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Orboris

Transcript of jaredcfp.angelfire.comjaredcfp.angelfire.com/Orboris.doc  · Web viewOrboris. Jared...

Orboris

OrborisJared Ferrell-Penniman

Chapter 1:

The Orboris Galaxy & Sidus Ulus

Galactic Standard Time

Each planet spins at its own velocity and orbits its star at a different distance and velocity. Therefore, it would never be the same time for people from different planets. Galactic Standard Time (GST) was developed to remedy this problem.

Galactic Standard Time1 Minute = 60 Seconds

1 Hour = 60 Minutes

1 Day = 30 Hours

1 Week = 5 Days

1 Month = 6 Weeks/ 30 Days

1 Year = 10 Months/ 300 Days

Calendar (GST)

Days of the Week:1. Mak2. Yax3. Zek4. Keh5. XulMonths:1. Muluk2. Kaban3. Lamat4. Ettal5. Ainoa6. Covek7. Muwan8. Annar9. Kayab10. JedenThe Recent History of Orboris

Birth of Galactic Civilization (ED 1 – 3,150)

The modern calendar begins with the invention of the Ether Drive (ED 1). It was invented by a team of Plit wizards, scientists, and engineers. An individual known as Aer Fin is often given credit for the Ether Drive, though it is unknown what role he actually had in its development.

A few other species developed their own modes of interstellar travel within a few hundred years of the development of the Ether Drive. In the year 528 the first known contact between two sentient species occurred in the Anvankel system. A group of Plit explorers stumbled upon a group of Elves investigating a possible life-supporting planet in the system. That planet is now known as Antura.

Plit records of early interspecies relations suggest that the Elves may have had technology far superior to their own. However, most credit this to confused reports of strange new technologies that were not necessarily superior. Currently, Elves are no more advanced than anyone else. If they ever had superior technology it was lost long ago or, more likely, simply became obsolete.

By 1000 the Zuraii, Dwarves, and Halflings had joined the incipient galactic society. Small interstellar nations developed and engaged in lucrative trade. Relations between species were still difficult and uncertain. Also at this time the Ether Drive began to push out other forms of faster-than-light travel.

Over the next 2,000 years the Khuril, Simmli, and Mequar were discovered and the known galaxy was divided among 43 separate states. These states were relatively small but most were prosperous and grew steadily, especially those of the Plit and the Zuraii.

The Plit and Zuraii developed a feeling of superiority over other species. Not only did they control the two most powerful states, but they had natural magical and psionic abilities, and were the 1st two species to develop a method of faster-than-light travel as well (the Zuraii had developed a psionic Astral Drive around ED 50).

The Elves and Dwarves, recognizing the danger, formed an alliance and all but merged their nations. Other nations were too self-interested and distrustful to band together against a common threat.

Imperial Expansion (ED 3150 – 4385)

Power and a feeling of superiority produced a lust for conquest. In 3150 the Zuraii empire, Zurel, began its expansion. Soon after, in 3214, the Plit empire, Kirod, succeeded in its first conquest. These two states are often referred to as the Great Empires.

Both empires expanded rapidly, rolling over the other states of the known galaxy and expanding into previously unexplored areas as well. Together the Great Empires conquered ~ 90% of the known galaxy (equal to ~ 55% of the entire galaxy). The Ryll were discovered and conquered the Plit (with surprisingly little resistance) in ED 3732.

As the Great Empires expanded tensions between them grew. Small skirmishes and other disputes were common. Tensions hit their peak in ED 4384 when the two empires finally ran into each other. A diplomatic incident over a newfound territory claimed by both Zurel and Kirod sparked the inevitable war.

The Great Galactic War (ED 4385 – 5437)

The Great Galactic War erupted early in 4385. Zurel and Kirod launched nearly simultaneous invasions, each seeking to strike a decisive blow to the other’s military forces. However, the two invasion fleets missed each other and instead turned to devastating civilian industrial areas. Fortunately, this did not last long as both sides quickly recalled their forces to regroup and defend their homeland.

After the initial devastation the situation calmed down some. There were only a few minor engagements while the two combatants recovered and prepared for another round. The militaries of the Great Empires had sustained only minor damage and the tempo of the war quickly increased again. Both sides pursued strategies of annihilation, the Zuraii and the Plit attempting to wipe each other out. Entire planets and even systems were laid to waste.

During the war two new sentient species were discovered. The Zuraii discovered the Akkan in 4788 and attempted to subjugate them. However, the Akkan put up tremendous resistance and the Zuraii, distracted by the war, were not willing to expend the resources necessary to crush the resistance. Thus the Akkan were able to remain independent.

The Ikai, the last of the major sentient species, were quite a surprise. In 4931 the Great Empires clashed at the Battle of Ohrom, the largest battle in galactic history. At the end of the battle a large unknown fleet (the Ikai) attacked the weakened forces of the Great Empires, completely destroying their fleets. This mystery fleet then reaped the spoils of the battlefield, taking prisoners, supplies, equipment, ships, etc.

A few more disastrous ambushes occurred before Kirod and Zurel learned to avoid such intervention by the Ikai. Resources were diverted to counter the Ikai. Afterwards the Ikai were only a minor nuisance, but both Zurel and Kirod had sustained heavy losses to the Ikai. After the war it was revealed that it was only three large Ikai fleets (all the Ikai could spare and only a fraction of the military might of the Great Empires) running around cleaning up the leftovers after large battles.

The Ikai were building an empire of their own called Ixulym, but they were not strong enough to move in on the Great Empires. The war provided an opportunity for them to expand their power. The purpose behind the intervention of the Ikai was to increase the pressures of war with the hope that the two superpowers would eventually crumble from the inside. The Ikai could then make an easy and unprecedented grab for power.

Amazingly, it almost worked. By 5400 the Great Empires had run themselves into the ground and their governments were seriously weakened. On 10 Ainoa, 5435 the heads of state of both Kirod and Zurel were assassinated. Attempts were made to hold the Great Empires together, but ultimately without success. Zurel was officially dissolved on 16 Ettal, 5436. Kirod was officially dissolved on 23 Jeden, 5436. Ixulym failed to achieve its goals as it also fell apart in 5436.

In 5437 representatives from each of the major sentient species met on the planet of Ondar to negotiate a settlement and end the war. On 8 Annar, 5437 the Treaty of Ondar was signed, formally ending the war.

Aftermath: Chaos and Division (ED 5437 – 6000)

Immediately after the Great Galactic War was a transitional period of chaos during which most of the galaxy fell apart into many small, unstable states. Galactic politics had changed suddenly and drastically. Each year some of these new states collapsed and new ones arose in their place.

With the addition of the Ikai vast new territories were opened up. After the fall of Ixulym the Ikai began to mix with the rest of the galaxy. The Akkan, no longer threatened by the Zuraii, also entered galactic politics seeking to secure their own welfare.

Fractured Galaxy (ED 6000 – 7055)

By the year 6000 the political situation of the galaxy was relatively stable. At the beginning of this period over 500 interstellar states existed. Small territorial conflicts were common, but ~ 90% of these states still existed by 7055.

Great leaps were made in trade, technology, and interspecies relations. It was a kind of galactic renaissance. In fact, many aspects of the current trade standards were developed during this period.

However, there was also a downside. The numerous small governments had great difficulty controlling crime. Criminals could easily escape into neighboring states. Crimes such as piracy and smuggling were common and many governments resorted to hiring privateers/mercenaries and bounty hunters.

By 7000 the Ether Drive had become the overwhelmingly dominant method of faster-than-light travel.

The Rise of Dar’Athon (ED 7055 – 8103)

Sometime during the Fractured Galaxy Period a man known as Dar’Athon (a.k.a. Athon) was born and began his rise to power. In the year 7055 Athon seized power in his home nation of Leifen. He quickly rearranged and improved Leifen’s government. Over the next few years he annexed two neighboring states. Over the next 1,000 years Leifen steadily expanded across the galaxy under the ingenious leadership of Athon. Many other states also drew together into powerful nations.

In the year 8103 Leifen reached the limit of its territorial expansion. Tensions mounted as Leifen pushed up against other growing nations. However, Athon and many other leaders were not willing to fight another great war. At the Conference of Orboris (8102 – 8103) representatives from all galactic nations signed formal agreements to halt territorial expansion and pursue peaceful diplomatic relations. The Conference of Orboris is the basis for modern diplomacy.Sidus Ulus (ED 8103 – 8500)

On 20 Kayab, 8103 Athon officially dissolved Leifen and announced the founding of Sidus Ulus ( with the same territory, leadership, structure, etc.). He established a new capital on Ondar.

Since its founding Sidus Ulus has prospered, growing in wealth and power. Minor conflicts are not uncommon, but otherwise, things have been relatively peaceful. A few nations have become enemies of Sidus Ulus, others seek cooperation, and many simply remain neutral

The current year is ED 8500. A new Ether Drive has just come out on the market. With it, a ship can traverse the entire galaxy, end to end, in just one month.

