APPENDICES
Appendix A: Quick Reference Tables
Core Mechanics Reference
Target Difficulty/Task Difficulty (TD) Scale
| Difficulty | TD | Description |
|---|
| Routine | 4 | Standard task under normal conditions |
| Moderate | 6 | More challenging requiring focus |
| Difficult | 8 | Complicated task requiring skill, or a moderate task under pressure |
| Complex | 10 | Uniquely challenging requiring special expertise |
| Extreme | 12 | Near the limits of what is possible |
| Impossible | 14+ | 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
- Momentum Phase: Determine which team acts first
- Active Team Phase: All active team members take turns
- Reactive Team Phase: Other team responds
- Energy Refresh: All participants restore Energy at end of the full combat round (both teams taken actions)
- Status Resolution: Apply ongoing effects
Standard Actions (Energy Cost)
| Action | Energy | Notes |
|---|
| Attack | 2 | Make weapon attack |
| Reload/Switch | 1 | Change weapons |
| Use Item | 1 | Apply stim, activate device |
| First Aid | 2 | Heal or stabilize |
| Throw Item | 2 | Grenades, devices |
| Defensive Posture | 3 | +2 Armor die, immune to interruptions |
| Move | 1 per space | 5 feet per space |
| Retreat | 2 | Disengage from melee |
Attack Resolution
- Roll Combat die + Weapon skill + modifiers
- Defender may spend 1 Energy to evade (Combat die + Evasion skill)
- If hit: Roll weapon damage - armor = final damage
- 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
| Zone | Accuracy Modifier | Special |
|---|
| Head | -2 | Critical headshot possible (ranged only) |
| Torso | 0 | Standard target |
| Arms | -1 | May disable limb |
| Legs | -1 | Reduces movement |
Cover Modifiers
| Cover Type | Accuracy Modifier |
|---|
| Half Cover | -2 |
| Full Cover | -4 |
| Poor Visibility | -2 |
| Flanked | +2 (attacker bonus) |
Status Effects Reference
| Status | Effect | Duration | Recovery |
|---|
| Bleeding | Lose 5 HP per turn | Until treated | First Aid or medical item |
| Staggered | Cannot move/attack | 1 turn | Spirit check TD 4 (early) |
| Blinded | -4 Accuracy | Varies | Remove source or time |
| Vulnerable | All damage critical | Until removed | Specific cure/time |
| Poisoned | Lose 2 HP per turn | Until cured | Antidote or medical treatment |
| Stressed | No Interruptions, +1 Energy cost | 1 scene | Rest or Spirit check |
| Exhausted | Various penalties | Until rest | Rest period required |
| Charmed | Cannot target charmer | Varies | Remove 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 Type | Quality | Protection | AR | Cost |
|---|
| Light | Poor | 1d4 | 0 | 500 C |
| Light | Good | 1d4 | 0 | 2,500 C |
| Light | Masterwork | 1d4 | 1 | 10,000 C |
| Medium | Poor | 1d6 | 1 | 2,000 C |
| Medium | Good | 1d6 | 1 | 7,500 C |
| Medium | Masterwork | 1d6 | 2 | 25,000 C |
| Heavy | Poor | 1d8 | 2 | 5,000 C |
| Heavy | Good | 1d8 | 2 | 15,000 C |
| Heavy | Masterwork | 1d8 | 3 | 50,000 C |
Weapon Damage by Type
| Weapon Type | Base Damage | Modifiers |
|---|
| Light Melee | 6 | +Hand-to-Hand skill |
| Light Ranged | 6 | +Weapon skill |
| Heavy Melee | 10 | +Hand-to-Hand skill |
| Heavy Ranged | 14 | +Weapon skill |
| Explosives | Varies | Area 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
| Situation | Skill | Typical TD |
|---|
| Pick simple lock | Stealth | 4 |
| Pick complex lock | Stealth | 8-10 |
| Climb rough surface | Athletics | 4 |
| Climb smooth wall | Athletics | 10 |
| Spot hidden object | Awareness | 6-10 |
| Detect ambush | Awareness | 8 |
| Repair damaged equipment | Engineering | 4 + Wear Points |
| Hack basic system | Programming | 6 |
| Hack secure system | Programming | 10-12 |
| Stabilize dying character | Medicine | 6 |
| Perform surgery | Medicine | 10 |
| Negotiate standard deal | Persuasion | 6 |
| Negotiate hostile party | Persuasion | 10-12 |
| Deceive suspicious target | Deception | 8 |
| Track across terrain | Bushcraft | 6 |
Economy Reference
Standard Living Costs (Per Week)
| Lifestyle | Cost | Description |
|---|
| Minimal | 50-100 C | Street living, ship sleeping |
| Basic | 200-400 C | Capsule hotels, cheap food |
| Standard | 500-1,000 C | Private quarters, varied diet |
| Elevated | 1,500-3,000 C | Quality housing, good meals |
| Luxurious | 5,000+ C | Premium everything |
Ship Operating Costs
| Expense | Cost | Frequency |
