Legion The Game Mercenaries (7229644)
Legion The Game Mercenaries (7229644)
Legion The Game Mercenaries (7229644)
By Richard Glosson
John Strickler (order #7229644)
MERCENARIES
CREDITS
Editing and Development: Rachel Metzger, Richard Glosson, James Russell, & Adam
Ross
Art Director: Richard Glosson
Legion the Game v 1 Copyright 2014, Terminus Productions, LLC
August 1 ,2014
Publisher:
Terminus Productions
Table of Contents
Introduction
Equipment 52
Armor
Gear
11
Occupations 18
Mecenary
18
Lawman
23
Technician
26
Psycher
29
Scoundrel
34
Doctor
37
Experiences 40
Education
40
Events
41
Feats 47
Psyche Talents 50
Alteration: Live Among the Stars
50
50
51
Divination: Farseeing
51
Weapons
62
63
64
D8 Explorer
65
66
Glossary 68
New Species: Karottyc
70
NPCS 72
Creature Index 73
Arcoras 74
MegaCorp Enforcer
75
Psychic Whelp
76
77
Puppet-Bot 78
Unwavering Eye of Chaos
80
Virickt Mite
81
Adventure Hooks 82
The Mercenary Economy 83
Entertainment 86
Pre Generated Characters 88
Bracken Store: Adjudicator
90
91
Lefty: Wencher
92
Tyrilathanar: Starseer
93
94
M: Scavenger
95
Mercenary
Neer-do-well
Scoundrel
Theres a lotta space out here for a man to get lost in. Making your way
through it aint too easy a task. Sometimes you got to do whatever it takes to
get by and you might just end up bouncing from planet to planet. Now I aint
sayin Ive see all there is to see and done all there is to do, but, I wouldnt trade
any of it for all the creds in the universe. Captain Delano Angilous
This book is for the people who are not cut out for the regulations and restrictions
of Military life in the GFH. Maybe they couldnt make it and drummed out honorably or
dishonorably, or perhaps theyre just rebels looking to create their own adventures.
For whatever reason, these people have fled the restrictions of society and now
travel the galaxy earning a living by finding adventure or seeking enlightenment. It
takes many, many people to make the universe spin, and even with the huge number
who make a living in some branch of the Military, there are still billions who are not so
inclined.
Long ago, when the different species began to intermingle and the galaxy
began to feel a little bit smaller, there were many who chose to break boundaries and
venture further and further toward the edges of known space. Many private MegaCorps hired people to explore and bring back rare minerals that were becoming
scarce within the more populated systems. Scientists traveled far to find new species of
flora and fauna and other life forms. Some people even escaped the incursion of the
Shade by settling into more civilized quadrants, eventually making their way to the very
outskirts of civilization.
As more Jump gates were found, several leading to uncharted systems, a
growing number of people began to spread to the farther reaches of the Galactic
Federation of Humanity (GFH), and even Onigrimm from their Empire were expanding.
The further they roamed from their centralized governments, the more lawless and
dangerous life became. This is not to say that the GFH, nor the Onigrimm Empire, did not
seek to look after their wayward citizens. Outposts were established and the long arms
of bureaucracy could still reach, but it was with some difficulty. As a result, interference
and aid were both in limited supply.
As a mercenary, you make your way by living job to job, selling your skills to the highest
bidder and unloading your bounty to whoever will buy it. You do this in order to keep
your ship flying or the cube you call home on a space station filled with your things and
not someone elses.
Getting Started
Paydays
One of the unique things about the
Mercenary life is how well you can live
from job to job. There are two things one
needs to survive in the wilds of uncivilized
space: your reputation and your reward
at the end of the job.
Your Reputation is the thing that you
trade on. It can get you favors, loans,
and out of trouble. The Reputation Rank
is the measure of how well an individual is
known and how far widespread his infamy.
As the character does more and more
exploits the word of those adventures
10
Background
Each character has a history
before they became a Mercenary. This
history covers a characters childhood
and adolescence. To represent this
history, each character receives two
character history traits. You can either
choose any two traits, or roll for any two
traits from the list below. None of these
traits may be taken twice. If you roll one
that you already have, you can choose
to take the trait that is one slot higher or
lower on the list, or you may reroll.
Table # - #
Event: Roll:
Arctic Born
Artisan Folk
Child of Faith
City Rat
Desert Born
Forest Born
High Born
Jungle Born
Mountain Folk
Nomad
Sea Child
Shadow Born
Space Folk
Bewitching
Bloodthirsty
Brave
Charismatic
Total Recall
Faithful Friend
Inspiring Presence
Intelligent
Master of Lore
Perceptive
Weapon Bond
Wise
Galactic Traveler
Dexterous
Fast
Lithe Acrobat
Mighty Build
Nondescript
Resilient Toughness
Savage Appearance
Short
Stout
Strong
Tall
Tough as Iron
Pegasus Program
11
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
12
13
14
15
16
It was the first time that he had been outside a government controlled
community zone. Sure living in the structured societal norms was
not a hardship but Alec had grown tired of the restrictive demands of
what M.O.T.H.E.R had planned for him.
He stepped on to the deck plating of the space station he had chosen
to make his new home. The first thing he notices was the smell. It was
recycled air that had been passing through O2 scrubbers for who
knows how long. It was stale and biting to his nose that had been accustom to the fresh and almost sanitized aromas of the state ran mega
complexes of Waycross capital city. The second was the lighting it
was cold and flickering in a number of places.
People quickly hustled about with clear determination in their movements. Some carried small creates and others moved about the large
corridor. At this point the people behind him went in motion and he
was jostled into the flow.
Looking around he caught a glimpse of the faded numbers painted
on the wall showing where he was. He had gained his bearings and
began to move towards the lifts that would take him to the level that
he would make his home. Heaving up his bag he set off.
He took it all in noticing the people that he now called his neighbors,
a number of species that were mebers of the Galactic Federation of
Humanity. He saw one or two beings that he had never seen outside
a HoloVid. One completely new species he had never seen before
walked by... and politely waved.
It seemed he would enjoy living here.
17
Occupations
It takes a lot to survive when it seems like the whole universe is weighing down
on you. When you dont know where you next credit is coming from and you have five
different things that it should be spent on.
18
Mercenary
Bounty Hunter
Being a Bounty Hunter is dirty work. You can spend
weeks or months away from home, tracking your
target, watching his daily movements, planning the
best way to capture him, and then implementing that
plan.
Bounty Hunters generally focus on tracking, stealth,
and optimizing Hit Point Damage over Wounds. They
tend to be self-sufficient and can be elusive. The main
trade is to track down and return fugitives, criminals
who have escaped justice, and personal vendetta
retrievals. All these come with the Dead or Alive
condition. Generally if the Bounty is wanted alive the
reward is greater.
A dangerous way to earn a living, the Bounty Hunter is
feared, mistrusted, and respected among the known
galaxy. When you arrive in a populated area and the
word spreads that a Bounty Hunter has come there,
19
Grizzly Trophy
Armor Trophy
Prestigious Trophy
Rare Trophy
20
Soldier of Fortune
Yeah check her out. The .40 caliber rechambered to take plasma *AND* HEP
rounds, Dyson scope, retooled military
grips and a heat reduction shroud so I get
maximum charges from the secondary
power cell that was installed in the stock,
not to mention it came in chrome I call
her Anastasia.
-Jack Morganne talking about his new
rifle.
The Soldier of Fortune is above else a
fighting man. They know that their lives
and the lives of who they have been hired
by may very well depend on how they
and their gear can be trusted. Focused
equally on Weapon Optimization and
Specialization along with a knack for
Armor Specialization the professional
Soldier of Fortune is possibly one of
the more dangerous occupations for
themselves and anyone that gets in their
way.
KNACKS
Armor Proficient: As the Soldier of
Fortune gains skill and insights in the
profession of being a hired gun, he or
she gets increasingly familiar with a wide
variety of armors. With each Term of
Service, the Soldier gains a new Armor
Proficiency, gaining them in the following
order: Heavy Armor Proficiency, Light
Power Armor Proficiency, Medium Power
Armor Proficiency, Heavy Power Armor
Proficiency, and Exotic Armor.
Efficient Power Usage: When the Soldier
of Fortune is in the field, it might be a while
21
They all stood around the table in the small back room of a bar they frequented.
Alright lets see what everyone has got The tall Tuathian said in a measured
voice that always sounded as if it was echoing in a room much larger then he
was in.
Everyone dug into pockets and after all was said an done they had two
Tricanthium Pyramids, 3 eCr sicks totaling 159 credits, and a coupon for a free
coffee. Everyone stared at M for putting the coupon in.
What... I like coffee the feline featured woman said, her ear twitched.
Well we are broke, what are we suppose to do now said the large framed Darsithian named Trenn.
Just then one the comms chirped the Archalion pulled it out and he read the
screen
Looks like we have a job
22
Lawman
Sector Sentinel
The Sector Sentinel is a Lawman placed in
charge of a particular expanse of space,
usually containing the center of the base
he is more than likely placed in. A planet
in need of protection from unruly bandits.
An important key to a busy trans-galactic
trade route. Or a lucrative asteroid field
mining operation. Through the use of aweinspiring presence or access to official
Channels/Connections, they are focused
on moving about that assigned area, and
are able to dispense fringe justice. They
are also known for their impressive Piloting
skills.
Knacks
Vehicle Access: You have to get around
your sector. You have been provided with
a Mykon-Oritech O-52S Pursuit Cruiser a
small one-person craft (see Ships chapter).