States, Planets, and Languages

States

StateRelations With Sidus Ulus

Sidus Ulus N/A

Combined Peoples of the Edge (C.P.E.)Friendly

Corath Tel’Quessir / Aira Neutral

Enduköln Unfriendly

Harnix Unfriendly

Jal’an Empire Hostile

Kharvearim Neutral

Malgen Neutral

Osnabrün Neutral

Sovereign Theocracy of Irfel (S.T.I.)Unfriendly

Tollan Friendly

Tosz Ontor Unfriendly

United Systems of Vorex (U.S.V.)Neutral

Varnow Friendly

Yon’ur Neutral

Combined Peoples of the Edge

Government: Fifteen sovereign states drew together to found the C.P.E. Each of the old states has become a province of the C.P.E. and each elects a representative to the Council of the Edge. The fifteen members of the Council choose the prime minister from among their number.Current Head of State: Prime Minister Kovanen

Corath Tel’Quessir/Aira

Government: The elves are ruled by the Kings and Queens of their beloved royal family.Current Head of State: Queen Tinúvíel

Enduköln

Government: The people of Enduköln elect a new president every 10 years.Current Head of State: President Blyrion

Harnix

Government: The people of Harnix elect a new prime minister every 20 years. However, it is not uncommon for other politicians to oust the Prime Minister and replace him or her with someone more to their liking. This is all done in keeping with their constitution.Current Head of State: Prime Minister Welvarson

Jal’an Empire

Government: The Jal’an Empire is ruled by the goddess Jal.Head of State: Jal

Kharvearim

Government: The dwarves of Kharvearim are ruled by their royal family. Current Head of State: Queen Titanshield Malgen

Government: The nobility of Malgen elects a new Triumvirate every 30 years.Current Heads of State: Fastel, Salsuuné, Romo

Osnabrün

Government: The people of Osnabrün elect one of two consuls every 5 years. Each consulship has its own separate responsibilities. However, the two consuls must approve each other’s official actions. If they cannot reach an agreement the Senate decides the matter. Current Heads of State:Consul of Defense: Munzen

Consul of State: Fallyn

Sovereign Theocracy of Irfel

Government: The S.T.I. is ruled by the iron hand of the god Irfel.Head of State: Irfel

Tollan

Government: Tollan is ruled by a king. Each king is expected to select an heir to replace him after he dies. If his chosen heir cannot succeed him then the Grand Secretary becomes king. Current Head of State: King Yashmo

Tosz Ontor

Government: Since its founding Tosz Ontor has been ruled by a single strong emperor who is now very old. Many factions are preparing for the inevitable power struggle that will result when he dies. Current Head of State: Emperor Delkan

United Systems of Vorex

Government: A council of seven elected representatives governs the U.S.V. The Ikai dominate this council. Current Heads of State: Velin, Aknin, Duva, Tovel, Opil, Kuno, Gove

Varnow

Government: Varnow’s king or queen is elected and rules for life. Current Head of State: King Harvon

Yon’ur

Government: Fifty-one wealthy electors chose a prime minister every 50 years.Current Head of State: Prime Minister ÚkáliMajor Planets

PlanetLocationPopulation (Billions)Notes

Airath Tel’QuessirCorath Tel’Quessir5Elven Homeworld

AlueSidus Ulus30

AnetenOsnabrün20Capital

ArvatzeHarnix20Capital

AvelísSidus Ulus20

BehtekVarnow 30Ryll Homeworld

DereliSidus Ulus20Simmli Homeworld

EraiiSidus Ulus15Zuraii Homeworld

GalanSidus Ulus15Plit Homeworld

GiarusTosz Ontor20Capital

InicaMalgen20Capital

IxulymU.S.V.20Ikai Homeworld

Jal’vanJal’an Empire30Capital

KhardumKharvearim5Dwarven Homeworld

KuvoiusEnduköln25Capital

LokenSidus Ulus20

Ly’MaiSidus Ulus20

MahlanS.T.I.25Capital

OkuVarnow25Capital

OndarSidus Ulus10Capital

PanirSidus Ulus20

RekistarnSidus Ulus30

Rostyk Yon’ur15Khuril Homeworld

RykabaC.P.E.20Capital

SeyyarTollan20Capital

SojektJal’an Empire20Akkan Homeworld

SvodisU.S.V.20Capital

TaivasYon’ur30Capital

UmfeldSidus Ulus30

VantikSidus Ulus10Mequar Homeworld

VarùsSidus Ulus20

Languages

· Akkan

· Click (Ryll)

· Dwarvish

· Elvish

· Ilkánan (Ikai)

· Jezik (Jal’an Empire)

· Khürin

· Mahlfar (S.T.I.)

· Meqús

· Pidgin Ilkánan (U.S.V.)

· Plit

· Simmli

· Kirion (P Common)

· Zuri (Z Common)

· Zuraan

In addition to those listed above there are a great many other languages. Each state, region, planet, etc. tends to have its own dialect or even a unique language. There are also many dead or little used ancient languages known only to a few intellectuals.

Economy

Nearly all states in the Orboris galaxy promote capitalist economies, though each has its own set of regulations and controls.

All trade is done with a common currency, Galactic Standard Credits (GSC: €) and Parts (1P = €1/100). Individuals keep Galactic Standard Accounts (GSA) at Galactic Standard Banks (GSB). Each bank is an individual organization that may or may not be directly connected to the state(s) in which it does business.

Individuals with a GSA can buy two different types of GSA Cards or “Credit Cards.” Both have a thumbprint and DNA scanner to prevent unauthorized use. The difference is that the first type takes money directly from one’s account for a purchase (not very secure but fast and convenient), while the second stores a certain amount of credits transferred to it via a secure and direct connection with one’s account. The cards can also access account information and be used as a form of ID.

Loans are available to individuals with at least decent credit backgrounds. Size and availability of loans varies depending on each GSB, credit history, income, and assets.

The high standards of the GSB’s are carefully watched by the Galactic Commerce Treaty Organization (GCTO). A council of diplomats from all nations in Orboris determines the standards. Maintaining trade standards is the main function of the GCTO. These trade standards are perhaps the only things all governments in Orboris can agree on.

Major Companies· Varian (Starships)· Ankaga (Starships)· Otaris (Starships)· Ivelki (Engineering)· Zorvel (Engineering)· Hargen (Engineering)· NanoCom (Computers/Nanotech)· Orotek (Computers/Nanotech)· Raivex (Computers/Nanotech)· CyberMech (Robotics)· Saber (Robotics)· Jade (Robotics)· Navsteva (Bank)· CredStar (Bank)· Orboris Bank (Bank)· Sky Runner (Vehicles)· Onix (Vehicles)· Entaan (Vehicles)· Tahlcor (Military)· InerSight (Military)· Alaris (Military)· Makvern (General)· Ushioda (General)· Okolo (General)· Mimozo (Law)· Solvari (Law)· Navedo (Law)· BioGen (Science)· Korvalis S & T (Science)· Omnisiyen (Science)· Lorviion (Megacorp)· Sykov (Megacorp)· Xervalis (Megacorp)· Phaesus (Megacorp)· Eizon (Megacorp)

Genetic Engineering

Genetic engineering is highly advanced in modern Orboris. Every known genetic trait can be modified with astounding precision. In most places genetic engineering is highly restricted (especially cloning). However, substantial genetic enhancement is sometimes available. Generally it is only available for super soldier programs and people with the right connections.

A few genetic modifications are commonly available throughout the galaxy. Soon after conception the developing embryo is checked for known genetic defects, which are then removed. New genetic mutations are logged, registered, and tracked during an individual’s development.

The Government of Sidus Ulus

Political Division of Sidus Ulus (high to low)

· Dar’Athon

· Advisory Council of Ministers

· 100 Sectors: Governor & Representative, Ambassadors (Appointed)

· 100 Provinces: Governor & Representative, Ambassadors (Appointed)

· 100 Districts: Governor & Representative (Elected)

· Systems: Governor(s) & Representative (Elected)

· Planets: Governor(s) & Representative (Elected)

The Advisory Council of Ministers is an advisory body to assist Dar’Athon in the daily administration of Sidus Ulus. The Advisory Council of Ministers has no official power (except the 1st Admiral). There are seven positions on the Council. Each Minister is carefully chosen from the best of the best by Dar’Athon.

The Advisory Council of Ministers1) Minister General

2) 1st Admiral3) Minister of Economics

4) Minister of Science & Technology

5) Minister of Foreign Affairs

6) Minister of Social Affairs7) Minister of Law

Sectors are numbered 1-100. Provinces are numbered with a sector number and a provincial number. Thus, the first province in Sector 1 would be Province 100 (the second being Province 101). Districts, systems, and planets have official numbers but are commonly referred to by the names they have been given by the citizens living in them. Many of these names come from the states that existed prior to Leifen.

Systems and planets are allowed to rule themselves with whatever form of government they wish. However, their governments must maintain certain standards of government (including choosing a Representative). If they become corrupt, unstable, or otherwise incapable of maintaining these standards they will be replaced with the Sidus Ulus Standard Planetary/System Government (SUSPG or SUSSG) which closely resembles the higher levels of government in Sidus Ulus.

Sectors, provinces, districts, systems, and planets have both a Representative and a Governor(s). The Governor(s) is directly responsible for the administration of their domain. The Representative serves as an assistant governor and represents their domain at their respective Councils (there is a Council at each level of government).

Civilian administrators have full control over their domains except in times of military emergency (war, attacks, etc.), during which the military authorities take over.

Approximate Population of Sidus Ulus: 2.6 Trillion

The Military of Sidus Ulus

Military Division of Sidus Ulus (high to low)

· Dar’Athon

· 1st Admiral

· 10 Military Sectors (Sector Admiral)

· 10 Military Provinces (Provincial Admiral)

· 10 Military Districts (District Admiral)

· 5 Fleets (Admiral assisted by a Vice Admiral)Marine Units

Fighter Units

Squad: 10

Squadron: 5

Platoon: 50

Group: 50

Company: 100

Wing: 500

Battalion: 400

Division: 5,000

Regiment: 2,000

Command: 25,000

Division: 10,000

Corps: 100,000

Corps: 50,000

Army: 250,000

Army Group: 1,000,000

Fleet: 4,000,000

A Standard Sidus Ulus Fleet

1 Mega Dreadnought

Total Fighters: 355,3402 Super Dreadnoughts

Total Crew: 1,764,880

4 Dreadnoughts

Total Marines (on ships): 3,020,800

8 Heavy Battle Cruisers

Total Robot Marines: 4,000,000

4 Dreadnoughts 16 Battle Cruisers

Note: Marines not carried in8 Heavy Battle Cruisers 32 Heavy Cruisers

ships are stationed on planets64 Cruisers

to supplement planetary192 Frigates

defenses and law enforcement.384 Heavy Destroyers

768 Destroyers

3,072 Corvettes

6,144 Sohars

24,576 Gunships

In peacetime units and crews are kept at one-half to two-thirds strength. Those not on active duty are kept in reserve and go about life as normal. Each year some of the reserves switch out with some of those on active duty.