|---|
| Fuel (basic) | 3,000 C | Per refuel |
| Port fees | 250-2,500 C | Per landing |
| Docking permits | 500-5,000 C | Per cycle |
| Maintenance | 1,000-10,000 C | Monthly |
| Insurance | 1-3% ship value | Annually |
Mission Pay Scale
| Mission Type | Payment |
|---|
| Simple delivery | 500-2,000 C |
| Standard security | 1,000-5,000 C |
| Dangerous operations | 5,000-25,000 C |
| High-risk black ops | 25,000-100,000 C |
Crafting Reference
Component Costs
| Type | Cost | Availability |
|---|
| Scrap | Free (salvaged) | Common |
| Basic | 10 C | Common |
| Advanced | 100 C | Moderate |
| Rare | 500-1,000 C | Rare |
| Unique | Variable/Story | Extremely 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
| Complexity | TD | Time | Example Items |
|---|
| Basic | 4 | 1-4 hours | Ammunition, basic tools |
| Advanced | 6 | 4-12 hours | Weapons, armor, electronics |
| Masterwork | 12 | 1-3 days | Custom equipment, specialized systems |
Common Craftable Items
| Item | Components | TD | Time |
|---|
| Basic Meditab | 2 Basic | 4 | 2 hours |
| Ammunition (20) | 1 Basic | 4 | 1 hour |
| Frag Grenade | 2 Basic | 6 | 2 hours |
| Light Armor Piece | 3 Basic, 1 Advanced | 6 | 6 hours |
| Light Weapon | 2 Basic, 1 Advanced | 6 | 8 hours |
| Heavy Weapon | 3 Advanced, 1 Rare | 10 | 12 hours |
Augmentation Reference
Implant Installation Costs
| Tier | Legal Facility | Independent | Black Market |
|---|
| 1 | 1,000 C | 600-800 C | 500 C |
| 2 | 2,000 C | 1,200-1,600 C | 1,000 C |
| 3 | 5,000 C | 3,000-4,000 C | 2,500 C |
| 4 | 12,000 C | 7,200-9,600 C | 6,000 C |
Installation Complication Rates
| Facility Type | Success Rate | Complication Risk |
|---|
| Legal | Automatic | 0% |
| Independent | Roll d6 (1-2 poor, 3-5 adequate, 6 excellent) | 33% |
| Black Market | Roll d20 (1-6 severe, 7-14 minor, 15-20 success) | 70% |
Common Implant Effects
| Implant | Tier | Cost | Effect |
|---|
| Neural Link | 1 | 1,000 C | +1 Programming when interfaced |
| Enhanced Vision | 1 | 1,500 C | Low-light, zoom, immune to darkness Blinded |
| Reflex Booster | 2 | 5,000 C | +1 Evasion |
| Targeting Overlay | 2 | 7,500 C | +1 Accuracy ranged weapons |
| Combat Reflex System | 3 | 20,000 C | Extra action 1/combat (3 Energy) |
| Subdermal Armor | 3 | 40,000 C | +1 AR flat reduction |
Faction Standing Reference
Standing Scale
| Standing | Status | Effects |
|---|
| 0-20 | Hunted | Kill orders, active bounties |
| 21-40 | Distrusted | Denied service, surveillance |
| 41-60 | Neutral | Standard treatment |
| 61-80 | Trusted | Mission access, 10-20% discounts |
| 81-100 | Allied | Full benefits, 20-40% discounts, protection |
Standing Changes
| Action | Standing 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
| Heat | Status | Effects |
|---|
| 0 | Clean | No attention |
| 1 | Known Face | Occasional inspections (1-in-4) |
| 2 | Watchlisted | Frequent inspections, double bribe costs |
| 3 | Flagged | Bounty 1,000-10,000 C, denied high-security |
| 4 | Wanted | Bounty 10,000-50,000 C, manhunt active |
| 5 | Galactic Threat | Bounty 50,000-500,000 C, kill-on-sight |
Heat Generation
| Crime | Heat 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
| Method | Effect | Cost/Requirements |
|---|
| Time | -1 per arc | No incidents in jurisdiction |
| Bribes | -1 per payment | 2,000 C × current Heat |
| Faction help | -2 to -3 | Standing ≥ 80 |
| Identity change | Reset to 0 | Expensive, risky, new credentials |
Ship Combat Reference
System Points by Ship Class
| Class | Base SP | Reserve SP | Typical Hull |
|---|
| Small Craft | 8-12 | 4-6 | 20-30 |
| Light | 12-18 | 6-9 | 30-50 |
| Medium | 18-25 | 9-12 | 45-70 |
| Heavy | 25-40 | 12-20 | 70-120 |
Ship Combat Actions
| Action | SP Cost | Performed By |
|---|
| Evasive Maneuver | 2 | Pilot |
| Tactical Positioning | 1 | Pilot |
| Disengage | 1 | Pilot |
| Targeted Attack | 3 | Gunner |
| Precision Strike | 3 | Gunner |
| Barrage Fire | 5 | Gunner |
| Shield Recharge | 0 | Engineer |
| Hull Repair | 3 | Engineer |
| SP Recovery | 0 | Engineer |
| Sensor Sweep | 3 | Navigator |
| Emergency FTL | 3 | Navigator |
| Electronic Warfare | 4 | Navigator |
Ship Initiative Modifiers
| Ship Class | Initiative Modifier |
|---|
| Small Craft | +2 |
| Light | +1 |
| Medium | 0 |
| Heavy | -1 |
| Carriers | -2 |
Downtime Reference
Training Costs and Times