This ship is provided by anything from the
GFH, such as a local
23
24
Adjudicator
Look, I dont care if your uncle is Prefect
of this Sector, youre still coming with me!
An Adjudicator is assigned to a planet or
space station and is a representative of
Federation Law. Military Law, although
the most common and widely spread
form of law, is not the only form of justice.
Communities will often police their own
when they want swifter action or find that
the watchful eye of the Judicial Branch
of the Military is a bit wandering, or just
absent for too long.
KNACKS
License to Kill: Adjudicators are the law
when it comes to the more remote parts
of the Galaxy. They are given certain
liberties to dispense justice as they see fit.
This is most useful to the Adjudicator if the
person that has been sentenced to harsh
judgment, such as death, is someone
important.
25
Technician
26
Wrencher
27
28
Psycher
29
30
Burning Eye of the Stargod - +2 to
Perception checks per Term of Service.
Appearance is of a burning third eye on
the forehead.
Blazing Soul of the Knowledgeable
Mind - +2 on any Knowledge checks per
Term of Service. Appearance is of a circle
of fire floating just above the chest.
Blackened Eyes of the Dying GodThe eyes of the Conduit become entirely
black. This doesnt affect the normal vision
of the Conduit. It does, however, grant
them Darkvision 50 plus +10 per Term of
Service.
Voracious Hunger of the Stargod 1d6 Bite attack per Term of Service, while
ignoring 2 points of Hardness per term of
Service.
Strength of the Sun - For Feats of
Strength, Conduits have a +2 STR modifier
once per a round. Melee Attack rolls,
Melee Damage rolls, lifting, opening doors,
breaking bonds, etc.
Purity of the Atom: E ach atom of a
Conduit begins to burn a little brighter,
much like small stars of their own. This
allows for certain afflictions to be burned
away and have little to no effect on the
Conduit.
For every Term of Service, you may pick
one thing to be immune to from the
following list:
Poisons
Rot
Charm Effects
Diseases
Paralysis
Shade infection
Bleed
Blindness
Ability Drain
Stun
Fatigue
Voice of the Stargods: With the power
of just a portion of the Stargods flowing
through them, the Scions are able to
send out waves of disruptive energy that
cause the Shade to halt in their tracks or
in the case of powerful Scions, reduce
the carrier of the Shade to an empty and
burnt-out husk.
Able to Rebuke (Turn) Shade, the Scion,
may spend a turn attempting to affect
any Shade in the area with his influence.
When the Scion presents this power, all
Shades or targets with a Shade Point that
make their save suffer a -2 per Term of
Service, with all actions that directly target
the Scion for the duration of the Turning
effect.
See Turn Shade - Legion Core Rulebook,
pg 266
Starseer
Being able to see the things that lurk in
the other space is not all its cracked up
to be. Think about that weird thing out
of the corner of your eye that isnt there
when you look. Just imagine that when
you look its still there.
While some people are born with the
ability to learn and nurture the Psyche,
31
32
Chitinous Form - You are surrounded
by an ominous, otherworldly, insectlike presence as if you were inside the
chitinous armor of a bug.
This visage causes a nauseating effect.
Anyone affected gets a Will Save verses
a DC 15 +2 per Term of Service, or will be
Sickened.
Slipping the bonds of Reality (Phase Field
Generation): Starseers can cause a field
to surround their bodies, partially open
to Hyperspace. This causes energy to be
shunted to another place in space. They
gain protection against energy types,
gaining an ER 2/- +2 per Term of Service.
This also causes a 5% miss chance per
Term of Service as a Concealment bonus.
33
Scoundrel
Blackmarketeer
34
Scavenger
35
36
Doctor
Doctors are found throughout the known galaxy. They are able to save lives and make
advances in technology in leaps and bounds. With so many species in the galaxy,
doctors must stay on their toes, and almost all types are regarded with awe. Frontier
Physicians are highly respected for their tireless efforts to heal, and the Genesplicers for
their eerie and specialized skill sets. Both are excellent examples of how the wandering
medical expert can find a home among the outskirts of civilization.
Frontier Physician
Saving lives without getting yourself killed
in the process, thats what it is all about.
Create Antidote: Dealing with so many
strange and unknown ailments, the
Frontier Physician has a 25% +10% per
Term of Service to nullify a toxin, poison, or
disease.
Create Healing: Whenever using a device
or piece of equipment, Frontier Physicians
increase the effectiveness of the Healing
by 10% per Term of Service, or heal 1
Wound per Term of Service.
Recover Wound: Within a short amount
of time, the Frontier Physician can set a
bone, splint a limb, or patch a hole. As a
37
Gene Splicer
38
39
40
Experiences
Educations
If you are not a Citizen of the GFH, or
have turned your back on it for whatever
reason, you might not have a chance for
the more civilized or formal schooling
such as the grand Universities or Colleges
and this tends to be the case with
Mercenary types. You, however, are no
less educated. Your education has come
at the cost of innocence or sacrifice.
Alternative education types to the ones
found in the Legion Core Rulebook are
listed below.
Note: Instead of requiring a test that
is graded pass or fail, these alternate
education methods have no option for
failure. See the individual descriptions for
details beyond the bonuses, if any.
You may choose one of the five
developmental educations listed. They
represent a developmental phase that
helped mold you to the person you are.
Listed are the bonuses you add to each
Base Skill (Similar to Basic Training in the
Legion the Game Core Rulebook) and the
number of Feats that you may add to the
newly created character.
Hard Knocks - You have learned from the
school of the streets during your teenage
years. You dont have any formal training
coming into your new occupation as a
Mercenary, but you have managed to
learn a trick or two, usually the hard way.
Because you have fought for everything
you have, the rewards are all the sweeter.
That survivors instinct is going to take you
far, and you will never be hungry or living
on the street again if you have your way.
University - This represents any of the
smaller universities that are scattered
out among the stars. These are not
as prestigious as some of the bigger
Education
Life Events
While living on the edge of the galaxy,
ducking from shadow to shadow and
job to job, you tend to have a few lifechanging experiences. These experiences
are what shape you as a character.
Sometimes theyre beneficial, and
sometimes they teach you harsh lessons
along the way.
Roll 2D20 PER EVENT:
You may roll for two Events for every Term
of Service. Some events will give you
flaws while others will give you bonuses.
No matter what, you must keep the two
Events if you roll for them. The Game
Master may overrule this, of course.
(* = You can only roll that event once. If
you get that result twice, you may choose
the next higher event or reroll.)
Choose:
You get 10 Event Points for every Term of
Service. Some Events will cost nothing,
while others will give you more Event
points. No matter what, you must choose
no more than two Events for each
Term of Service. You may save up and
accumulate points from one Term to
spend on a following Term of Service.
(* = You can only choose that Event
once. You still have to pay the cost for
the Phalanx Program even if the Event
Table 1 - 3
Combat
Hard Knocks
+2
Minor University
Pirates Life
+1
Corporate Indocranation Crime Syndicate
+1
Firearms
+1
+1
+1
+1
Comm
+2
+2
+2
+1
Move
+1
+1
-
41
Tech Psyche
+2
+1
+1
+1
+1
-
Feats
2
3
3
2
3
42
Event:
Cost: Roll:
Disabled*
Bone & Blood Disease*
Severe Concussion*
Murderer*
Red-Handed*
Onigrimm Internment
Criminal*
Misconduct
Part of Military Research Program*
Intense Education
Negotiator Training
Nice Payday*
Powerful Contact within the Criminal Underground
Private Security Detail
Technical Crash Course
Hagglers Guild Internship
Back Alley Grav-ball League
Master Tracker*
Character Conditioning
Strength Training
Stress Training
Endurance Conditioning
Agility Training
Psyche Conditioning
Mind Training
Shar-Nithian Evolution
Gate Runner*
Heroic Reincarnation*
Local Made it Good*
Body Conditioning*
Chance of a Lifetime*
Word has spread
Star Treasure map*
Powerful Fanatic Enemy*
Wealthy Benefactor*
The Big Haul*
Artifact*
Onigrimm Super-soldier Initiative*
Redjack Mercenary Training*
-20
-20
-15
-15
-10
-10
-5
-5
0
0
0
0
0
0
0
0
0
5
5
5
5
5
5
5
5
5
5
5
5
5
10
10
10
10
15
15
20
30
40
43
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
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45
Looks like another slow night one heavily armored man squawked
over the radio. It was a quite night as the two guards walked the
estate grounds of the richest man on the planet.
Little did they know that one hundred feet away the hulking form of
Trenn crouched in a mass of short trees and bushes. He sat among
the buzzing and biting insects paying little attention as they would
sting his exposed skin as he watched through the monoculars counting quietly to himself.
Fifteen minute intervals between their rounds He muttered in a
deep rumbling voice.
Are you sure? Brakenstore asked with that particularly annoying
way he often did.
Trenn turned his head toward the Archalion Yes Im sure. You
didnt have to come you know.
Well just incase there was any fun I didnt want to miss out on it
now did I? The Archalion matter-of-factly stated. That and some
one with a badge might not be so bad to have around if this Bounty
of yours is as bad a guy as all those reports you had are true
It wasnt a lie, the person that Trenn had been traking for the better
part of a week was no walk in the park. Lots of people had taken
unschedualed space walks under this guys watch.
46
Feats
Feats are abilities that give a character
an edge. They are either a specialized
skill picked up by the character along
his way through experiences, a special
ability that was developed randomly, or
it could be something he was born with.
Feats usually modify some Skill or Ability.