Crime and Punishment in Sidus Ulus

Citizens who are arrested cannot be held against their will for more than one day without being charged with a crime. Every citizen is entitled to a lawyer and will be given one if they cannot acquire one by their own means. Before a case goes to trial it is reviewed by a judge at a pre-trial hearing to see if it actually qualifies for a trial. If the case qualifies for trial the judge then sets the price for bail.

A single judge mediates and decides most trials. In cases with a possible sentence of A or B level punisments (see below) a council of three judges decides the case. Furthermore, a psionicist or wizard is commonly hired by the court to assist the judge(s). PunishmentsA. DeathB. Slave ImplantsC. LaborD. Fine/DamagesE. WarningPunishment Notes:

A. Executions usually take place from one to three months after sentencing. They are to be simple, quick, and painless. This sentence is relatively rare and reserved for those who are extremely dangerous and utterly incapable of functioning in society.

B. Slave Implants are cybernetic implants connected directly to the brain. They can be used to completely control a person’s brain functions. Typically a convict’s personality is shut down and they are left with only their labor skills and the ability to take orders. This is a life sentence reserved for those who are dangerous and incapable of functioning in society. This punishment permanently removes a threat and turns that threat to the benefit of society. C. Labor is the equivalent of real world imprisonment, except that there is a much greater emphasis on a convict’s ability to benefit society while being rehabilitated. Convicts work ten to fifteen hours a day and are locked up the rest of the time. The length of the sentence depends on the crime and the decisions of each individual judge.D. For relatively minor crimes the offender is simply forced to pay a certain amount in fines and/or damages. As with labor the amount depends on the crime and/or the individual judge. Many citations involving fines do not require a trial. Offenders who cannot pay a fine usually get short labor sentences instead. E. Some minor offenses do not warrant a trial or even payment of a fine. Warnings are given out by law enforcement officers. Most of the time a warning is taken off an individual’s record after five to twenty years depending on the offense. Crime Punishments

ArsonB or C & D

AssaultC or D

BurglaryC & D

EspionageA, B, or C

Fencing Stolen GoodsC or D

FightingD & E

ForgeryC & D

FraudC or D

Impersonation of an OfficialD

KidnappingB, C & D

LitteringE or D

Magical/Psionic AssaultB, C & D

MurderA, B, C, or D

Public DisturbanceE

RapeA or B

RobberyC & D

SabotageC & D

SlaveryC & D

TheftC or D

Traffic OffenseC or D

TreasonA or B

Unlawful Hindrance of Business D or E

VagrancyE

VandalismC or D

Chapter 2:

Character Creation

Character Creation & Development

1. Roll and Assign Ability Scores (see below)There are six ability scores: Strength (Str), Dexterity (Dex), Constitution(Con), Intelligence(Int), Wisdom(Wis), and Charisma(Cha). For each, roll 3d6, (re-roll 1’s). The results can be assigned in any order. However, no points can be moved from one ability to another.

Do not forget to add species modifiers.

If you roll too low or too high (GM discretion), roll another set of ability scores.

2. Chose Species and Class (see Chapter ?: )Simply pick the species and class you want your character to be. Any class/species combination can be selected.3. Distribute Skill Points (see Chapter ?: )Determine your character’s starting number of skill points based on class and intelligence, then assign those points to some skills you want to be good at.4. Select Feats (see Chapter ?: )Every character starts with at least one feat at first level. Humans begin with one extra feat. Also, some classes get an extra feat at 1st level.5. Purchase Equipment (see Chapter ?: )Each character begins the game with a certain amount of money. Use this money to purchase starting equipment. 6. The final step is to add every thing up, make sure you have everything you need, and add details such as name, alignment, height, weight, age, etc.

Alignment

There are nine alignments: Lawful Good (LG), Neutral Good (NG), Chaotic Good (CG), Lawful Neutral (LN), True Neutral (N), Chaotic Neutral (CN), Lawful Evil (LE), Neutral Evil (NE), and Chaotic Evil (CE). Choose one as a basic personality for your character.

Ability Modifiers

ScoreModifier

1-5

2 – 3-4

4 – 5-3

6 – 7-2

8 – 9-1

10 – 110

12 – 13+1

14 – 15+2

16 – 17+3

18 – 19+4

20 – 21+5

22 – 23+6

24 – 25+7

26 – 27+8

28 – 29+9

30 – 31+10

32 – 33+11

34 – 35+12

36 – 37+13

38 – 39+14

40 – 41+15

42 – 43+16

44 – 45+17

46 – 47+18

48 – 49+19

50 – 51+20

Carrying Capacity

StrengthLight Load (kg)Medium Load (kg)**Heavy Load (kg)**

10 – 1.41.5 – 2.72.8 – 4.5

20 – 2.72.8 – 66.1 – 9.1

30 – 4.54.6 – 9.19.2 – 13.6

40 – 66.1 – 11.812 – 18.2

50 – 7.37.4 – 1515.1 – 22.7

60 – 9.19.2 – 18.218.3 – 27.3

70 – 10.510.6 – 2121.1 – 31.8

80 – 11.811.9 – 24.124.2 – 36.4

90 – 13.613.7 – 27.327.4 – 41

100 – 1515.1 – 3030.1 – 45.5

110 – 17.317.4 – 34.534.6 – 52.3

120 – 19.519.6 – 39.139.2 – 59.1

130 – 22.722.8 – 45.545.6 – 68.2

140 – 26.426.5 – 52.752.8 – 79.5

150 – 3030.1 – 60.560.6 – 91

160 – 34.534.6 – 69.569.6 – 104.5

170 – 39.139.2 – 78.678.7 – 118.2

180 – 45.5 45.6– 90.190.2 – 136.4

190 – 52.752.8 – 106106.1 – 159.1

200 – 60.560.6 – 121121.1 – 181.8

210 – 69.569.6 – 139.1139.2 – 209.1

220 – 78.678.7 – 157.3157.4 – 236.4

230 – 9191.1 – 181.8182 – 272.7

240 – 106106.1 – 211.8212 – 318.2

250 – 121121.1 – 242.3242.4 – 363.6

260 – 139.1139.2 – 278.6278.7 – 418.2

270 – 157.3157.4 – 315315.1 – 472.7

280 – 181.8182 – 363.6363.7 – 545.5

290 – 211.8212 – 424.1424.2 – 636.4

30+*x 4x 4x 4

* Per 10 strength points.

** If a character is carrying a medium or heavy load, reduce his speed by 3m (medium size) or 2m (small size).

Maximum dexterity bonus (MDB) with a medium load is +3. MDB with a heavy load is +1.

These penalties do not stack with those for wearing armor. Use the greater set of penalties

Advancement

LevelExperience PointsClass Skill Max RanksCross-Class Skill Max RanksFeats*Ability Score Bonuses**

10421st

21,0005 2.5

33,000632nd

46,0007 3.51st

510,00084

615,0009 4.53rd

721,000105

828,00011 5.52nd

936,0001264th

1045,00013 6.5

1155,000147

1266,00015 7.55th 3rd

1378,000168

1491,00017 8.5

15105,0001896th

16120,00019 9.54th

17136,0002010

18153,00021 10.57th

19171,0002211

20190,0023 11.55th

21220,00024128th

* All characters get an additional feat every 3 levels.

** All characters can permanently add +1 to any ability score every 4 levels.Character Species

Akkan

Physical description: The Akkan are the largest of the galaxy’s sentient species. They are tall, muscular humanoids with tough hides. They have large eyes and large mouths but no nose or ears. They smell and hear through their skin.

Height: 2.4m

Skin Color: dark red, dark yellow, brown

Hair Color: N/A

Eye Color: yellow, black, red, orange, brown

Average Life Span: 500 years

Society and Philosophy:

The Akkan are one of the more common sentient species in the galaxy. As individuals they are aloof, stoic, and thoughtful. Some are friendly and some have rather nasty dispositions. As a species they feel that it is their duty to contribute their best efforts to the betterment of the galaxy.

The Akkan were discovered nearly 4,000 years ago. The Zuraii came across the home star system of the Akkan, which was very heavily populated. The Akkan had not yet developed FTL technology. Instead, Akkan technology had taken a different path. They had developed technologies and discovered things about the universe that amazed the other sentient species of the galaxy. Initially, the Zuraii attempted to control the Akkan. The Zuraii found it was better to ally with the Akkan as they were very tough opponents.

Species Traits:

· Base Speed: 12m

· +4 Str, -2 Cha, -2 Wis

· Tough Hide: AC +2

· +2 to all Str and Dex based skills

· +2 to any one Knowledge skill

Dwarves

Physical description: Dwarves are short and stocky. They tend to be strong and tougher than rocks. Both male and female dwarves take great pride in growing tremendous beards.

Height: 1.2m

Skin Color: dwarves have basically the same range in skin color as humans plus gray

Hair Color: black, brown, red, blonde

Eye Color: brown, black, green, red, orange, dark yellow

Average Life Span: 1000 years

Society and Philosophy:

Dwarves are the other truly “good” species. Like the elves they are very xenophobic. However, they are a little more tolerant of other sentient species. No matter how close they get to someone they are usually gruff and stoic.

Dwarves love their crafts and the wealth they earn from them. Unlike other sentient species, however, they are much more generous with their riches, spreading them throughout their community. Family, friends, hard work, good food, and strong drink are among the things held most dear by dwarves.

Dwarves are excellent craftsmen and engineers. Their small galactic nation thrives on the exports produced by its industrious citizens. Dwarven goods are prized across the galaxy.

Species Traits:

· Base Speed: 6m

· +2 Con, -2 Cha

· Infravision

· +2 bonus to saves vs. poison and magic

· +2 bonus on Craft and Engineering checks

Elves

Physical description: Elves are shorter and of lighter build than humans. It is a common belief among other species that elves are frail. This is an unfortunate myth. In truth elves, despite their slight build, are just as strong as humans, dwarves, and many other sentient species.