| Improvement | Cost | Time | Requirements |
|---|
| Skill +1 | 1,000 C | 1 week | Basic instruction |
| Skill +2 | 3,000 C | 2 weeks | Professional trainer |
| Skill +3 | 6,000 C | 1 month | Expert instructor |
| New Intellect Skill | 2,000 C | 2 weeks | Training materials |
| Technique (own job) | 5,000 C per TP | 1 cycle per level | Meet prerequisites |
| Technique (other job) | 10,000 C per TP | 1 cycle per level | Trainer + prerequisites |
Trait Die Advancement
| From → To | Cost | Time | Requirements |
|---|
| d4 → d6 | 20,000 C | 2 months | Intensive training |
| d6 → d8 | 40,000 C | 3 months | Expert coaching |
| d8 → d10 | 80,000 C | 4 months | Master instruction |
Medical Treatment Costs
| Service | Cost | Recovery Time |
|---|
| Basic treatment | 250-1,000 C | 1-3 days |
| Standard procedures | 1,000-5,000 C | 3-7 days |
| Advanced intervention | 5,000-25,000 C | 1-2 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)
- Delivery (urgent, fragile, or illegal)
- Extraction (person, data, or object)
- Investigation (missing person, crime, mystery)
- Protection (VIP, location, or event)
- Sabotage (equipment, facility, or operation)
- Negotiation (hostages, treaty, or deal)
- Salvage (wreck, ruin, or battlefield)
- Hunt (bounty, creature, or fugitive)
- Smuggling (contraband, person, or information)
- Rescue (captive, stranded, or endangered)
- Reconnaissance (enemy, location, or phenomenon)
- Special (GA choice or combine two above)
Mission Complication (d12)
- Employer lied about mission details
- Rival crew competing for same objective
- Authority presence higher than expected
- Key information was incorrect or outdated
- Contact betrays or goes missing
- Environmental hazard emerges
- Moral dilemma complicates straightforward job
- Faction conflict drags players into larger dispute
- Equipment failure at worst possible moment
- Target more dangerous than intelligence suggested
- Deadline accelerates unexpectedly
- Third party with hidden agenda interferes
Mission Twist (d10)
- Employer is actually the villain
- Target is innocent, setup by real culprit
- MacGuffin is fake, real one elsewhere
- Mission is test of loyalty or capability
- Multiple employers hired different teams
- Authority figures are corrupt, protecting criminals
- Objective contains danger (bomb, disease, trap)
- Mission success triggers larger crisis
- Teammate has secret orders or agenda
- Everything goes perfectly (suspiciously so)
Random Encounter Tables
Urban Encounter (d12)
- Pickpocket attempt
- Street preacher or activist
- Corporate security checkpoint
- Gang recruitment or intimidation
- Vendor with rare goods
- Informant with valuable intel
- Old contact needs immediate help
- Authority raid in progress
- Public disturbance or riot starting
- Surveillance team tracking party
- Random act of kindness from stranger
- Assassination attempt (not targeting party)
Space Station Encounter (d12)
- Docking bay accident causes delays
- Smuggler offers illegal cargo job
- Bounty hunter mistakes party for target
- Faction recruiter approaches party
- Medical emergency requires assistance
- Bar fight erupts in common area
- Lost child seeks help finding parent
- Sabotage discovered in critical system
- Merchant offers exclusive deal
- Authority inspection (random or targeted)
- Old enemy spotted in crowd
- Mysterious figure leaves cryptic message
Wilderness/Frontier Encounter (d10)
- Hostile wildlife threatens party
- Abandoned campsite with clues
- Crashed ship or vehicle
- Natural hazard (storm, quake, radiation)
- Hermit or isolationist settlement
- Bandits or pirates lay ambush
- Ancient ruins or pre-Collapse site
- Resource cache (fuel, supplies, components)
- Distress beacon activation
- Temporal anomaly manifestation
NPC Personality Generator
Primary Trait (d12)
- Ambitious
- Cautious
- Greedy
- Honest
- Paranoid
- Compassionate
- Ruthless
- Idealistic
- Cynical
- Loyal
- Curious
- Apathetic
Quirk (d12)
- Nervous tic or fidgeting
- Speaks in metaphors or quotes
- Obsessively cleans or organizes
- Collects unusual items
- Laughs at inappropriate times
- Refers to self in third person
- Constantly eating or drinking
- Excessively formal or informal speech
- Makes bad jokes constantly
- Overshares personal information
- Suspicious of specific thing (AI, corporations, etc.)
