major Modifications (Tier 3, 3,000-4,000 C installation)

ModificationCostEffectAvailability
Combat Cybernetic Arm30,000 C+3 Hand-to-Hand, +1 AR on limb, weapon integrationRare
Subdermal Plating20,000 C+1 AR, doesn't count as worn armor, always activeRare
Reinforced Skeletal Structure35,000 C+10 HP, immune to fractures, -1 StealthRare
Synthetic Skin8,000 CEnhanced durability, +1 vs temperature, +2 Spirit vs painRare
Optical Enhancement Suite12,000 CComplete eye replacement, thermal/zoom/recording, +2 AwarenessRare
Integrated Tool Systems2,000-10,000 CBuilt-in tools (torch, probe, lockpick, grapple)Uncommon

SHELL TECHNOLOGY (Installation Costs Not Included)

Shell TypeCostDurationNotesAvailability
Temporary Synthetic10,000 C1 cycleMechanical body, short-termRare
Temporary Organic20,000 C2 cyclesCloned body, illegal most placesVery Rare
Permanent Synthetic100,000 CPermanentOriginal body dies/destroyedVery Rare
Permanent Organic150,000 CPermanentDNA-matched, illegal except specific jurisdictionsVery Rare

SHIP FUEL

Fuel TypeCost per UnitRange per UnitNotesAvailability
Basic Reactor Fuel3,000 C10-15 hexesEntry-grade FTL, inefficientCommon
Liquid Nexacite4,500 C15-20 hexesStandard fuel, clean burnCommon
Refined Nexacite Core (RNC)15,000 C30-50 hexesLong-range, creates Depleted CoreRare
Fusion Core10,000 C5-25 hexes (variable)Non-Guild, creates wasteCommon
Warp Stack (Prototype)45,000 C1 temporal jumpIllegal, chronocite-basedBlack Market
Emergency Jump Pack25,000 C1 emergency jumpReturns to last safe locationCommon

MISCELLANEOUS GOODS

Currency Storage

ItemCostEffectAvailability
Anonymous Credstick (empty)50 CHolds up to 500,000 C, untraceableCommon
Encrypted Account Access500 CSecure digital bankingCommon

Black Market Goods

ItemCostEffectAvailability
Forged Credentials (Poor)500 CTD 8 to detectBlack Market
Forged Credentials (Good)2,500 CTD 12 to detectBlack Market
Forged Credentials (Masterwork)10,000 CTD 16 to detectBlack Market
Stolen ID Chip1,000-5,000 CAuthentic but flagged if checkedBlack Market
Contraband Scanner Blocker2,000 C-2 to security scans detecting cargoBlack Market

LIVING EXPENSES (Per Week)

LifestyleCostDescription
Minimal (Street)50-100 CShip sleeping, basic rations, no luxuries
Basic (Spartan)200-400 CCapsule hotel, cheap food, public facilities
Standard (Comfortable)500-1,000 CPrivate quarters, varied diet, entertainment
Elevated (Quality)1,500-3,000 CGood housing, quality meals, social activities
Luxurious (Elite)5,000+ CPremium everything, exclusive services

SERVICES

Medical Services

ServiceCostRecovery TimeNotes
Basic Treatment250-1,000 C1-3 daysStabilization, minor surgery
Standard Procedures1,000-5,000 C3-7 daysMajor surgery, trauma response
Advanced Intervention5,000-25,000 C1-2 weeksCybernetic repairs, genetic therapy
Implant Installation (Legal)See Implant TierVariesAutomatic success, highest cost
Implant Installation (Independent)-20-40% costVariesVariable quality (d6 roll)
Implant Installation (Black Market)-50% costVaries30% complication chance

Ship Services

ServiceCostNotes
Docking Fees250-2,500 CPer landing, varies by port class
Ship Maintenance (Professional)1,000-10,000 CMonthly, varies by ship class
System Repair (per Wear Point)See 10.7 tableVaries by system
Hull Repair100 C per HPProfessional shipyard
RefuelingSee Fuel Table30 min - 12 hours depending on ship

Training and Education

ServiceCostTimeEffect
Skill +11,000 C1 weekIncrease skill bonus
Skill +23,000 C2 weeksIncrease skill bonus
Skill +36,000 C1 monthIncrease skill bonus
New Intellect Skill2,000 C2 weeksLearn new skill
Technique (own job)5,000 C per TP1 cycle/levelPurchase technique
Technique (other job)10,000 C per TP1 cycle/levelCross-training
Trait Die Advancement d4→d620,000 C2 monthsFundamental growth
Trait Die Advancement d6→d840,000 C3 monthsFundamental growth
Trait Die Advancement d8→d1080,000 C4 monthsFundamental growth

Legal Services

ServiceCostEffect
Public DefenderFree-minimalReduces sentence 10-20%, variable quality
Standard Lawyer1,000-5,000 CReduces sentence 20-40%
Elite Attorney10,000-50,000 CReduces sentence 40-60%, finds loopholes
Bribe (per Heat level)2,000 C × HeatReduce Heat by 1
Identity Change50,000-100,000 CNew credentials, reset Heat to 0

Transportation

ServiceCostNotes
Shuttle Rental (local)500-2,000 CPer day, short-range only
Passenger Transport (system)1,000-5,000 CPer person, standard route
Charter Flight10,000-50,000 CPrivate vessel, custom route
Tow Service (emergency)5,000-50,000 CDepends on location remoteness

USING APPENDIX H

For Players:

  • Reference during character creation for starting equipment
  • Shopping reference during downtime
  • Quick look up for item effects during play
  • There are a number of additional items and equipment that are not listed above

For GAs:

  • Set prices for non-listed items using similar items as guidelines
  • Adjust availability based on location (frontier = higher costs, limited selection)
  • Use as basis for loot tables and merchant inventories

Price Variations by Location:

  • Core Worlds: Base prices listed
  • Colony Worlds: +10-20%
  • Frontier Stations: +40-80%
  • Black Markets: +50-200% (illegal goods only)
  • Conflict Zones: +50-200% (all goods, scarcity)