Elven eyes are slanted just slightly and their ears are elongated, gracefully tapering to a point. Elves are generally considered to be more beautiful than humans (by humans and elves). This opinion is due to both their physical features and their incredible natural grace.

Height: 1.6m

Skin Color: pale with faint blue tints, golden, light tan, light blue (rare), light green (rare)

Hair Color: blonde, brown, black, silver, gold, green

Eye Color: blue, green, brown, grey, black, silver or gold flecks with another color (rare)

Average Life Span: Elves are nearly immortal. However, they do age very slowly on the prime material plane. Usually after four to six centuries elves feel an urge to journey to some mysterious place, probably on another plane. Elves call this “passing West.”

Society and Philosophy:

Elves are perhaps the most xenophobic of the galaxy’s sentient species. Their population is quite small and they control a relatively tiny section of the galaxy. They do trade and maintain diplomatic relations with other galactic governments but they are very secretive and only a few highly trusted members of other species have been allowed past the markets and accepted into elven society.

Elves are one of the two truly “good” species. It is exceptionally rare for an elf to have a non-good alignment. Beauty, passion, and life itself are the things that make elves what they are. Elves also place great value on things such as art, learning, and love.

Species Traits:

· Base speed: 9m

· +2 Dex, -2 Con

· immune to magical sleep

· +2 to save vs. enchantment

· Infravision: This is a natural ability to see highly detailed variations in heat. An elf can switch between infravision and normal vision at will.

· proficiency and +1 to attack with short sword, long sword, and bows (including powered weapons)

· can move undetected in natural terrain

· +2 to all Listen, Search, and Spot checks

Halflings

Physical description: Halflings are so named because, at first glance, they appear to be nothing more than half-sized humans. Apart from their size there are two things about their appearance that distinguishes them from humans. Their ears are slightly pointed and they have rather hairy feet. There is a running joke among other sentient species that halflings are the result of a failed genetic experiment that tried to combine traits of humans, elves, and dwarves.

Height: 1m

Skin Color: as Human

Hair Color: as Human

Eye Color: as Human

Average Life Span: 800 years

Society and Philosophy:

Like humans, Halflings do not have any common society or philosophy. Halflings can be found just about anywhere around galaxy in just about any occupation imaginable.

Halflings make great thieves and spies. As a result they are usually viewed with mistrust. Halflings also make good pilots provided they can reach the controls.

Species Traits:

· Base Speed: 6m

· +2 Dex, -2 Str (max Str is 16)

· Small Size: +1 to AC, +4 to Hide

· +2 to Climb, Jump, and Move Silently

· +1 to all saves

· +1 to attack with a thrown weapon

· +2 to Listen checks

Human

Physical description: Look at yourself.

Height: 1.8m

Skin Color: Normal Human

Hair Color: Normal Human

Eye Color: Normal Human

Average Life Span: 500 years

Society and Philosophy:

Humans are the most diverse and ambitious of the galaxy’s sentient species. As a consequence they are also the most common and, in many ways, the most successful. There are nearly as many ideologies among humans as there are individuals. Human personalities and philosophies range across the entire spectrum. There are those who are the most kind and noble individuals and there are those who know only hate and evil.

Species Traits:

· Base Speed: 9m

· +1 feat at 1st level

· +4 skill points at 1st level

· +1 skill point at each additional level

Ikai

Physical description: Ikai are a tall humanoid species completely devoid of hair. Their heads have no ears, no eyes, and no nose. Their mouth appears simply as a slit in roughly the same area a human mouth would be located. Ikai can absorb air (in small amounts) through the entire surface of their heads in addition to what they take in through their mouths. The arms and legs of the Ikai are the same size as are their hands and feet. The hands and feet of the Ikai have a large opposable thumb on each side and two large fingers in the center.

Height: 1.8m

Skin Color: various shades of gray

Hair Color: N/A

Eye Color: N/A

Average Life Span: 500 years

Society and Philosophy:

Ikai are the second most common sentient species and are heavily involved with galactic politics and trade. Though Ikai are very accepting, and generally have excellent relations with other races, they tend to view themselves as being slightly superior to all other species (sentient and otherwise) in the galaxy. They were the last spacefaring sentient species to be discovered and many are still very loyal to their species.

Though Ikai, as a species, are centered around their homeworld the majority of them can be found throughout the rest of the known galaxy. About half the Ikai population was born away from the Ikai homeworld and many have never even seen it.

As with most species who have spread throughout the galaxy, Ikai adhere to no single set of principals or have any common philosophy. They are truly members of the galactic community.

Species Traits:

· Base Speed: 10m

· +2 Dex, +2 Str, -2 Cha, -2 Wis

· Ikai have a very complex and powerful musculature and bone structure allowing them to move every joint in their body in nearly any direction.

· Sonar: Ikai “see” the world around them with an amazing and incredibly sensitive type of sonar. Ikai constantly emit sounds that vary across the scales of frequency and wavelength. As these sounds bounce back to them their brain creates a picture of their environment. Foreign sounds contribute to this as well. Rather than a “line of sight,” Ikai see things more in the form of a three dimensional map of their environment and everything that happens in it, with uncanny detail. Among other things it is very difficult to surprise an Ikai. The only things that can disrupt their sonar are a vacuum or an extremely loud noise (ex. a nearby explosion). Ikai hearing cannot be permanently damaged.

Range: 0-100m – fine detail

101-200m – good detail

201-400m – fuzzy “image”

401-700m – general sounds (similar to human hearing)

Ikai have some difficulties (in space, long distance detection, etc.) due to their unique sensory abilities. They solve these problems with special equipment. For special light conversion equipment multiply the normal cost for an item by 3.

· Unless their sonar has been disrupted (as mentioned above) Ikai automatically succeed on any Listen checks.

· +2 to all Reflex saves

Khuril

Physical description: The Khuril are a vaguely humanoid species that, in many respects, resembles reptiles. They are covered in small, hard bony plates resembling scales. They have long tails, large claws, huge mouths packed with razor sharp teeth. Their heads are also comparatively huge and are supported by a big, powerful neck. As a result of their large and awkwardly shaped mouths they have difficulties pronouncing the common trade languages of the galaxy. Khuril stand, leaning forward over two powerful legs, using their tails for balance.

Height: 1.5m

Skin Color: bown, reddish-brown, dark green, dark grey, black

Hair Color: N/A

Eye Color: black, red, yellow

Average Life Span: 600 years

Society and Philosophy:

Khuril dislike other species and tend to be unfriendly, even mean in social situations. However, Khuril are more bark than bite. They are relatively non-violent and are happy to conduct profitable business with other species.

Physically Khuril appear to be quite dangerous and, indeed, they can be if necessary. Fortunately (for the Khuril and everyone else) they have developed far beyond the need to solve every dispute with violence. In fact, they are much more intellectually advanced than individuals of other species generally assume. Khuril look down upon those who let their passions control them. Emotions and spontaneous action are fine, so long as one proceeds wisely.

Khuril are very fond of law, though not usually honor. They are also very tactful and ruthless in business.

Species Traits:

· Base Speed: Walk: 12m

Swim: 9m

· +2 Str, +2 Con, -2 Dex, -2 Cha

· Claw Attack: 1d3 damage

· Bite Attack: 1d3 damage

· Natural Armor: AC +4

· +2 to Will saves

· +2 to Knowledge (Law) and Administration checks

Mequar

Physical description: Mequar are a very versatile species. They are also one of the few sentient, non-humanoid species in the galaxy. They have gills, fins, tails, and wings as well as arms and legs. Mequar arms and legs are the same length and they commonly ambulate on all fours while on solid ground (they can also walk around on two legs if they desire). Their tails are as long as their bodies. Mequar wings are large and membranous and their skin is smooth and moist (somewhat like amphibians). Whether in water, in the air, or on land they are very graceful.

Height: 1.2m

Skin Color: dark red, dark blue, dark green, mix, black, a few have markings of other colors

Hair Color: N/A

Eye Color: black, blue, red, yellow, green, purple, orange

Average Life Span: 400 years

Society and Philosophy:

Mequar are active in the galaxy and accepting of other species but there are few of them and they tend to have strong loyalties to their species. Mequar are very energetic and most are very friendly. However, some do mistrust any entity without wings and a tail. Due to their strange appearance individuals of other species feel the same way about the Mequar.

Species Traits:

· Base Speed: Walk: 6m

Swim: 12m

Fly: 20m

· Excellent distance vision and underwater vision (+2 to Spot checks)

· Cold resistance: Mequar can easily endure temperatures as low as –20 C. They also have a +2 to save vs. cold based attacks.

· Breath underwater and in thin air

Plit

Physical description: The Plit are one of the stranger looking sentient species of the galaxy. They have a large almost saucer shaped head. On the front of their heads they have a small nose hole and a large mouth that protrudes just slightly from the head. On the back of their heads they have another small nose hole. Evenly spaced around their heads are four eyes.

Their torso has a basic humanoid shape. However, sprouting from each shoulder are two long arms ending in highly dexterous hands. Their legs are basically humanoid with large feet and two toes each.

Height: 1.8

Skin Color: dark purple, dark blue, dark grey

Hair Color: N/A

Eye Color: red, blue, black, silver, orange, yellow, green, white

Average Life Span: 1,000 years

Society and Philosophy:

The Plit have a deep connection to the magical energies of the galaxy. Like their ancient enemies, the Zuraii, they are also a very old species. Currently they are heavily involved in the galactic community.

The Plit are an even more violent species than the Zuraii and are quick to use their magical prowess to get their way. They still see themselves as superior to other sentient species and are often blunt and to the point in their dealings with them. However recognizing the potential profits they will deal with everyone (even Zuraii).