- Unusual physical characteristic
Secret (d10)
- Wanted by authorities under different name
- Massive gambling debt
- Informant for faction/organization
- Family member held hostage
- Terminal illness or condition
- Secretly wealthy/poor (opposite of appearance)
- Failed tragic mission haunts them
- Connected to major historical event
- Possesses stolen or dangerous information
- 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)
- Damaged weapon (1d4 wear)
- Partially functional armor (1d4 wear)
- Medical supplies (1d4 doses)
- Ammunition (2d6 rounds)
- Tool kit (specific profession)
- Navigation data or maps
- Credstick (1d6 × 100 credits)
- Personal effects (sentimental/intel value)
- Implant or augmentation (damaged)
- Fuel cells (1d4 units)
- Contraband or illegal goods
- Something unique (GA discretion)
Weather and Environmental Hazards (d10)
- Clear conditions, no complications
- Minor atmospheric disturbance (-1 to relevant checks)
- Heavy precipitation or particle storms (-2 Awareness)
- Extreme temperature (requires protection)
- Radiation spike (TD 10 Spirit or take 1d6 damage)
- Electrical storm (electronics malfunction risk)
- Toxic atmosphere (requires environmental suit)
- Zero/low visibility conditions (-4 Awareness)
- Gravitational anomaly (movement difficulty)
- 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:
- Both roll appropriate skill/trait
- Higher result wins
- 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)
| Weapon | Quality | Damage | Cost | Wear | Special | Availability |
|---|
| Laser Pistol | Poor | 6 | 800 C | 1 | Energy weapon, quiet | Common |
| Laser Pistol | Good | 6+1 | 2,500 C | 5 | Energy weapon, quiet | Common |
| Laser Pistol | Masterwork | 6+3 | 10,000 C | 10 | Energy weapon, quiet | Uncommon |
| Combat Knife | Poor | 6 | 200 C | 1 | Melee, concealable | Common |
| Combat Knife | Good | 6+1 | 800 C | 5 | Melee, concealable | Common |
| Combat Knife | Masterwork | 6+3 | 3,000 C | 10 | Melee, concealable | Uncommon |
| Submachine Gun | Poor | 6 | 1,500 C | 1 | Rapid fire capable | Common |
| Submachine Gun | Good | 6+1 | 4,500 C | 5 | Rapid fire capable | Common |
| Submachine Gun | Masterwork | 6+1 | 15,000 C | 10 | Rapid fire capable | Rare |
| Utility Knife | Good | 6 | 150 C | 5 | Tool + weapon | Common |
Heavy Weapons (14 base damage) (Tier 2 License)
| Weapon | Quality | Damage | Cost | Wear | Special | Availability |
|---|
| Assault Rifle | Poor | 14 | 3,000 C | 1 | Military standard | Common |
| Assault Rifle | Good | 14+1 | 8,000 C | 5 | Military standard | Common |
| Assault Rifle | Masterwork | 14+3 | 25,000 C | 10 | Military standard | Uncommon |
| Plasma Rifle | Good | 14+1 | 15,000 C | 5 | Energy, armor bypass | Rare |
| Plasma Rifle | Masterwork | 14+3 | 45,000 C | 10 | Energy, armor bypass | Very Rare |
| Double-barrel Shotgun | Poor | 14 | 2,000 C | 1 | Close range, spread | Common |
| Double-barrel Shotgun | Good | 14+1 | 6,000 C | 5 | Close range, spread | Common |
| Railgun | Masterwork | 14+3 | 60,000 C | 10 | Electromagnetic, armor penetration | Very Rare |
Special Weapons (Variable Tier/Tier 3 License)
| Weapon | Quality | Damage | Cost | Wear | Special | Availability |
|---|
| Quantum Saber | Good | Variable | 12,000 C | 5 | Nexacite-powered melee, LineSeer weapon | Rare |
| Flame Projector | Good | 2d6 area | 8,000 C | 5 | 15ft cone, causes burning | Rare |
| Frag Grenade | N/A | 2d6 | 150 C | N/A | 15ft radius, single use | Common |
| EMP Grenade | N/A | Electronics only | 300 C | N/A | Disables electronics 30ft radius | Uncommon |
| Smoke Grenade | N/A | None | 75 C | N/A | Obscures vision 20ft radius | Common |
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)
| Armor | Quality | Protection | AR | Cost | Wear | Coverage | Availability |
|---|
| Basic Armor (Any) | Poor | 1d4 | 0 | 500 C | 1 | Based on coverage purchased | Common |
| Basic Armor (Any) | Good | 1d4+1 | 0 | 2,500 C | 5 | Based on coverage purchased | Common |
| Basic Armor (Any) | Masterwork | 1d4+3 | 1 | 10,000 C | 10 | Based on coverage purchased | Uncommon |