They may open access to a set of abilities,
or allow characters to circumvent rules or
restrictions.
PREREQUISITES
Some feats have prerequisites. Your
character must have the indicated ability
score, branch feature, feat, skill, or other
quality designated in order to select or use
that feat. A character cant use a feat if
he or she has lost a prerequisite.
TYPES OF FEATS
There are five types of Feats: Combat,
General, Skill, Item Creation, and MetaPsyche. Combat Feats govern abilities on
the battlefield not covered by skills and
knacks. General Feats have no special
rules to govern them as a group. Skill Feats
affect elements of a characters skills
and how they are used. Item Creation
Feats allow psychics to create a variety
of Psyche items. Meta-Psyche Feats let
a psychic prepare and activate a talent
with greater effect.
For more on the types of Feats, see the
Legion Core Rulebook Pg. 140
Tactics are a new type of Feat that allow
for a variety of effects and conditions
to be achieved, if the orders given are
followed. The order must be given in
the same round, and before another
characters action, for them to gain the
benefit. This is done as a Swift Action.
These types of Feats only affect one
person per time purchased.
47
48
49
Psyche Talents
The Scion of the Stargods have access to hence-unknown powers. The Psyche powers
often seem to have a touch of the seemingly divine, or even more so, powers that
seem to be more in touch with the universe by outward appearances. A Conduit will
normally be associated with a particular Stargod (or a System wide group) that has
some sort of agenda. The first Stargod to reveal itself to the GFH was the inhabitant of
the Star which the world Haven orbits.
Live Among the Stars You can survive in the vacuum of space. You do not need air
or protection from the vacuum or extreme cold in space. This does not protect from
any other environmental hazards such as meteorites, falling into stars, getting hit by a
planet, or events like that. This Psyche Power only works while outside an atmosphere.
Spending additional Mind Points adds additional units of the actual Skill Check. (For
example, spending 3 additional Mind Points and you rolled a result of 10 would get you
30 Minutes.)
Components: Somatic
Prerequisites: Conduit of the Stargods
Time: Immediate Action
Target: Personal
Range: Touch
Make a Creation check: The result of the check determines the effect.
DC 10: Ten minutes
DC 20: One hour
DC 30: One day
DC 40: One week
DC 50: One Month
Creation
Psychic Whelp - Life began among the stars, many people say. The life force that is
spread throughout the universe as motes of creation can be forged into form and
given the spark of life, if only temporarily. This talent brings into being a protoplasmic
blob of matter that can be shaped roughly into a creature, and commanded to attack
the foes of the creator. See Psychic Whelp (pg ##) in the Creature section. These rolls
modify its base statistics.
Components: Verbal and Somatic
Prerequisites: Conduit of the Stargods
Time: Full Action
Target: One Creature
Range: Touch
Make an Alteration check: The result of the check determines the effect.
DC 10: +10 HP 1 Wound all locations Creature +2 Combat 20 move Size Small Does +2
points of damage with its basic attack. Lasts 1 round after creation. May be created
with in 50 of the Psycher. See the Creature Section for full stats.
50
Divination
Farseeing - You expand your mind at the speed of thought in a certain direction,
looking for an object or person. Its as if you have traveled the path physically and are
able to make Perception Skill Checks to observe something you are looking for, during
the split second it takes to travel that path.
Components: Verbal and Somatic
Prerequisites: Conduit of the Stargods
Time: Full Action
Target: One Creature
Range: Touch
Make an Alteration check: The result of the check determines the effect.
DC 10: 500 ft. +2 to Perception Skill Checks for the duration of the Psyche Talents
activation
DC 20: 1 mile +4 to Perception Skill Checks for the duration of the Psyche Talents
activation
DC 30: 5 Miles +6 to Perception Skill Checks for the duration of the Psyche Talents
activation
DC 40: 10 Miles +8 to Perception Skill Checks for the duration of the Psyche Talents
activation
DC 50: 20 Miles +10 to Perception Skill Checks for the duration of the Psyche Talents
activation
51
Equipment
Armor Descriptions
Crossworlder Hazard Suit (6000 eCr) One
of the few privatized suits of power armor,
most commonly just called Crossworlder
or CHS (CHesS). It was developed by the
Cygnus-Altom Megacorp as purely a
private defense force alternative to the
Military-based Legion Suits.
With more and more exploration from
public sector groups running into
dangerous situations, they felt they
needed the same sort of fighting power
that the Legion had. The suits have
become very popular among Mercenaries
since their introduction to the masses.
The suits themselves are very customizable,
and you tend to see a wide variation from
person to person in the way they may
look.
Because of the danger a suit of power
armor represents, they tend to be
monitored heavily. However, many end
up on black markets or resold or stolen. It
comes equipped with the Basic Computer
Extra.
This suit requires the Medium Power Armor
proficiency.
Enforcer Armor (100 eCr) This armor is
popular in the private security sector,
boasting a small amount of protection
from both physical and electrical attacks
such as Stun weapons. It can be found
in use by Mercenaries, Mega-Corp
enforcement teams, and Lawmen alike. It
comes in a variety of styles customized by
the individual groups.
Grav-Ball Pads (50 eCr) Made for the
dangers in the competitive sport of
Grav-Ball, this armor consists of shoulder,
elbow, knee, and shin armor along with
52
Perception Array (50 eCr) - Scans
the area for any anomalies, then relays
that information to a HUD either through
cybernetics or a helmet or visor. This array
will grant a +2 to Perception checks while
active.
Combat Array (50 eCr) - This array
has 3 small (4-inch diameter) spheres that
each house a small short-range laser. They
hover within the 5 space a character
occupies, and can be set to shoot at any
target that is not set as friendly.
Only one sphere will discharge at a time.
They deal 1d3 points of Damage with a
TDC of 15 AP10, and have a Firearms skill
of +2.
Cybernetics
Additional Cybernetic following the
same rules set down in the Legion the
Game:Core Rulebook Chapter 10.
Puppeteers Neural Net
Basic 1000eCr .1 MP Supports +1
Controller
Adv. 1500eCr .2 MP Supports +1
Controller
Full 2000eCr .4 MP Supports +1
Controller
53
Armor Table: 1 - 5
Armor
Power Cap
Tough Bonus
Light Armor
Grav-Ball Suit
+2
Medium Armor
Enforcer Armor
Def Mod
ER
Str Bonus
DR
Speed
Size
+2
+1
+3
+0
+0
+5
+2
+2
+11
-1
+5
13
+1
Weapon Descriptions
54
Weapons Table: 1 - 6
Name
Cost
Dam
TDC
Fumble
Crit
650
2d6
30
1-2
19-20x2
80
Ba
SA
15
750
3d6
25
19 -20x2
125
Ba
Burst
40
1500
1(AP5)
x2
50
Ba
SA
F-56 Dragon
5500
6d10
35
1-2
x3
175
Ba
SA
12
(L)
Chainfist
UP
1d8(AP10)
25+S
18-20/x3
Cutting Torch
UP
1d8(AP10)
25+S
18-20/x3
Bio-Bile Bombs
BIO
6d6
28
x3
25
ac
BIO
1d3
3+S
x2
10
el
Bio-Proton Blaster
BIO
4D6
30
18-20/x3
100
SA
fi/el
Bio-Boneclaw
BIO
1D8
5+S
18-20/x3
Bio-Firegout
BIO
3d4
25
18-20/x3
30
fi
Bio-Quill Shards
BIO
1d10
20
20/x2
5 AoE SA
55
F-56 Dragon
56
Equipment Mount (400 eCr / UP)
Allows any normal piece of equipment
to be mounted onto the Puppet. For
example, the Mini Grappling Hook
Launcher and Winch or a small Generator.
Magnetic Stabilizers (100 eCr / UP)
The bottom of the feet can be charaged
to create a magnetized sole. As MagBoots. (See Legion Core Rule Book, pg
218)
Size Upgrade Increase one Size
category. Each time the puppetbot is
upgrade they gain the following bonuses.
Pluses are cumulative.
Medium
Large
Huge
Weapon Mount As Cybernetic
Weapon Mount, but no Mind Point loss.
This upgrade still uses the Weapon Systems
Skill. (See Legion Core Rulebook, pg 246)
Well-Known Mercenary
Outfits
These are a few of the more wellknown groups that might be considered
Mercenaries, or have several in their
employ. Some might be friendly to your
characters goals while others might not. It
all really depends on the approach, or the
alliances that the players may have made
in the past. In a world where everything
is more gray than black and white,
allegiances shift and you may find that
yesterdays enemies are the most likely to
have your back the today.
Union 478 Asteroid Miners:
487
57
58
Known Mercenary
Haunts
Freeports
59
Shadowports
60
61
62
Other Costs
Hypergate fees for private travel A fee is
assessed to the owner of a ship that travels
through a Hypergate. Due to the dangers
that could be wrought through the use of
unsafely maintained ships, rigorous codes
and inspections must be done before
using a Hypergate. Many owners will
have these inspections done well before
needing to use a gate in order to avoid
long delays waiting for the inspections to
be done.
Docking Fees This is the fee that is paid
when in dock to cover restocking of the
essentials, disposing of hazardous material
buildup, and fueling.
Repairing your ship If you are repairing
your own ship, the cost is handled in
the normal fashion. If repairs are being
handled by the port the cost is 200 eCr per
ship Hit Point Damage repaired.