Species Traits:

· Base Speed: 9m

· +2 Int, +2 Dex, -2 Wis, -2 Con, -2 Cha

· 4 Eyes: allows Plit to see in all directions at once

· 4 Arms: +1 partial action with arms

· Magical Sight: This is the magical version of the Zuraii Psionic Sight.

· Plit wizards can cast +1 spell levels/level/day

· +2 bonus to the skills Knowledge (Arcana) and Spellcraft

· All Plit can cast a few 0-level spells each day (these are in addition to those wizards are normally able to cast):

Level

Intelligence

1-5

6-10

11-15

16-20

12-13

2

3

4

5

14-15

3

4

5

6

16-17

4

5

6

7

18-19

5

6

8

9

20-21

6

8

10

12

Ryll

Physical description: The Ryll are a small, insect-like species. They have six limbs and their bodies are covered in a tough exoskeleton. Each limb ends in a three-fingered hand/foot with opposable digits.

Perhaps the most interesting thing about the Ryll is their incredible speed. Something in their makeup allows them to move much faster than nearly any other species in the galaxy.

Height: 1m

Skin Color: glossy black (sometimes with tinted with other colors), glossy brown, glossy gray

Hair Color: N/A

Eye Color: solid black

Average Life Span: 300 years

Society and Philosophy:

Ryll are fairly numerous and have spread out into the galaxy. However, unlike other sentient species Ryll have a hive mentality. They do have individual minds and often function on their own. When Ryll are together in large groups they develop a kind of group empathy. In large communities they communicate with a vast hive telepathy network and often seem to function with one mind.

In communities of 10,000 individuals or more there will be a queen who leads the hive but cannot force individual Ryll to follow her commands. Force is usually not necessary anyway as Ryll are happy to follow the commands of their queen. Separate Ryll communities are friendly toward on another and often combine when their populations begin to overlap.

Ryll queens do not reproduce at all. It is up to individual Ryll to mate with one another. Ryll are hermaphrodites and each individual functions either male or female when necessary. Aside from reproduction, individual Ryll fulfill the various roles in society much as individuals of other sentient species do.

Ryll have no use for war among themselves and are usually not aggressive towards other species. As with the Mequar, other species often look upon Ryll with suspicion. However, despite being disliked Ryll are happy to go on interacting with other sentient species. It is a common belief among the Ryll that they will eventually just out reproduce all other sentient species and inherit the galaxy.

Species Traits:

· Base Speed: 15m

· +2 Dex, +2 Con, -2 Str (max 16), -2 Cha

· 6 limbs

· speed

· +1 standard action

· exoskeleton: AC +2

· leap 15m forward or back and 6m up

· small size: AC +1, +4 to Hide skill

· cling to almost any surface (walls and ceilings require at least 4 limbs to be attached)

Simmli

Physical description: Simmli have a rather nightmarish appearance. They have two sets of eyes on their face and a mouth filled with sharp teeth. They have no nose or other olfactory organ. Simmli ears are large, pointed, and horizontally aligned on their heads. Like humans Simmli have little body hair but grow plenty of it on top of their heads, which they like to grow long. They also have rather long, strong arms that end in four long, dexterous fingers. Their forearms and lower legs are reinforced by especially strong bones and have bony ridges protruding from them.

Height: 1.8m

Skin Color: black, dark gray, light gray (rare), white (rare)

Hair Color: bright colors, blue, red, green, white, multiple colors (rare)

Eye Color: bright colors, blue, red, green, white (never the same color as their hair)

Average Life Span: 1,000 years (250 years without twin)

Society and Philosophy:

For the most part Simmli keep to themselves but they are friendly and accepting of all other species. Some Simmli leave home and become very successful scientists and engineers.

Twins: All Simmli are born in pairs of identical twins. These twins are separate individuals sharing one, exceptionally strong life force. This connection allows communication between them via empthy/telepathy and allows them to combine their energies making the whole greater than the sum of its parts. The connection remains strong no matter how far apart the twins are (universal). If they are on different planes they subtract 1 from all abilities and are only aware of whether the other is alive or dead. If one of the pair dies it is a truly tragic event for the remaining twin. Those who have lost their other half are pitied in Simmli society. Many lone Simmli choose to commit suicide soon after the death of their brother or sister.

Species Traits:

· Base Speed: 9m

· +1 Str, +1 Dex, +1 Con, +2 Int, +1 Wis, +1 Cha

· +2 to all Computer, Engineering, and Repair skills

· When fighting or working side by side (within 10m of each other) Simmli receive a +2 bonus to AC, attack, damage, all saves, and all skills.

Effects of Losing One’s Counterpart:

· Int bonus is lost

· Con bonus is lost and becomes a –2 penalty

· Wis, Cha, Dex, and Str lose their bonuses and receive a –1 penalty

· The surviving twin permanently loses ¼ of their total HP.

· The surviving twin receives a permanent –1 penalty to AC, attacks, damage, all saves, and all skills.

· 30% chance of insanity

Zuraii

Physical description: Zuraii are tall, thin, and remarkably similar to humans in shape.

Height: 1.8m

Skin Color: silvery, gray with silver specks

Hair Color: N/A

Eye Color: glowing, the color depends on how each individual visualizes their psionic energy

Average Life Span: 1000 years

Society and Philosophy:

Zuraii are a naturally psionic species. They are also a very old species and it is rumored that they are one of the first species to explore the galaxy. There is evidence that the ancestors of the Zuraii, probably the first sentient life on their planet, developed an advanced civilization as far back as 3 billion years ago.

Though the Zuraii are heavily involved in galactic politics and long ago came to accept other species as equals, allies, and even friends, it was not always so. The Zuraii are a very warlike species and more than 2,500 years ago they used their phenomenal mental abilities to conquer and control a vast empire.

This empire was constantly in conflict with another, similar empire, controlled by the Plit. Zuraii no longer view the Plit with the same hatred they once did, but most Zuraii still consider the Plit enemies and often deal unfairly with them.

Species Traits:

· Base Speed: 9m

· +2 Wis, -1 Con, -1 Str

· Psionic Sight: Zuraii can see the faint traces of ambient psionic energy present in all things. Living things show stronger concentrations of psionic energy. Sentient beings and a few non-sentient creatures have exceptionally strong latent psionic power. This enhanced sight allows Zuraii to see strength and use of psionics, see normally, and see perfectly in normal and even magical darkness.

· +1 Power point/level

· All Zuraii can communicate telepthically with anyone within 30m. With family and friends they can communicate telepathically anywhere on the same planet. Non-psionicist Zuraii cannot force telepathic communication with an unwilling sentient being.

· +2 bonus to Knowledge (Psionics)

Character Classes

Diplomat

Level

Attack

FRW

Special

1

+0

+ 0

+0

+2

Master’s Degree

2

+1

+3

+1 to Skills, Bonus Feat

3

+1

+1

+1

+1 to Skills

4

+2

+4

+1 to Skills, +1 Contact

5

+2

+1 to Skills

6

+3

+2

+2

+5

+1 to Skills, Bonus Feat

7

+3

+1 to Skills

8

+4

+6

+1 to Skills, +1 Contact

9

+4

+3

+3

+1 to Skills

10

+5

+7

+1 to Skills, Bonus Feat

11

+5

+1 to Skills

12

+6/+1

+4

+4

+8

+1 to Skills, +1 Contact

13

+6/+1

+1 to Skills

14

+7/+2

+9

+1 to Skills, Bonus Feat

15

+7/+2

+5

+5

Master’s Degree

16

+8/+3

+10

+1 to Skills, +1 Contact

17

+8/+3

+1 to Skills

18

+9/+4

+6

+6

+11

+1 to Skills, Bonus Feat

19

+9/+4

+1 to Skills

20

+10/+5

+12

+1 to Skills, +1 Contact

Master’s Degree: Diplomats begin the game with a Master’s Degree. At level 15 they have a chance to earn an additional degree. To earn the degree the character must have spent a substantial amount time studying for it.

Diplomats receive a +1 bonus to the following skills at each level except (1st and 15th): Administration, Bluff, Diplomacy, Innuendo, Knowledge (Politics), and Sense Motive.

Contact: Diplomats form connections and friendships with people who can provide valuable assistance when needed.

Feat Restriction: Diplomats may choose feats from the General category.

Weapon Proficiency: Class 3 (Small) and Class 4 (pistols)

Armor Proficiency: Light Armor

HD: d4

Skill Points: 6 + Intelligence modifier (x4 at 1st level)

Class Skills:

· Administration

· Bluff

· Business

· Computer (Operations)

· Computer (Programming)

· Craft

· Cryptography

· Diplomacy

· Forgery

· Gather Information

· Innuendo

· Intelligence

· Knowledge (Anthropology)

· Knowledge (History)

· Knowledge (Law)

· Knowledge (Literature)

· Knowledge (Math)

· Knowledge (Politics)

· Knowledge (War)

· Medical (First Aid)

· Medical (Paramedic)

· Pilot (Small Air Vehicle)

· Pilot (Starship, Small)

· Read Lips

· Sense Motive

· Swim

· System Operations (Communications)

· Use Rope

· Writing

Fighter Pilot

Level

Attack

FRW

Piloting Attack

Piloting Defense

Special

1

+0

+2

+ 0

+ 0

+1

+1

Bonus Feat

2

+1

+3

+2

+2

Pilot +1

3

+2

+1

+1

+3

Bonus Feat

4

+3

+4

+4

+3

Pilot +2

5

+3

+5

6

+4

+5

+2

+2

+6/+1

+4

Bonus Feat, Pilot +3

7

+5

+7/+2

8

+6/+1

+6

+8/+3

+5

Pilot +4

9

+6/+1

+3

+3

+9/+4

Bonus Feat

10

+7/+2

+7

+10/+5

+6

Pilot +5

11

+8/+3

+11/+6/+1

12

+9/+4

+8

+4

+4

+12/+7/+2

+7

Bonus Feat, Pilot +6

13

+9/+4

+13/+8/+3

14

+10/+5

+9

+14/+9/+4

+8

Pilot +7

15

+11/+6/+1

+5

+5

+15/+10/+5

Bonus Feat

16

+12/+7/+2

+10

+16/+11/+6/+1

+9

Pilot +8

17

+12/+7/+2

+17/+12/+7/+2

18

+13/+8/+3

+11

+6

+6

+18/+13/+8/+3

+10

Bonus Feat, Pilot +9

19

+14/+9/+4

+19/+14/+9/+4

20

+15/+10/+5

+12

+20/+15/+10/+5

+11

Pilot +10

Piloting Attack: Use this as the base attack bonus when piloting a fighter.