| Echo Suit (Chest) | Good | 1d4+1 | 0 | 4,000 C | 5 | Chest, stealth bonus | Uncommon |
| Flight Suit (Complete) | Good | 1d4+1 | 0 | 3,500 C | 5 | Full body, environmental | Common |
| Phase Cloak (Chest/Head) | Good | 1d4+1 | 0 | 8,000 C | 5 | Partial, stealth enhancement | Rare |
Medium Armor (d6 protection) (Tier 0-1)
| Armor | Quality | Protection | AR | Cost | Wear | Coverage | Availability |
|---|
| Combat Armor (Any) | Poor | 1d6 | 1 | 2,000 C | 1 | Based on coverage purchased | Common |
| Combat Armor (Any) | Good | 1d6+1 | 1 | 7,500 C | 5 | Based on coverage purchased | Common |
| Combat Armor (Any) | Masterwork | 1d6+1 | 2 | 25,000 C | 10 | Based on coverage purchased | Uncommon |
| Environmental Suit | Good | 1d6+1 | 1 | 10,000 C | 5 | Full body, hazmat | Uncommon |
| Security Vest | Good | 1d6+1 | 1 | 5,000 C | 5 | Chest, professional | Common |
Heavy Armor (d8 protection) (Tier 1-3)
| Armor | Quality | Protection | AR | Cost | Wear | Coverage | Availability |
|---|
| Assault Armor | Poor | 1d8 | 2 | 5,000 C | 1 | Chest + head + limbs | Uncommon |
| Assault Armor | Good | 1d8+1 | 2 | 15,000 C | 5 | Chest + head + limbs | Uncommon |
| Assault Armor | Masterwork | 1d8+3 | 3 | 50,000 C | 10 | Chest + head + limbs | Rare |
| Power Armor | Masterwork | 1d8+3 | 3 | 100,000 C | 10 | Full body, strength boost | Very Rare |
| Siege Suit | Masterwork | 1d8+3 | 3 | 75,000 C | 10 | Heavy assault, breach ops | Rare |
Professional Tools
| Item | Cost | Effect | Availability |
|---|
| Multi-Tool | 500 C | +1 to Engineering during crafting, substitutes for basic tools – required for some checks per GA | Common |
| Hackpad | 1,000 C | +1 Programming when hacking systems | Common |
| Data Scanner | 800 C | Information gathering device, +1 Investigation | Common |
| Diagnostic Scanner | 1,200 C | Technical 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 |
| BioMonitor | 1,500 C | Medical diagnostics, +3 Medicine checks involving checking health status and ailments of a living creature | Common |
| Surgeon's Tools | 2,000 C | Required for advanced medical procedures, +1 to checks involving surgery/triage | Common |
| Engineer's Toolkit | 2,500 C | Comprehensive technical equipment – required for some crafting/building checks per GA - +2 to Engineering during crafting/repairs | Common |
| Thieves' Tools | 800 C | Required to pick mechanical locks | Uncommon |
| Forger's Kit | 1,200 C | Required to create false documentation | Uncommon |
| Scientific Toolkit | 3,000 C | Laboratory equipment, portable – required to craft some items or specific analyses | Common |
| Trader Datapad | 1,500 C | Market analysis, +1 Commerce checks searching for goods | Common |
| Translator Device | 800 C | Real-time language translation | Common |
| Encrypted Datapad | 1,200 C | Secure communications, +2 Programming in contested checks against hacking | Common |
| Celestial Compass | 5,000 C | Navigation aid, +1 Piloting/Navigation | Uncommon |
Survival and Utility
| Item | Cost | Effect | Availability |
|---|
| Portable Shelter | 300 C | Emergency accommodation against adverse weather, conditions, etc. for 1-2 people | Common |
| Nylon Rope (50 ft) | 50 C | Standard climbing/utility rope, +3 Athletics when climbing | Common |
| Filtered OxyMask | 200 C | Breathable air in toxic atmospheres for a limited period | Common |
| Grappling Hook | 150 C | Climbing aid | Common |
| Flashlight | 25 C | Standard illumination | Common |
| Emergency Beacon | 500 C | Distress signal transmitter | Common |
| Water Purification System | 400 C | Clean water from any source | Common |
| Binoculars | 200 C | Long-range visual observation, +1 Awareness when using | Common |
| Climbing Gear | 600 C | Complete climbing kit, +2 Athletics for climbing | Common |
Electronics and Hacking
| Item | Cost | Effect | Availability |
|---|
| Electronic Bugs (×2) | 300 C | Surveillance devices that record auditory data for a short time and transmit data to a data pad or comm | Uncommon |