Fuel for your Ship One of the most
important things to making your ship the
focus of your groups activities is keeping it
operational, and to do so you must keep
it fueled. Different ships require different
amounts and types of fuel, and you can
assume youll need fuel for the day-to-day
running of the ship. However, GMs should
keep in mind that for longer extended trips
without some sort of purchased backup
fuel (Power Cells for smaller ships as
example) or some sort of higher efficiency
reactor-type engines for larger ships, an
outfit could face waiting for a barge to
come for a pick up or fuel delivery.
For those who like the minutia of tracking
fuel and supplies, or for information
on creating your own ship, refer to the
Galactic Vehicle Guide.
Note: Cost are not listed for these ships
presented. They are examples for use
in the course of play. Ships should start
around the base cost of 150,000 eCr
63
CL 9-16Voidghost
Model: J940-110
Classification: Escort (Freighter)
Locomotion:
Atmospheric/Space Flight (Ion Drive)
Cockpit: Sealed (100%)
Size: Small (Ship Scale)
Defense:
15 (+4 base, +1 size)
Toughness: +14
Damage Reduction:
DR 45
Energy Resistance:
ER 25
Combat Speed: 50
Weapons: Heavy Auto Cannon
Space/Reach:
60 ft x 25 ft./ 0ft
Engine Rating 45
Power Capacity:
75 (avg)
Power Base: 190
Power Overdrive:
7d6 (Power Capacity Regen)
Extras: Sensor Package: Advanced
Computer: Basic
Combat Program: Ranged Basic
Flight: Full Life Support: Basic
Speed Bonus: Advanced Self-Repair: Basic
Armor Reinforcement: Basic
Kinetic Shield: Basic
Abilities: Str 40, Dex 20, Con -, Int -, Wis -, Cha -
Built by the <name> Shipyards, the sleek and beautiful Voidghost is a ship that
is fast and dangerous. Not heavily armored as some other ships, it relies on its
maneuverability and speed to avoid trouble. Most pilots of this ship tend to try and
outrun difficult entanglements rather than fight through them.
64
D8 - Explorer
Model: Unknown
Classification:
Freighter
Locomotion:
Atmospheric/Space Flight (Ion Drive)
Cockpit: Sealed (100%)
Size: Small (Ship Scale)
Defense:
11 (+1 base, +1 size)
Toughness: +18
Damage Reduction:
DR 50
Energy Resistance:
ER 10
Combat Speed: 30
Weapons: Rocket Pod x2
Space/Reach:
70 ft x 25 ft./ 0ft
Engine Rating 30
Power Capacity:
85 (avg)
Power Base: 225
Power Overdrive:
5d6 (Power Capacity Regen)
Extras: Sensor Package: Advanced
Computer: Basic
Combat Program: Ranged Basic
Flight: Full Life Support: Basic
Speed Bonus: Advanced Self-Repair: Basic
Armor Reinforcement: Basic
Kinetic Shield: Basic
Abilities: Str 50, Dex 12, Con -, Int -, Wis -, Cha -
A Deep Space mining and exploration ship developed to be self-sufficient for long
periods, the Explorer is capable of transporting large amounts of cargo containers,
and has the ability to manufacture them if materials are available.
65
66
67
68
69
70
71
NPCs
Tatz Ashley
SiomHain, Pirate
Mercenary (Soldier of Fortune)
A former bartender turned renegade
pirate Capitan, the indomitable Tatz
Ashley has made a name for herself as
leader of the infamous Star Shadows. She
began her life of crime after overhearing
a shipping schedule at the local
establishment where she worked. Based
on what she learned, she and some fellow
employees hijacked a ship in port, and
laid in wait until the ship came through a
Hypergate. It was easy pickings, and so
began her life as a pirate.
Tatz Ashley is easily recognizable as a
SiomHain, with light and dark tan fur and
a penchant for dressing in an antiquated
yet stylish sort of clothing. She very rarely
is seen without her <companion> an
odd slightly serpentine creature with
small wings and a single horn jutting from
its forehead resting on her shoulder or
flitting about.
Dexter Simmons
Human, Mega Corp Contact
Scoundrel (Blackmarketeer)
An unfriendly sort of man, Dexter Simmons
tends to be very direct and to the point.
He is unhappy with being stationed so
far outside what he would describe as
civilized quarters. However, he is here at
the behest of the <Name> Corporation,
and the Mega-Corp wanted someone
competent.
He can be found at any time on any
number of space stations or colony worlds
near the outer edges of the known galaxy.
He travels with a small entourage of
personal guards, all highly trained. If you
dont have an appointment, it is nearly
impossible to get close to him.
72
Sindy
Archalion , Asteroid Miner
Technician (Wrencher)
Working for one of the more well-known
independent mining groups out in the
8th quadrant, Sindy was just trying to stay
below the radar, since many people
didnt like Archalions, after all. Many of
the rumors about her species werent too
far from the truth, and there was a reason
the GFH had her home planet listed as a
Proscribed world.
Sindy would have gone on completely
unnoticed, if it hadnt been for one
unlucky day when she was on duty.
One minute all the miners in Core Shaft
Number 4 were heading up from their shift.
Suddenly there was a horrible groaning as
the shaft collapsed around the car that
was delivering them up the slope to safety.
She gained the respect of the every one
of the Asteroid Miners when she singlehandedly held up a collapsing mining
shaft for four days, while the workers
waited to be saved. It was then they
realized theyd had an Archalion living
among them for months. Out of respect
and gratitude, the miners all swore to keep
her true identity a secret.
Officer Declan Hammer
Human
Lawman (Sector Sentinel)
Officer Declan Hammer is a roving
lawman available to help in the most
convenient of time, often rescuing
stranded ships, appearing to assist in a
firefife, etc. His ship, the Novaburst, is easily
recognizable as a Mykon-Oritech O-52S
Pursuit Cruiser painted red with a large
starburst in white along each side.
He often is wielding two custom
Stormhammers with a wide variety of
ammunition.
Creature Index
New Creatures
Virtually an unlimited number of creatures
exist in the universe. Any one you can think
of is probably hunting, being hunted, or
spending time as a servant/companion or
pet for untold thousands or even millions
of years. Among all the species, there are
tales of brave heroes fighting horrifying
beasts. Stories of the crafty prey escaping
and living to wake to the new sun rise.
Shrines have been built to honor the
loyalty of the companion.
In relation to the world of the Mercenary,
Creatures have a specific role in the nonMilitaristic badlands. You dont see the
widespread creature culture in the more
tame space. For example, very rarely will
the Legion allow you to have a pet if you
are actively serving in the Defense Force.
73
Arcoras
Type:
Size:
Hit Points:
Mind Points:
Wounds:
Defense:
Initiative:
Luck:
Speed:
Base Skills:
Trained Skills:
Attack:
Actions:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Damage Reduction:
Energy Resistance:
Abilities:
Feats:
Environment:
Organization:
Challenge Rating:
Vermin
Medium
50
4 (0 Shade)
Head 0, Torso 5, Arms 0, Legs 0
20 (skill +0, +10 base, -0 size, armor +10)
+1
3
80 feet
Combat +7, Firearms +5, Commo +5, Move +6, Tech +6, Psyche +5
Perception +15
Bite Attack +9 melee (2D4+5, TDC 20, 20/x2)
2
5 ft./5 ft.
Acidic Bite
Vacuum Resistance
Tough +15, Fort +10, Ref +5, Will +7
DR 10
ER 10
Str 10, Dex 7, Con 15, Int 4, Wis 12, Cha 5
Fearless
Any
Solo (1) Pack (5-8)
5
An oddly shaped creature clings to the side of the ship. Its skin looks smooth until closer inspection reveals thousands of pebble-like protrusions, making it resistant to glancing blows of small
asteroids. Its long whip-like tail slowly moves back and forth as if swaying in a breeze.
The Arcoras is a creature that makes its home in space, natively feeding on asteroids
with high metallic contents. These nuisances can be more trouble than you would think.
If not discovered quickly, they can damage a ships systems, eventually crippling the
ship or even compromising the hulls integrity.
Appearing as a large manta-shaped creature (wound allocation graphic?) they have
an unknown mode of locomotion in space. Its slow and generally is used to move from
asteroid to asteroid.
Once an Arcoras comes in contact with a ship, for each day it is attached it has a
1% chance to damage an extra on the ship. This is cumulative per each vermin that
become attached to the ship. Often it is the duty of lower-ranking enlisted men to don
pressure suits and scour the smaller capital ships that might not have the charged hulls
or automated systems to pick them off on long voyages.
Vacuum Resistance: These creatures have the ability to survive in the vacuum of space.
74
Mega-Corp Enforcer
Type:
Size:
Hit Points:
Mind Points:
Wounds:
Defense:
Initiative:
Luck:
Speed:
Base Skills:
Trained Skills:
Attack:
Humanoid
Medium
35
5 (0 Shade)
Head 1, Torso 2, Arms 1, Legs 1
28 (skill +5, +10 base, +0 size)
+4
5
65 feet
Combat +4 Firearms +6, Commo +4, Move +4, Tech +3, Psyche +5
Rifle +10, Brawling +5, Melee Weapons +7. Defense +7
Combat Knife +9 (1d3, TDC 19, 20/x2) or
C-19 Headhunter Rifle +12 ( 3d6, TDC 25, Fum -1, Crit 19 -20/x2
125 range increment, Ba, Burst, 40 Ammo}
Actions:
2
Space/Reach:
5 ft./5 ft.