Piloting Defense: When piloting a fighter add this number to the ship’s AC.

Pilot: This skill bonus applies to the skills Pilot (Starship, Fighter) and Pilot (Starship,Small).

Feat Restriction: Fighter Pilots may choose feats from the categories Pilot and General.

Weapon Proficiency: Class 3 (Small), Class 4, Class 7

Armor Proficiency: Light and Medium

HD: d6

Skill Points: 6 + Intelligence modifier (x4 at 1st level)

Class Skills:

· Astrogation

· Computer (Operation)

· Computer (Programming)

· Engineering (Computer/Nanotech)

· Engineering (Defense Systems)

· Engineering (Electrical)

· Engineering (Mechanical)

· Engineering (Starship)

· Knowledge (Astronomy)

· Knowledge (Physics)

· Knowledge (War)

· Medical (First Aid)

· Medical (Paramedic)

· Navigation

· NBC Training

· Pilot (Small Land Vehicle)

· Pilot (Small Water Vehicle)

· Pilot (Small Air Vehicle)

· Pilot (Large Air Vehicle)

· Pilot (Starship, Fighter)

· Pilot (Starship, Small)

· Pilot (Starship, Medium)

· Repair (Communications)

· Repair (Computer/Nanotech)

· Repair (Defense Systems)

· Repair (Mechanical)

· Repair (Starship)

· Repair (Weapons)

· Survival

· Swim

· System Operations (Communications)

· System Operations (Weapons)

· System Operations (Defense Systems)

· Tactics

· Use Rope

· Zero-G Training

Marine

Level

Attack

FRW

Special

1

+1

+2

+0

+0

Assault, Basic Martial Arts

2

+2

+3

Bonus Feat

3

+3

+1

+1

+1 to Strength

4

+4

+4

5

+5

+2

+2

Bonus Feat

6

+6/+1

+5

7

+7/+2

+3

+3

+1 to Dexterity

8

+8/+3

+6

Bonus Feat

9

+9/+4

+4

+4

10

+10/+5

+7

Command

11

+11/+6/+1

+5

+5

Bonus Feat

12

+12/+7 /+2

+8

+1 to Strength

13

+13/+8 /+3

+6

+6

14

+14/+9 /+4

+9

Bonus Feat

15

+15/+10 /+5

+7

+7

16

+16/+11/+6/+1

+10

+1 to Dexterity

17

+17/+12/+7/+2

+8

+8

Bonus Feat

18

+18/+13/+8/+3

+11

19

+19/+14/+9/+4

+9

+9

20

+20/+15/+10/+5

+12

Bonus Feat

Assault: Marines gain a +1 to attack during their first two rounds of combat when participating in an offensive maneuver.

Command: At 10th level a marine will be given a unit to command if he does not already have one. He also gains the Leadership feat and will be considered for a commission is he is not already an officer.

Feat Restriction: Marines may choose feats from the categories Warrior and General.

Honor Code: Marines are required to adhere to a strict code of discipline and honor.

Weapon Proficiency: Class 3, 4, 5, 6, and 7

Armor Proficiency: Light, Medium, Heavy, and Powered

HD: d8

Skill Points: 4 + Intelligence modifier (x4 at 1st level)

Class Skills:

· Athletics

· Climb

· Computer (Operations)

· Demolition

· Gather Information

· Intelligence

· Jump

· Knowledge (Law)

· Knowledge (Math)

· Knowledge (Politics)

· Knowledge (War)

· Medical (First Aid)

· Medical (Paramedic)

· NBC Training

· Pilot (Small Land Vehicle)

· Pilot (Small Air Vehicle)

· Pilot (Large Air Vehicle)

· Pilot (Starship, Small)

· Pilot (Starship, Medium)

· Repair (Mechanical)

· Search

· Sense Motive

· Survival

· Swim

· System Operations (Communications)

· System Operations (Defense Systems)

· Tactics

· Use Rope

· Zero-G Trainin

Martial Artist

LevelUnarmed Attack

ARmed Attack

FRWAc BonusUnarmed damagespeedSpecial

1

+1

+0

+1

+1

+1

+1

1d4

10m

Basic Martial Arts

2

+2

+1

Bonus Feat

3

+3

+2

+2

+2

+2

4

+4

+3

+2

+3m

Bonus Feat

5

+5

+3

+3

+3

+3

6

+6/+1

+4

Bonus Feat

7

+7/+2

+5

+4

+4

+4

1d6

8

+8/+3

+6/+1

+3

+6m

Bonus Feat

9

+9/+4

+6/+1

+5

+5

+5

10

+10/+5

+7/+2

Bonus Feat

11

+11/+6/+1

+8/+3

+6

+6

+6

12

+12/+7/+2

+9/+4

+4

+9m

Bonus Feat

13

+13/+8/+3

+9/+4

+7

+7

+7

1d8

14

+14/+9/+4

+10/+5

Bonus Feat

15

+15/+10/+5

+11/+6/+1

+8

+8

+8

16

+16/+11/+6/+1

+12/+7/+2

+5

+12m

Bonus Feat

17

+17/+12/+7/+2

+12/+7/+2

+9

+9

+9

18

+18/+13/+8/+3

+13/+8/+3

Bonus Feat

19

+19/+14/+9/+4

+14/+9/+4

+10

+10

+10

1d10

20

+20/+15/+10/+5

+15/+10/+5

+6

+15m

Bonus Feat

Basic Martial Arts (Feat)

Feat Restriction: A Martial Artist can choose feats from the categories General, Warrior, and Martial Arts.

Weapon Proficiency: Class 1, 3, and 4

Armor Proficiency: Light Armor

HD: d8

Skill Points: 4 + Intelligence modifier (x4 at 1st level)

Class Skills:

· Athletics

· Balance

· Climb

· Computer (Operations)

· Concentration

· Craft

· Escape Artist

· Hide

· Intimidate

· Intuit Direction

· Jump

· Knowledge (Biology)

· Knowledge (History)

· Knowledge (Literature)

· Knowledge (Nature)

· Knowledge (Physics)

· Knowledge (Psionics)

· Knowledge (Religion)

· Knowledge (War)

· Listen

· Move Silently

· Medical (First Aid)

· Medical (Paramedic)

· Perform

· Pilot (Small Air Vehicle)

· Search

· Sense Motive

· Spot

· Survival

· Swim

· Tactics

· Tumble

· Use Ro

Pilot

Level

Attack

FRW

Piloting Defense

Special

1

+0

+0

+0

+0

+0

Bonus Feat

2

+1

+1

+1

+1

Pilot +1

3

+2

+1

Bonus Feat

4

+3

+2

+2

+2

Pilot +2

5

+3

6

+4

+3

+3

+3

+2

Bonus Feat, Pilot +3

7

+5

8

+6/+1

+4

+4

+4

Pilot +4

9

+6/+1

+3

Bonus Feat

10

+7/+2

+5

+5

+5

Pilot +5

11

+8/+3

12

+9/+4

+6

+6

+6

+4

Bonus Feat, Pilot +6

13

+9/+4

14

+10/+5

+7

+7

+7

Pilot +7

15

+11/+6/+1

+5

Bonus Feat

16

+12/+7/+2

+8

+8

+8

Pilot +8

17

+12/+7/+2

18

+13/+8/+3

+9

+9

+9

+6

Bonus Feat, Pilot +9

19

+14/+9/+4

20

+15/+10/+5

+10

+10

+10

Pilot +10

Piloting Defense: When piloting add this number to the ship’s AC (applies only to Air Vehicles and Starships).

Pilot: This skill bonus applies to all Pilot skills.

Feat Restriction: Pilots may choose feats from the categories Pilot and General.

Weapon Proficiency: Class 3 (Small), Class 4, Class 7

Armor Proficiency: Light and Medium

HD: d6

Skill Points: 6 + Intelligence modifier (x4 at 1st level)

Class Skills:

· Astrogation

· Computer (Operation)

· Computer (Programming)

· Engineering (Computer/Nanotech)

· Engineering (Defense Systems)

· Engineering (Electrical)

· Engineering (Mechanical)

· Engineering (Starship)

· Knowledge (Astronomy)

· Knowledge (Physics)

· Medical (First Aid)

· Medical (Paramedic)

· Navigation

· Pilot (PAAS)

· Pilot (Small Land Vehicle)

· Pilot (Large Land Vehicle)

· Pilot (Small Water Vehicle)

· Pilot (Large Water Vehicle)

· Pilot (Small Air Vehicle)

· Pilot (Large Air Vehicle)

· Pilot (Starship, Fighter)

· Pilot (Starship, Small)

· Pilot (Starship, Medium)

· Pilot (Starship, Large)

· Pilot (Starship, Capital)

· Repair (Communications)

· Repair (Computer/Nanotech)

· Repair (Defense Systems)

· Repair (Mechanical)

· Repair (Starship)

· Repair (Weapons)

· Swim

· System Operations (Communications)

· System Operations (Weapons)

· System Operations (Defense Systems)

· Use Rope

· Zero-G Training

Psionicist

Level

Attack

FRW

Special

1

+0

+ 0

+0

+2

Initial Powers

2

+1

+3

3

+1

+1

+1

4

+2

+4

Bonus Feat ?

5

+2

Psi Crystal

6

+3

+2

+2

+5

7

+3

8

+4

+6

Bonus Feat ?