| Encryption Keys (×2) | 400 C | Bypass encrypted systems without a check if the GA determines the TD is low enough | Uncommon |
| Terminal Spikes (×2) | 300 C | Overloads terminal in an effort to hack system, but can cause electrical damage or explosions | Uncommon |
| Decryptors (×2) | 500 C | Software decryption tools allowing bypass of encrypted program if TD is low enough | Uncommon |
| Jammer | 1,500 C | Block communications 50ft radius | Rare |
MEDICAL ITEMS
Healing Items
| Item | Cost | Effect | Availability |
|---|
| Meditab (Basic) | 50 C | Restore 1d6 HP | Common |
| Emergency MedPack | 200 C | Restore 50% HP, stabilize dying, stops bleeding | Common |
| Panacea | 150 C | Cure disease/poison, restore 1d4 HP | Common |
| Coagulator | 100 C | Stop Bleeding immediately | Common |
| Stim-Stamina | 75 C | Remove 1 Exhaustion, +2 Energy for 1 combat | Common |
| Stim-CD | 100 C | For LineSeer's allows an overflow of Energy 1d20 + 3 for one combat, take 2 points of exhaustion after combat | Rare |
| Anti-Rad Tablets (×10) | 200 C | Take no damage in areas of high radiation for a short time | Common |
Chemical Items
| Item | Cost | Effect | Availability |
|---|
| Chemical Solvents (×2) | 100 C | Dissolve materials, crafting component | Common |
| Herbacore Samples (×5) | 150 C | Botanical samples, crafting/medical use | Common |
| NexaDust (×2) | 500 C | Recreational drug, illegal most places | Black Market |
| Toxin (Basic) | 300 C | Inflict Poisoned condition | Black Market |
| Antidote (Universal) | 200 C | Cure most poisons | Common |
CRAFTING COMPONENTS
| Component Type | Cost per Unit | Availability |
|---|
| Scrap | Free (salvaged) | Common |
| Basic Components | 10 C | Common |
| Advanced Components | 100 C | Common |
| Rare Components | 500-1,000 C | Rare |
| Unique Components | Variable/Story | Exotic |
| Quick Fix Foam (×2) | 100 C | Emergency repair material |
| Nexacite Shard (×1) | 2,000 C | Rare 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
| Item | Cost | Effect | Availability |
|---|
| Ammunition Cartridges (Standard, 20 rounds) | 50 C | Ballistic weapons | Common |
| Laser Cartridges (×3 charges) | 75 C | Energy weapons | Common |
| Explosive Charges | 200 C | Demolition, 3d6 damage 20ft | Uncommon |
| Breaching Charge | 300 C | Door/wall breach, controlled explosion | Uncommon |
| Flare (×3) | 30 C | Illumination or signal | Common |
CREDENTIALS AND PERMITS
| Credential | Cost | Effect | Availability |
|---|
| Tier 1 Civilian Access | 500-1,500 C | Basic travel and docking | Common |
| Tier 2 Licensed Professional | 2,500-10,000 C | Advanced equipment, restricted zones | Uncommon |
| Tier 3 Tactical Authorization | 15,000-50,000 C | Military-grade weapons, high-security access | Rare |
| Tier 4 Diplomatic Clearance | 75,000-250,000 C | Immunity (limited), political authority | Very Rare |
| Weapon Permit (Tier 1) | 500 C | Light weapons only | Common |
| Weapon Permit (Tier 2) | 2,500 C | Light and heavy weapons | Uncommon |
| Weapon Permit (Tier 3) | 15,000 C | Military-grade weapons | Rare |
| Medical License (Tier 2) | 1,000 C | Standard medical procedures | Common |
| Medical Access (Tier 3) | 5,000 C | Advanced surgery, implants | Uncommon |
| Trading License (Tier 2) | 2,000 C | Commercial trade operations | Common |
| Trading License (Tier 3) | 10,000 C | Bulk cargo, restricted goods | Uncommon |
| Docking Permit (Tier 1) | 500 C | Public ports only | Common |
| Docking Permit (Tier 2) | 2,500 C | Commercial and military ports | Uncommon |
| Pilot Credentials | 1,000 C | Licensed pilot status | Common |
| University Credentials | Free-10,000 C | Academic access | Common |
| Official Credentials | Variable | Government/faction authority | Restricted |
| Diplomatic Status Card | Part of job | Limited diplomatic immunity | Restricted |
IMPLANTS (Installation Costs Not Included)
Tier 1 Implants (1,000 C installation at legal facility)
| Implant | Cost | Effect | Availability |
|---|
| Neural Link | 1,000 C | +1 Programming permanent | Common |