Special Attacks:
none
Special Qualities:
none
Saves:
Tough +14, Fort +7, Ref +6, Will +6
Damage Reduction DR 10
Energy Resistance: ER 5
Abilities:
Str 16, Dex 16, Con 15, Int 13, Wis 15, Cha 16
Feats:
Toughness
Environment:
Any
Organization:
Guard (1), Team (2 - 8)
Challenge Rating:
3
Covered in black fatigues and body armor, the nameless man raises
his weapon the patch showing the origination that he works for
prominently displayed. Clearly you arent meant to go beyond this
security check point.
Whether its the giant Mega-Corp or the private army,
security and privacy is often bought and paid for and some
of that cost goes to the pay of their enforcers. Trained inhouse, they are skilled in the basics of firearms and hand-tohand combat.
They are typically armed with military-style weapons often
bought on the black market. This makes them a well-armed
and formidable force if brought to bear. With the MegaCorps providing a great deal to the Galactic Federation of
Humanity feudal Shar Nithian lords, a blind eye is often turned
to the massing of private armies.
The money they are paid is incentive enough to face off
against any number of issues that might be brought against
their employer.
75
Psychic Whelp
Type:
Size:
Hit Points:
Mind Points:
Wounds:
Defense:
Initiative:
Luck:
Speed:
Base Skills:
Trained Skills:
Attack:
Actions:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Damage Reduction:
Energy Resistance:
Abilities:
Feats:
Environment:
Organization:
Challenge Rating:
Psyche, Construct
Medium
24
2 (0 Shade)
Head 1, Torso 2, Arms 1, Legs 1
12 (skill +2, +10 base, -0 size)
+2
+2
40 feet
Combat +2, Firearms +2, Commo +2, Move +2, Tech +2, Psyche +2
Perception +3
Slam Attack +2 melee (1d6+1, TDC 12, 20/x2)
2
5 ft./5 ft.
none
none
Tough +2, Fort +2, Ref +2, Will +2
DR 0
ER 0
Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12
Endurance
Any
Summon (1)
1
A small ball of protoplasmic energy bobs and floats along the ground, its small eyes glimmer
with the blue light of a star distant and ancient. Small limbs touch the ground randomly as it
seems to be in a constant slow-moving dance.
The Psyche construct is most often a manifestation of the will of a Scion of the Stargods
Creation Psyche Talent. They can be found naturally occurring in rare circumstances.
They will have some naturally occurring variation to
them:
d6
1 - Claws (Melee Attack +0 (1d6+0, TDC 20, 20/x3)
2 - Extra Limbs (+2 Attacks on Full Round Attack))
3 - Quick (+ 20 Speed)
4 - Resilient (+2 to all Saves)
5 - Sneaky (+3 Move)
6 - Poisonous (Star Shadow Dust Injury DC 17 1
Str* 2d6 Str)
76
Shadowy form lingers in the dark corners. If you arent looking, its looming and reaching for
you.
A being from the Hyper-Space, it travels through to this plane of existence when
someone uses the Hyper-Gates or the more direct Hyper-Jump Drives. These creatures
attack anyone that has the Psyche Sensitive Feat.
Drifter: Slow moving once they enter this reality they drift about lazily like a ghost lost
in its way until it focuses on a target. It will then start pursuing the target with direct
purpose. They can take a Full-round move but may not Sprint.
Mind Rend: When attacking they do so by raking their shadowy claws through their
opponents location tearing away at any Psychic presence that might be there. If they
connect they do 2d6 Mind Point damage along with the normal damage.
Insubstantial: With their quasi based in the normal reality form they are difficult to hit
sometimes. They have a 50% miss chance when someone is attacking them. It can
move through walls as if it was difficult terrain slowing its movement.
77
Robot, Puppet-Bot
Type:
Size:
Hit Points:
Mind Points:
Wounds:
Defense:
Initiative:
Luck:
Speed:
Base Skills:
Trained Skills:
Attack:
Construct
Small
25
0 (0 Shade)
Head 1, Torso 2, Arms 1, Legs 1
13 (skill +2, +10 base, +1 size)
+2
0
20 feet
Combat +2, Firearms +2, Commo +0, Move +2, Tech +0, Psyche +0
Engineering +10, Brawling +5
Slam +5 melee (1d3, TDC15, 20/x2) or
Laser Torch +2 ranged (2D6, TDC 20, 20/x3, 10, SA, Fire & Electricity,
Unlimited)
Actions:
1 or See Ghost in the Machine
Space/Reach:
5 ft./5 ft.
Special Attacks:
none
Special Qualities:
Low-Light Vision, Darkvision 60, Construct Immunities, Zero-G Mobility 15,
Fire and Cold resistance
Saves:
Tough +20, Fort -, Ref +0, Will -3
Damage Reduction DR 10
Energy Resistance: ER 15 (ER 25 fire and cold)
Abilities:
Str 14, Dex 14, Con -, Int 10, Wis 10, Cha 10
Feats:
Puppet
Environment:
Any
Organization:
Lone Technician (1), Support Unit (2),
Challenge Rating:
3
The small robot sits silently and shows no signs of activity. It powers up, springing to action with
Human-like behavior, the small servos and hydraulics moving and activating.
This Robot is very complicated, yet at the same time its a simple device. The complexity
comes in the form of its highly customizable functions. What
makes a Puppet bot unique is the Controllers that are build
in. These allow for the access of Ghosts to take them over
remote controlling and sensing. Puppet Bots begin with one
Controller. Certain Upgrades require additional Controllers.
Puppet-Bots and their AI
All robots have an AI, or Artificial Intelligence, and the
Puppet-Bot is no exception. However, it has a unique set of
programing functions. This is in part due to the nature of the
relationship between the Ghost and its Puppet-Bot.
The basic programming allows for the Puppet-Bot to act
with a limited form of autonomy, such as the ability to follow
78
its owner, fetch things, etc. However, they are unable to process information to allocate
functions to specific tasks, basically applying ranks to skills. It is able to attempt any Skill
Check (except for Psyche Talents) at the standard -4, and if it has to make any choices
it will default to the most obvious choice. For example, if you tell a Puppet-Bot to Get
a wrench off that table it will go to the table and whatever item is the closest is what it
will bring back.
Artificial Intelligences (AIs)
AIs are an often controversial subject among the scientists and scholars of the GFH.
With personality and the ability to think, these programs often come in the two mostused forms of a computer or robotic processing system. The first form is an assisting or
complementary voice to make multitasking easier, and the second is a way for a robot
to preform outside the limited scope of its primary tasks. An AI on a Ship/Vehicle or
Power Suit is limited by the capabilities of the machine, while AIs as part of a robot are
more free to act with autonomy given their form.
To make the experience of dealing with an AI more easily to adjust to, the Ai is often
given a personality. When created, a personality type similar to the Programmers is
often imprinted into the AI. Below are just a few of the Personality Types AIs may exhibit.
Aggressive
Cowardly
Uptight
Scrappy
79
Head
20
Torso
16 - 19
L. Arm 1
14 - 15
Odd Arm 13
R. Arm 1
11 - 12
R. Arm 2
9 - 10
Unwavering
Eye of the Void
L. Arm 2
7-8
R. Leg
4-6
Type: L. Leg
Psyche, Xenomorph
1-3
Size:
Large
Torso
1- 20
Hit Points:
100
Mind Points:
0 (0 Shade)
Torso
17 -Head
20 6, Torso 0, Arms 0, Legs 0
Wounds:
Leg 1
15 -28
16(skill +0, +10 base, -0 size)
Defense:
Leg
2
13
-14
Initiative:
+10
11 -+2
12
Luck: Leg 3
Leg
4
9
10
Speed:
0 feet
Leg 5
7 - 8Combat +10, Firearms +10, Commo +0, Move +0, Tech +0, Psyche +0
Base Skills:
6
5 - 6Skill +0
TrainedLeg
Skills:
Torso
1
- 4Draining Attack +10 melee (1D6 Str Dmg, TDC 0, 20/x2) or
Attack:
Psyche Assault +10 ranged (5d10+15, TDC 20, 20/x4, 50, RoF 1, Cold,
Ammo: Unlimited)
Actions:
2
Space/Reach:
5 ft./5 ft.
Special Attacks:
Psyche Assault, Draining Attack
Special Qualities:
Quality
Saves:
Tough +20, Fort +15, Ref -1, Will +15
Damage Reduction: DR 20
Energy Resistance: ER 20
Abilities:
Str 20, Dex 10, Con 20, Int 20, Wis 10, Cha 10
Feats:
none
Environment:
Any
Organization:
Solo (1)
Challenge Rating:
15
The surface of the wall bubbles and distorts, forming the shape of a large closed eye. With a
start, the eyelid flips back, revealing a strange but human-like eye. Looking around quickly to
take in its surroundings, it then slowly focuses in on its target.
The eye is a being out of phase with the rest of the universe, bleeding over into ours. Its
purpose seems to be to observe and destroy. It creates a dazzling effect from its eye in
one direction that devastates everything in its path. It will move from surface to surface
reappearing to find a new vantage point and
continue its assault.
Draining Attack: If anyone physically comes
into contact with the Eye, they suffer Strength
damage. The Eye has a reach of 5 feet and
will attempt to touch anyone who comes
near.