9

+4

+3

+3

10

+5

+7

11

+5

12

+6/+1

+4

+4

+8

Bonus Feat ?

13

+6/+1

14

+7/+2

+9

15

+7/+2

+5

+5

16

+8/+3

+10

Bonus Feat ?

17

+8/+3

18

+9/+4

+6

+6

+11

19

+9/+4

20

+10/+5

+12

Bonus Feat ?

Initial Powers: Psionicists begin the game with Mind Blank and 4 other powers of the player’s choice.

Psi Crystal: This ability allows a psionicist to store psionic energy in a gem (see Chapter ?: Psionics).

Feat Restriction: Psionicists may choose feats from the categories General and Psionic.

Weapon Proficiency: Class 1 (Small), Class 3 (Small), and Class 4 (Pistols)

Armor Proficiency: Light Armor

HD: d4

Skill Points: 4 + Intelligence modifier (x4 at 1st level)

Class Skills:

· Administration

· Balance

· Brainwashing

· Business

· Computer (Operation)

· Concentration

· Craft

· Decipher Script

· Diplomacy

· Forensics

· Hypnotism

· Innuendo

· Intelligence

· Interrogation

· Intuit Direction

· Knowledge (Biology)

· Knowledge (Chemistry)

· Knowledge (History)

· Knowledge (Literature)

· Knowledge (Nature)

· Knowledge (Physics)

· Knowledge (The Planes)

· Knowledge (Psionics)

· Listen

· Medical (Doctor)

· Medical (First Aid)

· Medical (Paramedic)

· Medical (Surgery)

· Pilot (Small Air Vehicle)

· Pilot (Starship, Small)

· Read Lips

· Search

· Sense Motive

· Spot

· Swim

· Use Rope

· Writing

Psionic Powers

LevelPower Points/Day*Free 0-Level Powers/Day

Max Power Level

1

2

4

1

2

3

5

1

3

4

6

1

4

7

7

2

5

10

8

2

6

15

9

3

7

20

10

3

8

17

11

4

9

34

12

4

10

43

13

5

11

52

14

5

12

63

15

6

13

74

16

6

14

87

17

7

15

100

18

7

16

115

19

8

17

130

20

8

18

147

21

9

19

164

22

9

20

183

23

9

* At each level psionicists gain bonus power points equal to their Wisdom modifier.

Developing New Powers: A psionicist gains 4 new powers each time he gains a level. The player should inform the GM which new powers their character is working on for the next level.

Rogue

Level

Attack

FRW

Special

1

+0

+0

+2

+0

Sneak Attack +1d6

2

+1

+3

Evasion

3

+2

+1

+1

Sneak Attack +2d6

4

+3

+4

Uncanny Dodge (Dex AC bonus)

5

+3

Sneak Attack +3d6

6

+4

+2

+5

+2

Uncanny Dodge (Cannot be flanked)

7

+5

Sneak Attack +4d6

8

+6/+1

+6

9

+6/+1

+3

+3

Sneak Attack +5d6

10

+7/+2

+7

Bonus Feat

11

+8/+3

Sneak Attack +6d6

12

+9/+4

+4

+8

+4

13

+9/+4

Sneak Attack +7d6

14

+10/+5

+9

Bonus Feat

15

+11/+6/+1

+5

+5

Sneak Attack +8d6

16

+12/+7/+2

+10

17

+12/+7/+2

Sneak Attack +9d6

18

+13/+8/+3

+6

+11

+6

Bonus Feat

19

+14/+9/+4

Sneak Attack +10d6

20

+15/+10/+5

+12

Sneak Attack: When using a Sneak Attack a rogue adds extra damage (as indicated on the table) to his attack. A Sneak Attack can only be made when the target is immobilized or surprised. A Sneak Attack can only be made at short range or with a melee attack.

Evasion (Feat)

Uncanny Dodge: At 4th level Uncanny Dodge allows a rogue to retain his AC bonus unless he is immobilized. At 6th level Uncanny Dodge allows the rogue to avoid being “flanked.”

Feat Restriction: Rogues may select feats from the categories General, Warrior, and Martial Arts.

Weapon Proficiency: Class 1 (Small and Medium), Class 3 (Small and Medium), Class 4, and Class 6

Armor Proficiency: Light and Medium

HD: d6

Skill Points: 8 + Intelligence modifier (x4 at 1st level)

Class Skills:

· Appraise

· Astrogation

· Athletics

· Balance

· Bluff

· Climb

· Computer (Hacking)

· Computer (Operations)

· Computer (Programming)

· Craft

· Cryptography

· Demolition

· Disable Device

· Disguise

· Escape Artist

· Engineering (Sabotage)

· Forgery

· Gambling

· Gather Information

· Hide

· Intelligence

· Interrogation

· Jump

· Knowledge (Streetwise)

· Listen

· Move Silently

· Medical (First Aid)

· Navigation

· Open Locks

· Perform

· Pick Pocket

· Pilot (Small Air Vehicle)

· Pilot (Large Air Vehicle)

· Pilot (Starship, Small)

· Pilot (Starship, Medium)

· Prestidigitation

· Read Lips

· Repair (Mechanical)

· Repair (Starship)

· Search

· Sense Motive

· Spot

· Swim

· System Operations (Communications)

· System Operations (Defense Systems)

· Tumble

· Use Magic Device

· Use Rope

Scientist/Engineer

Level

Attack

FRW

Special

1

+0

+ 0

+0

+2

Master’s Degree

2

+1

+3

+1 to Skills

3

+1

+1

+1

+1 to Skills, Bonus Feat

4

+2

+4

+1 to Skills

5

+2

+1 to Skills

6

+3

+2

+2

+5

+1 to Skills, Bonus Feat

7

+3

+1 to Skills

8

+4

+6

+1 to Skills

9

+4

+3

+3

+1 to Skills, Bonus Feat

10

+5

+7

Master’s Degree

11

+5

+1 to Skills

12

+6/+1

+4

+4

+8

+1 to Skills, Bonus Feat

13

+6/+1

+1 to Skills

14

+7/+2

+9

+1 to Skills

15

+7/+2

+5

+5

+1 to Skills, Bonus Feat

16

+8/+3

+10

+1 to Skills

17

+8/+3

+1 to Skills

18

+9/+4

+6

+6

+11

+1 to Skills, Bonus Feat

19

+9/+4

+1 to Skills

20

+10/+5

+12

Master’s Degree

Master’s Degree: Scientists and Engineers begin the game with a Master’s Degree. At levels 10 and 20 they have a chance to earn an additional degree. To earn the degree the character must have spent a substantial amount time studying for it.

Scientists and Engineers receive a +1 bonus to skills in their chosen field(s) of study at each level except 1st, 10th, 20th, etc.

Feat Restriction: Scientists and Engineers may choose feats from the General category.

Weapon Proficiency: Small Class 3 weapons and Class 4 pistols

Armor Proficiency: Light Armor

HD: d4

Skill Points: 6 + Intelligence modifier (x4 at 1st level)

Class Skills:

Scientist

· Computer (Operations)

· Computer (Programming)

· Forensics

· Invention

· Knowledge (Anthropology)

· Knowledge (Archaeology)

· Knowledge (Astronomy)

· Knowledge (Biology)

· Knowledge (Botany)

· Knowledge (Chemistry)

· Knowledge (Geography)

· Knowledge (Geology)

· Knowledge (Math)

· Knowledge (Nature)

· Knowledge (Physics)

· Medical (Cybernetics)

· Medical (Doctor)

· Medical (First Aid)

· Medical (Paramedic)

· Medical (Surgery)

· Pilot (Small Air Vehicle)

· Pilot (Large Air Vehicle)

· Pilot (Starship, Small)

· Swim

· Use Rope

· Writing

Engineer

· Astrogation

· Computer (Operations)

· Computer (Programming)

· Engineering (Armor

· Engineering (Computer/Nanotech)

· Engineering (Defense Systems)

· Engineering (Electrical)

· Engineering (Mechanical)

· Engineering (Robot)

· Engineering (Sabotage)

· Engineering (Starship)

· Engineering (Weapons)

· Invention

· Knowledge (Chemistry)

· Knowledge (Math)

· Knowledge (Physics)

· Pilot (Small Land Vehicle)

· Pilot (Small Water Vehicle)

· Pilot (Small Air Vehicle)

· Pilot (Large Air Vehicle)

· Pilot (Starship, Small)

· Pilot (Starship, Medium)

· Repair (Armor)

· Repair (Communications)

· Repair (Computer/Nanotech)

· Repair (Defense Systems)

· Repair (Mechanical)

· Repair (Robotics)

· Repair (Starship)

· Repair (Weapons)

· Swim

· System Operations (Communications)

· System Operations (Defense Systems)

· System Operations (Weapons)

· Writing

Warrior

Level

Attack

FRW

Special

1

+1

+2

+ 0

+ 0

Bonus Feat

2

+2

+3

Bonus Feat

3

+3

+1

+1

4

+4

+4

Bonus Feat

5

+5

6

+6/+1

+5

+2

+2

Bonus Feat

7

+7/+2

8

+8/+3

+6

Bonus Feat

9

+9/+4

+3

+3

10

+10/+5

+7

Bonus Feat

11

+11/+6/+1

12

+12/+7 /+2

+8

+4

+4

Bonus Feat

13

+13/+8 /+3

14

+14/+9 /+4

+9

Bonus Feat

15

+15/+10 /+5

+5

+5

16

+16/+11/+6/+1

+10

Bonus Feat

17

+17/+12/+7/+2

18

+18/+13/+8/+3

+11

+6

+6

Bonus Feat

19

+19/+14/+9/+4

20

+20/+15/+10/+5

+12

Bonus Feat

Feat Restriction: Warriors may choose feats from the categories General, Warrior, and Martial Artist.

Warriors may choose the weapon specialization feat up to five times/weapon.