| Enhanced Vision | 1,500 C | Low-light, zoom, immune to darkness Blinded, permanent +1 accuracy when firing ranged weaponry (not ship based) | Common |
| Subdermal Communicator | 800 C | Internal comm, unjammable | Common |
| Adrenal Regulator | 2,000 C | Ignore the first 2 Exhaustion points you would take per day | Uncommon |
| Pain Suppressor | 1,200 C | +2 Spirit vs pain/torture both in and out of combat | Uncommon |
Tier 2 Implants (2,000 C installation at legal facility)
| Implant | Cost | Effect | Availability |
|---|
| Reflex Booster | 5,000 C | +1 Evasion permanent | Uncommon |
| Muscle Fiber Enhancement | 6,000 C | +1 Athletics, +25% carry capacity | Uncommon |
| Neural Processor | 8,000 C | +1 to one Intellect skill (chosen at install) | Uncommon |
| Auto-Injector System | 4,000 C | Holds 3 doses, auto-inject at <25% HP | Uncommon |
| Targeting Overlay | 7,500 C | +1 Accuracy ranged weapons | Uncommon |
Tier 3 Implants (5,000 C installation at legal facility)
| Implant | Cost | Effect | Availability |
|---|
| Combat Reflex System | 20,000 C | Extra action 1/combat (3 Energy) | Rare |
| Reinforced Skeleton | 25,000 C | +5 HP permanent, resist bone breaks | Rare |
| Advanced Neural Interface | 30,000 C | Mental vehicle control, +2 Piloting when interfaced | Rare |
| Synthetic Organ Suite | 35,000 C | Immune to toxins/disease, -50% food/water | Rare |
| Subdermal Armor | 40,000 C | +1 AR flat, always active | Rare |
Tier 4 Implants (12,000 C installation at legal facility)
| Implant | Cost | Effect | Availability |
|---|
| Consciousness Backup | 100,000 C | Memory backups to cloud storage daily, restore on death (requires clone for restoration) | Very Rare |
| Temporal Awareness Processor | 150,000 C | Advantage on evasion, spirit, attacks permanently | Exotic |
| Integrated Weapon Mount | 75,000 C + weapon | Concealable weapon, +2 Accuracy, cannot disarm | Very Rare |
| Full Sensory Suite | 120,000 C | 360° 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)
| Modification | Cost | Effect | Availability |
|---|
| Cosmetic Enhancement | 500-2,500 C | Appearance alteration | Common |
| Basic Sensory Upgrade | 1,000-2,000 C | Enhanced single sense | Common |
Moderate Modifications (Tier 2, 1,200-1,600 C installation)
| Modification | Cost | Effect | Availability |
|---|
| Standard Cybernetic Arm | 5,000 C | Equivalent strength, +1 Hand-to-Hand | Uncommon |
| Enhanced Cybernetic Arm | 15,000 C | Superior strength, +2 Hand-to-Hand, bend metal | Uncommon |
| Standard Cybernetic Leg | 4,000 C | Normal mobility, +1 Athletics (running/jumping) | Uncommon |
| Enhanced Cybernetic Leg | 12,000 C | +2 Athletics, +5ft movement per Energy | Uncommon |
Major Modifications (Tier 3, 3,000-4,000 C installation)
| Modification | Cost | Effect | Availability |
|---|
| Combat Cybernetic Arm | 30,000 C | +3 Hand-to-Hand, +1 AR on limb, weapon integration | Rare |
| Subdermal Plating | 20,000 C | +1 AR, doesn't count as worn armor, always active | Rare |
| Reinforced Skeletal Structure | 35,000 C | +10 HP, immune to fractures, -1 Stealth | Rare |
| Synthetic Skin | 8,000 C | Enhanced durability, +1 vs temperature, +2 Spirit vs pain | Rare |
| Optical Enhancement Suite | 12,000 C | Complete eye replacement, thermal/zoom/recording, +2 Awareness | Rare |
| Integrated Tool Systems | 2,000-10,000 C | Built-in tools (torch, probe, lockpick, grapple) | Uncommon |
SHELL TECHNOLOGY (Installation Costs Not Included)
| Shell Type | Cost | Duration | Notes | Availability |
|---|
| Temporary Synthetic | 10,000 C | 1 cycle | Mechanical body, short-term | Rare |
| Temporary Organic | 20,000 C | 2 cycles | Cloned body, illegal most places | Very Rare |
| Permanent Synthetic | 100,000 C | Permanent | Original body dies/destroyed | Very Rare |
| Permanent Organic | 150,000 C | Permanent | DNA-matched, illegal except specific jurisdictions | Very Rare |
SHIP FUEL
| Fuel Type | Cost per Unit | Range per Unit | Notes | Availability |
|---|
| Basic Reactor Fuel | 3,000 C | 10-15 hexes | Entry-grade FTL, inefficient | Common |