Psyche Assault: As a full round action the eye
lets loose a horrific blast of Cold energy that
hits everything in its path. The attack follows
the Auto-fire rules. (Core Rule Book, pg 179)
80
Virickt Mite
Type:
Size:
Hit Points:
Mind Points:
Wounds:
Defense:
Initiative:
Luck:
Speed:
Base Skills:
Trained Skills:
Attack:
Vermin
Small
26 (4d6)
6 (0 Shade)
Head 1, Torso 2, Arms 1, Legs 1
21 (+4 skill, +10 base, +1 size)
+7
+2
40 feet
Combat +3, Firearms +0, Commo +1, Move +4, Tech +1, Psyche +3
Melee +1, Defense +6
Bite Attack +4 melee (1d4, TDC 15, 19-20/x2) or Shocking Jolt
Attack +4 ranged (1d8+3, TDC 23, 20/x3, 10, RoF 1, Type El, 20 Ammo)
Actions:
2
Space/Reach:
5 ft./5 ft.
Special Attacks:
Electric Burst
Special Qualities:
Immune to Electricity
Saves:
Tough +5, Fort +7, Ref +10, Will +2
Damage Reduction: DR 0
Energy Resistance: ER 0
Abilities:
Str 6, Dex 17, Con 14, Int 3, Wis 10, Cha 10
Feats:
Feat
Environment:
Space Stations/Ships,
Organization: Org Solo (1), Pack (2 - 7)
Challenge Rating:
1
You see a small black rodent-like creature that is hairless everywhere except its tail, where it has
large bristle-like fur that appears metallic. Sparks of static electricity crackle in the wire-brushlike tail.
Standing about a foot tall at the shoulder, these creatures are a bane of space faring
folk. They are at least a nuisance, but if left unmonitored they can become a danger to
any who find their home in space.
Typically, they nest in wiring and power conduits in mid to large spaceships, or in the
bowels of space-stations. The natural electrical impulses they generate, coupled with a
tendency to chew on the power lines, cause wild and unpredictable fluctuations.
They are typically hunted by Pest Control Units and are killed on site if found. It is illegal
to own a breeding pair if you live on a space station.
Electric Burst: They attack when defending their nest or when cornered. They will
attempt to drive away an attacker by sending out a burst of electrical energy in a 5
radius from it. A Reflex Save verses a DC of 15 for no damage.
81
Adventure Hooks
These are a few of the types of adventures
that you can run using this book for your
players. Each has different goals and
different ways to achieve them, and with
a little imagination there many possible
ways expand from these starting-off points.
Each can be used with basic creatures
and NPCs that can be created from the
Core Rulebook and this book.
Quarantine at Docking Bay A1
After walking in to Docking bay A1,
klaxon and warning lights begin to flash.
Passengers from the other two ships look
around frantically as the blast doors drop.
A loud speaker squawks to life:
There has been a Level 5 contamination
breach! Remain where you are. No one is
allowed in or out until this issue is resolved.
Thank you for your cooperation.
The object is to find out who or what the
contamination is before the entire area is
cleansed.
Dude, Wheres my Spaceship?
You wake up after a raucous night of
drinking and celebrating a job well done.
After breakfast with your Outfit at the
local greasy spoon, you head together
to Docking Bay 94 to collect your ship for
your next run. The doors slide open, and
the bay is empty!
What?! You and your teammates
remember visiting this very bay, number
94, late the night before to check on the
ship. In fact, there are your empty bottles
littering the floor over there in the corner to
prove it. So, what gives?
82
83
Mining
Mining is the extraction of raw ore from its
place of origin, be it Asteroids, Moons, or
certain locations on Planets, Most often,
freelance miners tend to find a mineralrich asteroid belt to pick clean of what
they want. In some cases, people have
hauled entire small asteroids in tow behind
small ships.
84
people)
An Onigrimm minor warlord is wanted
by a well-off Zillan Diplomat for personal
revenge. This could bring a 25000 eCr
payout (a Level 5 reward x 5 people).
These of course are just examples, and
GMs should feel free to adjust rewards
according to their campaign needs.
Deliveries Pay depends on how much
and how fast. Generally this is a price to
be haggled, or the Outfit sets it because
its their ship. It is always assumed that the
bare minimum covers fuel costs. Damage
due to pirate attack... not so much.
Priority is a popular way many Outfits
charge for delivery cost. If its a special
run that is out of the way, you may
charge 5000 eCr in addition to fuel and
incidentals. If its set to arrive sometime in
the next few weeks, it just takes up a small
amount of space in your hold, and youre
planning to go to that location anyway
perhaps only 500 eCr.
Escort When youre an important figure
or are worth a lot for whatever reason, you
might have enemies whod like to see you
dead or at least unable to attend an
important meeting or event. These people
sometimes hire an Outfit security detail or
bodyguards. The payment for watching
out for someones life can come with a
hefty price tag, which often depends on
the danger that is inherent with the job.
(Reward level 1 - 5)
85
Entertainment
Blood Sports
GravBall
86
Gambling
Some say that life is a game of chance
and every day you are gambling with it.
Nowhere is this truer than living the life
of a Mercenary. Betting youll find a job,
betting you will survive it, and betting that
at the end of it you will get paid.
However, when it comes to Gambling for
sport and entertainment, that is a whole
different story. There are several ways you
can seek to win and walk away richer
than when you walked in. Listed here are
a few of those ways.
Games of Chance
There are a wide variety to the games
of chance that a person can find in this
corner of the galaxy. Listed here are a few
of them with loose descriptions.
Cards
Card games have been around for
eons. Ever since the invention of paper,
people have been scrawling symbols to
represent any number of things, and then
using them to try and match or collect.
The most common deck of cards has 60
cards with 6 suits. This particular deck and
arrangement was created and passed
among the stars by the Tuathans.
The most popular card games are
centered around building a full set of one
of the 6 suits. The suits are Suns, Moons,
Gates, Skulls, Eyes, and Daggers.
Dice
Although dice come in a number of sides,
the most common dice games in the
known portion of the galaxy are six sided.
Popular Dice Games
Trying to make sets of numbers
1- 3
1,1,1
2, 2, 2
Etc.
Sports Betting
With almost all the sports that involve
scoring and winning, there are people
who will bet on the outcome. Often the
odds will be set in favor of the house,
meaning there will be a lesser-odds
favorite based on record, skills, and shifting
as more people join in and according to
their betting trends.
87
Rewards:
Random reward tables for the GM that has everything. These tables are a way to generate the rewards that Players receive from the completion of jobs. For any reward that
you might want you should feel free to combine reward levels. For example if you dont
wish to give them 5000 eCr worth of
Reward Table:
% Roll Reward Level
01-40 1
41-70 2
71-85 3
86-95 4
96-00 5
1,000 eCr
Crate of Grenades (40 High Explosive Grenades)
Case of 100 Tricanthium Pyramids
Objet dart (Korol Prayer Bell (1000 eCr))
Mono Sword of Quality
Large Plasma Projector of Quality
Crate of Armor (40 Light Duty Suits)
Crate of Machine Parts (1000 eCr)
Case of Gel Rounds (100)
Vehicle Weapon (Light Cannon)
Relic of the Church of Mann (Star Stone Talisman)
Electronic One Use Skeleton Key (+10 Electronics Hacking Attempt)
Basic Extra for Legion Suit
2,500 ECU
Crate of Weapons (200 Officer Sabers)
Case of 250 Tricanthium Pyramids
Objet dart (Tuathean Bloodline Mask (2500 eCr))
Black Blade of Quality
Twin Neutron Blasters of Quality
Crate of Armor (10 Hazard Duty Suits)
Crate of Vehicle Parts (2500 eCr)
Case of AP Rounds (100)
Vehicle Weapon (Energy Long Sword)
Relic of the Church of Mann (Sword of the Righteous)
Electronic One Use Skeleton Key (+20 Electronics Hacking Attempt)
88
5,000 ECU
Crate of Guns (20 M7 Avengers Pistols)
Case of 500 Tricanthium Pyramids
Minor Psi-Stone
Objet dart (Onigrimm Badge of Honor (5000 eCr))
Matching Pair of Star Blades of Quality
M171 Diablo Rocket Launcher of Quality
Crate of Armor (25 Combat Suits)
Crate of Power Cells (100)
Case of HE Rounds (200)
Vehicle Weapon (Beam Cannon)
Hover Bike
Relic of the Church of Mann (Tenants of Melchior)
Electronic One Use Skeleton Key (+30 Electronics Hacking Attempt)
Advanced Extra for Legion Suit
10,000 eCr
Crate of Guns (20 M51A2 Marauder Assault Rifles)
Case of 1000 Tricanthium Pyramids
Average Psi-Stone
Objet dart (Archalion Heroic Seal (10000 eCr))
Heavy Laser of Quality
Crate of Armor (40 Heavy Combat Suits)
Crate of Ship Parts (10000 eCr)
Case of Daybreak Rounds (200)
Vehicle Weapon (Heavy Auto Cannon)
Travel Permit to Onigrimm Empire
Relic of the Church of Mann (Zillan Totem)
Electronic One Use Skeleton Key (+40 Electronics Hacking Attempt)
50,000 ECU
Crate of Heavy Weapons (5 M44 Hellfire Heavy Machine Guns)
Case of 5000 Tricanthium Pyramids
Major Psi-Stone
Objet dart (OaFReet Ancient Star Charts (50000 eCr))
Twin Rail Gun Legion Suit Extra (two Rail Guns linked and may be mounted on a Legion Suit)
Crate of Armor (35 Commander Duty Suits)
Crate of Legion Suit Parts (50000 eCr)
Case of Shade Rounds (1000)
Vehicle Weapon (Mass Driver)
Crate of Vehicle Fuel Rods (100)
Travel Permit to Archalion
Relic of the Church of Mann (Book of Mann, first printing)
Electronic One Use Skeleton Key (+50 Electronics Hacking Attempt)
Full Extra for Legion Suit
89
Pre-generated
Characters
90
91
Commo
21
+5
5
+2
Move
11
+8
Psyche
13
20
+5
Tech
10
Wounds
MElee
Head
20
Torso 13 - 19
R. Arm 10 - 13
l. Arm
7-9
R. Leg
4-6
L. Leg
1-3
Hit Points
Ranged
MAX
19-20
13 - 18
10 - 12
7 -9
4-6
1-3
4
8
4
4
5
5
107
Vitals
Height
Weight
Hair
Skin
Gender
Homeworld
Age
511
195 lbs
Blonde
Lightly Tanned
Male
ArKel
25
Events
No
r
ma
l
ot
ed
Fo
at
Fl
ll
Fu
Luck
Mind Points
+16
Shade Points
Attacks
+23
Toughness
Skills
notes
Psyche Powers
Alteration
Displacement
Immunity
Improve Self
Proficiency
Resist Energy
Resiliance
Speed
Super Movement
Super Strength
Teleport
True Invunerability
Creation
Heal
Regeneration
Divination
Hyper Senses
Penetrating Gaze
Presense
True Path
Combat
Brawling
Melee Weapons
Missle Weapons
Shield
Thrown Weapons
Wrestling
Commo
Bluff
Bureacracy
Dealing
Diplomacy
Intimidate
Oratory
Firearms
Grenade Launcher
Handguns
Heavy Auto
Light Auto
Rifles
Shoulder Launcher
Move
Athletics
Defense
Flying Vehicles
Ground Vehicles
Manual Dexterity
Stealth
Psyche
Reputation
Attunement
Alteration
Creation
Destruction
Divination
Perception
Technical
Engineering
Medical Sciences
Natural Sciences
Physical Sciences
Programming
Weapon Systems
10
19
Will
Character Image
Speed
60
Reflex
Firearms
15
30
cie
+8
Intiative
Energy Reduction
Sp
e
16
+3
Saves
Fortitude
Defense
Damage Reduction
Combat
Base Skills
+4
30
+11
31
+19
26
Ch
19
18
is
In
t
Co
n
DE
X
St
r
Character
Name
Bracken Sstore
Archalion
Species
Balish
Society
Education
Lawman
Branch
Ajudicator
Specialty
92
Crit 12-20 x3
Crit 12-20 x3
DR 6 / ER 6
Feats
12
11
11
11
11
11
11
10
10
12
12
10
12
10
6
6
8
6
8
8
6
12
12
22
11
11
11
22
16
19
28
19
16
19
20
13
13
14
13
14
13
14
Psyche Sensitivity
Improved Critical
Skill Focus: Alteration
Armor Prof. Light
Armor Prof. Medium
Martial Weapon Prof.