Weapon Proficiency: Class 1, 2,3,4,5,6,7

Armor Proficiency: Light, Medium, Heavy

HD: d8

Skill Points: 6 + Intelligence modifier (x4 at 1st level)

Class Skills:

· Astrogation

· Athletics

· Balance

· Business

· Climb

· Computer (Operations)

· Computer (Programing)

· Craft

· Demolition

· Engineering (Armor)

· Engineering (Electrical)

· Engineering (Mechanical)

· Engineering (Sabotage)

· Engineering (Starship)

· Engineering (Weapons)

· Gambling

· Interrogation

· Intimidate

· Intuit Direction

· Jump

· Knowledge (Astronomy)

· Knowledge (History)

· Knowledge (Law)

· Knowledge (Math)

· Knowledge (War)

· Listen

· Medical (First Aid)

· Medical (Paramedic)

· Navigation

· Pilot (Animal)

· Pilot (Small Land Vehicle)

· Pilot (Small Air Vehicle)

· Pilot (Large Air Vehicle)

· Pilot (Starship, Small)

· Pilot (Starship, Medium)

· Repair (Armor)

· Repair (Mechanical)

· Repair (Starship)

· Repair (Weapons)

· Search

· Sense Motive

· Spot

· Survival

· Swim

· System Operations (Communications)

· System Operations (Defense Systems)

· Tactics

· Use Rope

· Zero-G Training

Wizard

Level

Attack

FRW

Special

1

+0

+ 0

+0

+2

Initial Spells

2

+1

+3

3

+1

+1

+1

4

+2

+4

5

+2

6

+3

+2

+2

+5

7

+3

8

+4

+6

Scroll

9

+4

+3

+3

10

+5

+7

Potion

11

+5

12

+6/+1

+4

+4

+8

Item

13

+6/+1

14

+7/+2

+9

Item

15

+7/+2

+5

+5

16

+8/+3

+10

Item

17

+8/+3

18

+9/+4

+6

+6

+11

Item

19

+9/+4

20

+10/+5

+12

Item

Initial Spells: Wizards begin the game with Detect Magic, Read Magic, and 4 other spells of the player’s choice.

Scroll: At level 8 Wizards gain the ability to create magical scrolls (see Chapter ?: Magic).

Potion: At level 10 Wizards gain the ability to create magical potions (see Chapter ?: Magic).

Item: At level 12 and every even level afterwards Wizards gain the ability to enchant one additional type of item (see Chapter ?: Magic).

Feat Restriction: Wizards may choose feats from the categories General and Magical.

Weapon Proficiency: Class1 (Small), Class 3 (Small), and Class 4 (pistols)

Armor Proficiency: Light Armor

HD: d4

Skill Points: 4 + Intelligence modifier (x4 at 1st level)

Class Skills:

· Administration

· Alchemy

· Business

· Computer (Operations)

· Concentration

· Craft

· Decipher Script

· Diplomacy

· Forensics

· Hypnotism

· Knowledge (Arcana)

· Knowledge (Archaeology)

· Knowledge (Biology)

· Knowledge (Chemistry)

· Knowledge (History)

· Knowledge (Literature)

· Knowledge (Math)

· Knowledge (Nature)

· Knowledge (Physics)

· Knowledge (The Planes)

· Medical (Doctor)

· Medical (First Aid)

· Medical (Paramedic)

· Medical (Surgery)

· Perform

· Pilot (Small Air Vehicle)

· Prestidigitation

· Scry

· Spellcraft

· Swim

· Writing

· Use Rope

Spells

LevelMax Casting Level

0-Level Spells/Day

Spell Levels/Day

1

1

2

1

2

1

3

2

3

2

4

4

4

2

6

7

5

3

7

11

6

3

8

14

7

4

10

20

8

4

11

27

9

5

12

32

10

5

14

39

11

5

15

51

12

6

16

66

13

6

18

78

14

7

19

85

15

7

20

94

16

8

22

115

17

8

23

130

18

9

24

140

19

9

26

155

20

9

27

170

21

10

28

190

Education in Sidus Ulus

Basic EducationEvery native born citizen of Sidus Ulus is entitled to a basic education. This is known as Primary School. A child begins Primary School at age five and continues until they finish Year 16 and graduate, usually at age twenty. Primary School provides a general comprehensive education. However, for the last five years students can focus their education if they so choose. Upon graduation a student receives the title Insignis Doctus.

Characters who have completed Primary School gain the following bonus skills:

SkillRanks

Athletics3

Computer Operations3

Knowledge (Astronomy)3

Knowledge (Biology)3

Knowledge (History)3

Knowledge (Math)3

Knowledge (Physics)3

Pilot (Small Air Vehicle)3

Swim3

In addition the character receives 20 extra skill points to spend on any skill allowed by the GM. As a general guideline allowed skills should normally be those that might reasonably be acquired while going through school.

NOTE: A character may begin the game with up to 5 ranks in skills they learned through Primary School.

Higher Education

After Primary School a student may choose to continue their studies at an institution of higher learning. Usually after about five years of such study one can graduate with a Master’s Degree. Those who have earned a Master’s Degree gain the title of Master of _________ (ex. Master of Robotic Engineering or Master of Theoretical Physics). They are commonly addressed with the word “Master” in front of their name.

Characters with a Master’s Degree receive additional bonus skills based on their chosen Field of Study:

Skill (Field of Study)Ranks

Skill Most Relevant to Field of Study+10

1st Related Skill+5

2nd Related Skill+5

The character also receives 10 skill points to distribute among other skills (not in their Field of Study) as allowed by the GM. They may also begin with more than 5 ranks in skills that are inside their Field of Study. Finally, skills in their Field of Study become class skills if they are not already.

Skills

Skill

Ability

Skill

Ability

Acrobatics*

Dex

Jump* Φ

Str

Administration Φ

Int

Knowledge (Anthropology)

Int

Alchemy

Int

Knowledge (Archaeology)

Int

Appraise Φ

Int

Knowledge (Arcana)

Int

Astrogation

Int

Knowledge (Biology)

Int

Athletics*

Str

Knowledge (Boating)

Int

Balance* Φ

Dex

Knowledge (Astronomy)

Int

Bluff Φ

Cha

Knowledge (Botany)

Int

Brainwashing

Int

Knowledge (Cartography)

Int

Climb* Φ

Str

Knowledge (Chemistry)

Int

Computer (Hacking)

Int

Knowledge (Geography)

Int

Computer (Operations) Φ

Int

Knowledge (Geology)

Int

Computer (Programming)

Int

Knowledge (History)

Int

Concentration Φ

Con

Knowledge (Law)

Int

Craft* Φ

Int

Knowledge (Literature)

Int

Cryptography

Int

Knowledge (Math)

Int

Demolition Φ

Wis

Knowledge (Nature)

Int

Diplomacy Φ

Cha

Knowledge (NBC Training)

Int

Disable Device*

Dex

Knowledge (Physics)

Int

Disguise Φ

Cha

Knowledge (The Planes)

Int

Escape Artist* Φ

Dex

Knowledge (Politics)

Int

Engineering (Armor)

Int

Knowledge (Psionics)

Int

Engineering (Computer/Nanotech)

Int

Knowledge (Religion)

Int

Engineering (Defense Systems)

Int

Knowledge (Streetwise)

Int

Engineering (Electrical)

Int

Knowledge (War)

Int

Engineering (Mechanical)

Int

Language

Int

Engineering (Robot)

Int

Listen Φ

Wis

Engineering (Sabotage)

Int

Move Silently* Φ

Dex

Engineering (Starship)

Int

Medical (Cybernetics)

Int

Engineering (Weapons)

Int

Medical (Doctor)

Int

Forensics

Int

Medical (First Aid) Φ

Wis

Forgery* Φ

Int

Medical (Paramedic)

Int

Gambling Φ

Wis

Medical (Surgery)

Int

Handle Animals

Wis

Navigation Φ

Int

Hide* Φ

Dex

Open Locks*

Dex

Iaijutsu*

Dex

Perform* Φ

Cha

Innuendo Φ

Wis

Pilot (Animal)* Φ

Dex

Intelligence

Int

Pilot (PAAS)*

Dex

Interrogation Φ

Wis

Pilot (Small Land Vehicle)* Φ

Dex

Intimidate Φ

Cha

Pilot (Large Land Vehicle)* Φ

Dex

Intuit Direction Φ

Wis

Pilot (Small Water Vehicle)* Φ

Dex

Skill

Ability

Skill

Ability

Pilot (Large Water Vehicle)* Φ

Dex

Repair (Weapons)*

Wis

Pilot (Small Air Vehicle)* Φ

Dex

Scry

Int

Pilot (Large Air Vehicle)* Φ

Dex

Search Φ

Int

Pilot (Starship, Fighter)*

Dex

Sense Motive Φ

Wis

Pilot (Starship, Small)*

Dex

Spellcraft

Int

Pilot (Starship, Medium)*

Dex

Spot Φ

Wis

Pilot (Starship, Large)*

Dex

Survival Φ

Wis

Pilot (Starship, Capital)*

Dex

Swim** Φ

Str

Prestidigitation*

Dex

System Operations (Communications) Φ

Wis

Repair (Armor)*

Wis

System Operations (Defense Systems) Φ

Wis

Repair (Communications)*

Wis

System Operations (Sensors) Φ

Int

Repair (Computer/Nanotech)*

Wis

Tactics

Wis

Repair (Defense Systems)*

Wis

Tracking Φ

Dex

Repair (Mechanical)*

Wis

Use Rope* Φ

Dex

Repair (Robotics)*

Wis

Zero-G Training

Dex

Repair (Starship)*

Wis

* These skills are affected by the armor check modifier.

** These skills receive a –1 penalty for every 3kg of equipment carried.

Φ These skills can be used untrained.

To make a skill check roll: 1d20 + skill rank + ability modifier + misc. modifiers

The GM will set a DC (Difficulty Class) for the skill check. The skill check is successful i