| Liquid Nexacite | 4,500 C | 15-20 hexes | Standard fuel, clean burn | Common |
| Refined Nexacite Core (RNC) | 15,000 C | 30-50 hexes | Long-range, creates Depleted Core | Rare |
| Fusion Core | 10,000 C | 5-25 hexes (variable) | Non-Guild, creates waste | Common |
| Warp Stack (Prototype) | 45,000 C | 1 temporal jump | Illegal, chronocite-based | Black Market |
| Emergency Jump Pack | 25,000 C | 1 emergency jump | Returns to last safe location | Common |
MISCELLANEOUS GOODS
Currency Storage
| Item | Cost | Effect | Availability |
|---|
| Anonymous Credstick (empty) | 50 C | Holds up to 500,000 C, untraceable | Common |
| Encrypted Account Access | 500 C | Secure digital banking | Common |
Black Market Goods
| Item | Cost | Effect | Availability |
|---|
| Forged Credentials (Poor) | 500 C | TD 8 to detect | Black Market |
| Forged Credentials (Good) | 2,500 C | TD 12 to detect | Black Market |
| Forged Credentials (Masterwork) | 10,000 C | TD 16 to detect | Black Market |
| Stolen ID Chip | 1,000-5,000 C | Authentic but flagged if checked | Black Market |
| Contraband Scanner Blocker | 2,000 C | -2 to security scans detecting cargo | Black Market |
LIVING EXPENSES (Per Week)
| Lifestyle | Cost | Description |
|---|
| Minimal (Street) | 50-100 C | Ship sleeping, basic rations, no luxuries |
| Basic (Spartan) | 200-400 C | Capsule hotel, cheap food, public facilities |
| Standard (Comfortable) | 500-1,000 C | Private quarters, varied diet, entertainment |
| Elevated (Quality) | 1,500-3,000 C | Good housing, quality meals, social activities |
| Luxurious (Elite) | 5,000+ C | Premium everything, exclusive services |
SERVICES
Medical Services
| Service | Cost | Recovery Time | Notes |
|---|
| Basic Treatment | 250-1,000 C | 1-3 days | Stabilization, minor surgery |
| Standard Procedures | 1,000-5,000 C | 3-7 days | Major surgery, trauma response |
| Advanced Intervention | 5,000-25,000 C | 1-2 weeks | Cybernetic repairs, genetic therapy |
| Implant Installation (Legal) | See Implant Tier | Varies | Automatic success, highest cost |
| Implant Installation (Independent) | -20-40% cost | Varies | Variable quality (d6 roll) |
| Implant Installation (Black Market) | -50% cost | Varies | 30% complication chance |
Ship Services
| Service | Cost | Notes |
|---|
| Docking Fees | 250-2,500 C | Per landing, varies by port class |
| Ship Maintenance (Professional) | 1,000-10,000 C | Monthly, varies by ship class |
| System Repair (per Wear Point) | See 10.7 table | Varies by system |
| Hull Repair | 100 C per HP | Professional shipyard |
| Refueling | See Fuel Table | 30 min - 12 hours depending on ship |
Training and Education
| Service | Cost | Time | Effect |
|---|
| Skill +1 | 1,000 C | 1 week | Increase skill bonus |
| Skill +2 | 3,000 C | 2 weeks | Increase skill bonus |
| Skill +3 | 6,000 C | 1 month | Increase skill bonus |
| New Intellect Skill | 2,000 C | 2 weeks | Learn new skill |
| Technique (own job) | 5,000 C per TP | 1 cycle/level | Purchase technique |
| Technique (other job) | 10,000 C per TP | 1 cycle/level | Cross-training |
| Trait Die Advancement d4→d6 | 20,000 C | 2 months | Fundamental growth |
| Trait Die Advancement d6→d8 | 40,000 C | 3 months | Fundamental growth |
| Trait Die Advancement d8→d10 | 80,000 C | 4 months | Fundamental growth |
Legal Services
| Service | Cost | Effect |
|---|
| Public Defender | Free-minimal | Reduces sentence 10-20%, variable quality |
| Standard Lawyer | 1,000-5,000 C | Reduces sentence 20-40% |
| Elite Attorney | 10,000-50,000 C | Reduces sentence 40-60%, finds loopholes |
| Bribe (per Heat level) | 2,000 C × Heat | Reduce Heat by 1 |
| Identity Change | 50,000-100,000 C | New credentials, reset Heat to 0 |
Transportation
| Service | Cost | Notes |
|---|
| Shuttle Rental (local) | 500-2,000 C | Per day, short-range only |
| Passenger Transport (system) | 1,000-5,000 C | Per person, standard route |
| Charter Flight | 10,000-50,000 C | Private vessel, custom route |
| Tow Service (emergency) | 5,000-50,000 C | Depends 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)