Mind Points
Mind Points
Mind Points
Toughness
Toughness
Toughness
Quick Draw
Hide in Plain Sight
Naturally Violent
Species Bonuses
History -
Fast
Weapon Bond
Knacks
License to Kill
This is My Town (+3 DEF)
Species Profiling
(Chironian+2, Human +4,
Onigrimm +6)
S/P
(Keen, Stun, AP10)
S/P
(Keen, Stun, AP10)
Psy Failure 30%
SPD -10 (Heavy Invulnerability, 15/ Psy)
Fl
Energy Reduction
n
Co
Commo
21
In
+5
8
+4
is
Move
19
Ch
+4
Psyche
18
+4
Tech
8
Wounds
MElee
Head
20
Torso 13 - 19
R. Arm 10 - 13
l. Arm
7-9
R. Leg
4-6
L. Leg
1-3
Ranged
MAX
19-20
13 - 18
10 - 12
7 -9
4-6
1-3
2
4
2
2
3
3
Hit Points
Hair
Skin
Gender
Homeworld
Age
Shade Points
Attacks
30
Toughness
Events
Skills
notes
Psyche Powers
Alteration
Command
Speed
Telekineses
Displacement
Resist Energy
Creation
Heal
Divination
Psychometry
Destruction
Destroy Shade
Combat
Commo
Bluff
Bureacracy
Dealing
Diplomacy
Intimidate
Oratory
Firearms
Move
Athletics
Defense
Flying Vehicles
Ground Vehicles
Manual Dexterity
Stealth
Psyche
Reputation
Feats
16
21
21
16
16
16
16
11
11
11
12
11
16
11
11
14
17
11
11
17
11
10
12
22
11
10
10
8
9
9
9
9
9
9
14
9
14
10
11
11
12
14
Brawling
Melee Weapons
Missle Weapons
Shield
Thrown Weapons
Wrestling
Grenade Launcher
Handguns
Heavy Auto
Light Auto
Rifles
Shoulder Launcher
Fu
ll
11
70
86
500 lbs
Black
Pale Gold
M
Shar
11
Luck
Mind Points
Vitals
Height
Weight
Will
Character Image
Speed
75
Reflex
Firearms
18
15
s
11
al
Damage Reduction
cie
12
Intiative
+14
Sp
e
Fortitude
Base Skills
X
DE
Combat
18
+4
Saves
12
+7
Defense
14
r
St
24
32
No
rm
at
24
Fo
ot
e
Character
Name
Trenn
Darsithian
Species
Limiri
Society
Hard Knocks
Education
Mercenary
Branch
Bounty Hunter
Specialty
Attunement
Alteration
Creation
Destruction
Divination
Perception
Technical
Engineering
Medical Sciences
Natural Sciences
Physical Sciences
Programming
Weapon Systems
Psyche Sensitivity
Power Attack
Great Cleave
Light, Med, Heavy Armor Proficiency
Weapon Spec (Black Blade)
Greater Wepon Spec (Black Blade)
Weapon Spec (Dragon)
Greater Weapon Spec (Dragon)
Telekenetic Disarm
Improved Inititive
Cleave
Weapon Focus (Black Blade)
Greater Weapon Focus (Black Blade)
Weapon Focus (Dragon)
Greater Weapon Focus (Dragon)
Strong Psyche
Power Armor Rated
Simple & Martial Weapon Prof
Species Bonuses
Rage 1/Day
Shade Affinity
Hulking Brute
Extraordinary Recuperation
History - High Born
Mighty Build
Knacks
My very favorite gun
(+3/+6) Dragon)
Trophy Hunter
(Rare Trophy +6 DEF)
No Disintegrations!
(may cause +3d6 damage
instead of causing wounds)
F-56 Dragon
6d10+10 TDC 35
Fum2
Crit x3
RNG 175 SA Ammo 12 (10 Magazines)
Crit 19-20x2 RNG 80
SA Ammo 15 (10 Magazines)
C-34A Trapper 2d6
TDC 30
Fum2
(Huge, AP 15, Artifact, +2 To Hit
Black Blade
3d10+18 TDC 61
Fum1(3) Crit 19-20x3 RNG Crit 19-20x2 RNG 10
T
(Huge)
Combat Knife 3d4+7
TDC 43
Fum1
Crossworlder Hazard Suit (Extras: Computer - Basic, PSION-Basic, Sensor Pakage - Basic, Life Support-Basic, Flight - Basic, Speed Booster - Basic, Strength Booster -Basic
93
In
+4
Commo
15
+2
is
Move
18
+4
Psyche
21
+5
Tech
MElee
Hit Points
Ranged
MAX
19-20
13 - 18
10 - 12
7 -9
4-6
1-3
2
4
8
2
3
3
Hair
Skin
Gender
Homeworld
Age
Events
d
Fo
ot
e
No
rm
a
at
30
Fu
ll
Luck
Shade Points
Attacks
Will
+15
Character Image
Speed
60
Toughness
Skills
notes
Combat
Cybernetics
Cyber-Arm: Full
+3 STR
CyberBlade: Full
Muscle Replacement:
Full 3.9
+6 STR, +3 Speed
Brawling
Melee Weapons
Missle Weapons
Shield
Thrown Weapons
Wrestling
Commo
Bluff
Bureacracy
Dealing
Diplomacy
Intimidate
Oratory
Firearms
Grenade Launcher
Handguns
Heavy Auto
Light Auto
Rifles
Shoulder Launcher
Move
Athletics
Defense
Flying Vehicles
Ground Vehicles
Manual Dexterity
Stealth
Psyche
Attunement
Alteration
Creation
Destruction
Divination
Perception
Reputation
Technical
Engineering
Medical Sciences
Natural Sciences
Physical Sciences
Programming
Weapon Systems
Energy Reduction
+15
43
5 11
210 lbs
Brown
Brown, Short Fur
Male
Nithia
25
Mind Points
Vitals
Height
Weight
Damage Reduction
2.2
Wounds
Head
20
Torso 13 - 19
R. Arm 10 - 13
l. Arm
7-9
R. Leg
4-6
L. Leg
1-3
Intiative
Reflex
Firearms
17
Fl
+10
Defense
10
18
+8
ie
Fortitude
20
Sp
ec
Combat
Base Skills
+5
Saves
+9
+3
Ch
11
21
Co
n
DE
X
St
r
Character
Name
Tthag Lefty Connarer
Chironian
Species
None
Society
None
Education
Technician
Branch
Wrencher
Specialty
TDC 36 Fum 1
TDC 41 Fum 1
TDC 35 Fum 2
Crit x2
Crit x2
Crit x3
94
Feats
12
12
15
12
12
12
14
10
10
10
11
10
15
10
8
8
8
11
8
8
8
9
9
10
9
9
9
9
9
9
9
9
9
9
14
10
14
10
11
11
12
14
Species Bonuses
Blindsight
Clandestine
No Climb penalties
Knacks
Cut off Switch (30+Int Mod Tough Save)
Over Sized, no problem (Lessen Pen -3)
In the Creases (+15 AP)
+4
9
8
19
is
Move
21
d
ot
e
rm
al
No
Fo
at
Fl
ll
Fu
ie
Luck
Reflex
22
Mind Points
+22
Shade Points
Attacks
Will
Firearms
+18
Toughness
Skills
notes
Psyche Talents
Alteration
Displacement
Fly
Levitation
Proficiency
Resist Energy
Speed
Telekenesis
Teleportation
Combat
Feats
Engineering
Medical Sciences
Natural Sciences
Physical Sciences
Programming
Weapon Systems
6
6
12
6
6
6
6
11
11
13
13
13
11
11
9
9
10
9
9
11
9
9
9
19
9
9
9
9
12
12
22
13
13
14
14
10
10
10
11
11
11
10
Fi
SA
Fi
SA/B
S/Fi
DR 1/ER 0
DR 7/ER 7
Ch
+5
Psyche
10
20
+5
Tech
9
Wounds
MElee
Head
20
Torso 13 - 19
R. Arm 10 - 13
l. Arm
7-9
R. Leg
4-6
L. Leg
1-3
Ranged
MAX
19-20
13 - 18
10 - 12
7 -9
4-6
1-3
2
4
2
2
3
3
Hit Points
Creation
Heal
Regeneration
Telekenetic Shield
Hair
Skin
Gender
Homeworld
Age
6 6
240 lbs
Purple
Pale White
Male
Tuatha
22
Divination
Penetraiting Gaze
Psychometry
Presence
True Path
51
Commo
Bluff
Bureacracy
Dealing
Diplomacy
Intimidate
Oratory
Firearms
Grenade Launcher
Handguns
Heavy Auto
Light Auto
Rifles
Shoulder Launcher
Move
Athletics
Defense
Flying Vehicles
Ground Vehicles
Manual Dexterity
Stealth
Psyche
Reputation
Events
Brawling
Melee Weapons
Missle Weapons
Shield
Thrown Weapons
Wrestling
Destruction
Disrupt Psyche
Vitals
Height
Weight
Character Image
Speed
60
ec
+17
30
Sp
12
+1
Fortitude
Commo
Intiative
Energy Reduction
Combat
18
Defense
Damage Reduction
8
Saves
+2
29
+13
+15
+4
W
20
14
Base Skills
In
t
Co
n
DE
X
St
r
Character
Name
Tyrilathanar
Tuathan
Species
None
Society
Corporate Sponcership
Education
Psycher
Branch
Starseer
Specialty
Attunement
Alteration
Creation
Destruction
Divination
Perception
Technical
4d6 Fi
TDC 25
Fum 1(3)
4d10 Fi
TDC 41
Fum 1(3)
2d8+1d6Fi TDC 53
Fum 1(3)
Tough Bonus +1
Pow Cap 25 Tough Bonus +5
95
Species Bonuses
Heightened Awareness (+2 Perception)
Superior Defense (+2 to all Saves/ToS)
Low Light Vision
Psyche Sense
Ancient Soul (+2 MP/ToS)
History - Intelligent
Space Folk
Knacks
Draw from the Abyss
(1,2 and 3s Count as 4s)
Hyper-Walk
(40 Teleport In combat)
Touch of the Infinite Void
(Swift Action gain 6 Charges)
100 Charges
200 Charges
10 Charges
(+18 Melee Weapons)
Psy Pow Failure 5%
SPD +0
Psy Pow Failure 15%
SPD +10
Commo
16
+3
is
+5
Move
+2
Psyche
14
+2
Tech
7
Wounds
MElee
Head
20
Torso 13 - 19
R. Arm 10 - 13
l. Arm
7-9
R. Leg
4-6
L. Leg
1-3
Ranged
MAX
19-20
13 - 18
10 - 12
7 -9
4-6
1-3
1
2
1
1
2
2
Hit Points
78
Hair
Skin
Gender
Homeworld
Age
3 0
54 lbs
Purple, Dark
Blue, Light
Male
Doren 6
24
No
r
ma
l
d
ot
e
Fo
at
Fl
ll
Fu
ie
Shade Points
Attacks
+16
Toughness
Skills
notes
Psyche Powers
Combat
Alteration
Displacement
Resist Energy
Creation
Heal
Invulnerability
Regenerate
Telekinetic Shield
Destruction
Exorcism
Divination
Penetrating Gaze
Cybernetics
Full Bio Computer
Full SkinWeave
Brawling
Melee Weapons
Missle Weapons
Shield
Thrown Weapons
Wrestling
Commo
Bluff
Bureacracy
Dealing
Diplomacy
Intimidate
Oratory
Firearms
Grenade Launcher
Handguns
Heavy Auto
Light Auto
Rifles
Shoulder Launcher
Move
Athletics
Defense
Flying Vehicles
Ground Vehicles
Manual Dexterity
Stealth
Psyche
Attunement
Alteration
Creation
Destruction
Divination
Perception
Reputation
Technical
Engineering
Medical Sciences
Natural Sciences
Physical Sciences
Programming
Weapon Systems
Luck
+10
Events
Mind Points
Will
Character Image
Speed
40
7.6
Vitals
Height
Weight
20
Reflex
Firearms
20
Energy Reduction
ec
+9
Intiative
Sp
14
+2
Saves
In
Fortitude
Defense
Damage Reduction
Combat
Base Skills
+3
25
+9
21
+8
14
Ch
21
16
Co
n
DE
X
St
r
Character
Name
Doctor Squirm
Dorek (Priest Sect)
Species
Balish
Society
Minor University
Education
Doctor
Branch
Genesplicer
Specialty
TDC19
TDC 19
Fum 2
Fum 1
Feats
7
7
12
7
7
7
7
11
14
11
14
14
11
11
7
11
7
7
7
7
7
4
4
15
4
4
4
4
4
6
5
5
5
5
7
11
11
28
12
12
12
11
96
Species Bonuses
Craft Psyche Arms and Armor
True Faith
Small (DEF/Combat +1)
Cyborg and Psyche Sensitiveity
History - Perceptive
Intelligent
Knacks
Healing Salve (3d6 every 1d6 rnds)
Unstable Molecules (+9 DR/+3 ER)
Mutate Form
Mutation X (20 Climb)
Zillan Samaple
(DR, Fast Healing 1)
Illithian Sample
(15 Swim, Breath Water)
Minor Psi Stone: Psi Resistance (26 Total)
Minor PsiStone: Homo-Sapiant, Smart
Minor PsiStone: Returning, CryoBurst
In
14
+2
10
is
Move
16
+2
7
+2
Tech
MElee
Ranged
MAX
19-20
13 - 18
10 - 12
7 -9
4-6
1-3
1
2
1
1
2
2
Hit Points
Hair
Skin
Gender
Homeworld
Age
Attacks
+7
Toughness
Skills
notes
Combat
Commo
Bluff
Bureacracy
Dealing
Diplomacy
Intimidate
Oratory
Firearms
Grenade Launcher
Handguns
Heavy Auto
Light Auto
Rifles
Shoulder Launcher
Move
Athletics
Defense
Flying Vehicles
Ground Vehicles
Manual Dexterity
Stealth
Reputation
TDC19
TDC 19
Fum 2
Fum 1
Attunement
Alteration
Creation
Destruction
Divination
Perception
Technical
Engineering
Medical Sciences
Natural Sciences
Physical Sciences
Programming
Weapon Systems
Crit x2
Crit 19-20/x2
Feats
6
7
6
9
6
8
6
10
13
10
13
11
11
11
12
12
18
12
12
12
12
12
18
12
13
13
12
19
9
9
9
9
9
9
17
9
15
9
11
12
15
9
Brawling
Melee Weapons
Missle Weapons
Shield
Thrown Weapons
Wrestling
2d6+5
3d6+4
1d4
al
Shade Points
Psyche
Events
Crowbar
M7 Avenger
Combat Knife
No
rm
48
5 4
123 lbs
Black
Black and Grey
Male
Trill
17
Fu
ll
+10
Will
Vitals
Height
Weight
Fo
ot
ed
Fl
at
Mind Points
Wounds
Head
20
Torso 13 - 19
R. Arm 10 - 13
l. Arm
7-9
R. Leg
4-6
L. Leg
1-3
Luck
Psyche
18
Reflex
Firearms
17
ec
ie
s
+16
Character Image
Speed
75
Sp
Commo
Energy Reduction
40
Saves
+6
Intiative
Fortitude
23
Defense
Damage Reduction
Combat
Base Skills
+2
26
+8
21
+7
+5
Ch
18
14
Co
n
DE
X
St
r
Character
Name
M
SiomHain
Species
Limiri
Society
Minor University
Education
Scoundrel
Branch
Scavenger
Specialty
97
Evasion
Improvised Evasion
Hide in Plain Sight
Light Armor Proficiency
Hacking
Simple Weapon Proficiency
Martial Weapon Proficiency
Improvised Weapon
Natural Gearhead
Skill Focus: Engenieering
Skill Focus: Programing
Skill Focus: Physical Sciences
Skill Focus: Defense
Weapon Finesse
Lightstep
Dodge
Mobility
Species Bonuses
Scent
Sneaky (+2 Stealth)
Survivor (+2 Natural Sciences)
Irresistable (+2 Comm Base Skill)
Knacks
Jury Rig
Makeshift Weapon (1d6+3 Damage)
Grounded in your work (ER 6 vs Elec)
98