Starcluster Corebook
Starcluster Corebook
Starcluster Corebook
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Star Cluster
Playing the Game
by clash bowley
Creating a character
The Character Generation book, together with the Humans and Humanoids book, contains all that is necessary to create a StarCluster
character. In StarCluster, you will continually be forced to decide between depth and breadth of knowledge. The deeper your character's knowledge, that is, the higher your plus rating in your skills, the better your character can use those skills. The broader your character's knowledge, the more skills you have to affect things. Your character will always be a compromise between depth and breadth.
Every character is unique in StarCluster, and there is no "better" character. StarCluster characters proceed directly from the life experiences and history of the character.
Constitution
Constitution is the character's total ability to keep functioning. The constitution is the character's strength, coordination, agility, and
endurance added together and multiplied times ten. The constitution has various levels which indicate how the character is doing:
Normal
The character is at peak condition, and functioning normally.
Hindered
The character is hurting. Initiative, To Hit, Damage, Skill, and any other %d roll is at -20.
Unconscious
The character becomes Unconscious. The character can be made conscious again by shaking or shouting, but any damage will make
the character Unconscious again. In addition, the character is also Hindered.
Seriously Wounded
The character is really hurting. The character is Unconscious, cannot be woken up, and is bleeding to death at the rate of 10 points per
round. The bleeding will stop if the wound is bound, another character taking one round to do so, and is defenseless while doing so.
Normal Level is 100% of constitution,
Hindered Level is 75% of constitution,
Unconscious Level is 50% of constitution, and
Seriously Wounded Level is 25% of constitution.
When the character is between Hindered Level and Normal Level, the character is Normal. Between Unconscious Level and Hindered
Level, the character is Hindered. Between Seriously Wounded Level and Unconscious Level, the character is Unconscious. Below Serious Wounded level, the character is Seriously Wounded. If the character is exactly on a level, a character functions at the level above.
For instance, if a character is exactly at Hindered Level, the character is Normal.
StarCluster Combat
Ranges
Ranges in StarCluster are given by weapon. A weapon's range rating is one of the following:
Point Blank - Within 2 meters. This is the range for all held weapons that must be used held in the hand, like most blades and melee
weapons.
Short - Between 2 and 10 meters.
Medium - Between 10 and 50 meters.
Long - Between 50 and 250 meters.
Far - Between 250 and 1000 meters.
Very Far - Between 1000 and 2000 meters.
A weapon's Range rating is the range at which it is normally effective, that is, at a penalty of zero. The next range higher is always at 40% to hit, the range after that is impossible to hit. Closer ranges give a +5% for each of the next two range steps, giving a +5% to hit
for the next nearer range step and +10% for the next range step closer than that. Targets closer than this are impossible to hit with this
Cover
Cover is the use of obstructions to decrease the probability of being hit. Examples are hiding behind a rock, or firing from around a
doorway. In StarCluster, cover is rated in 4 steps: 25% cover, 50% cover, 75% cover, and 100% cover. The effects of such cover are
given below.
25% Cover - The target is behind a small rock or tree, or perhaps an obscuring curtain of cloth or leaves. If the shooter rolls a hit, a
second roll against the cover is made. A roll of 25 or higher, unmodified, is a true hit, anything lower hits the cover instead of the target. The target has no penalty to return fire.
50% Cover - The target is behind a low wall, or shooting around a doorway or a large tree, or something similar. If the shooter rolls a
hit, a second, unmodified roll is made against the cover. A roll of 50 or greater is a true hit, anything else hits the cover. The target has
a -25% penalty to return fire.
75% Cover - The target is in a well protected position, firing through a loophole or small window, or some similar situation. If the
shooter rolls a hit, a second roll against the cover is made. A roll of 75 or higher, unmodified, is a true hit, anything lower hits the cover
instead of the target. The target has a 50% penalty to return fire.
100% Cover - The target is entirely behind some large, solid object, and cannot be hit. The target cannot return fire, as doing so will
reduce the cover to a 75% rating at least. Cover should be adjudicated by the GM using the examples above.
Poison
Poison can be used in combat, and can be made by characters with the Drug, Herbalism, or Chemistry skills. The chance to make a
poison is equal to the normal skill chance minus 20, thus if the character has a skill chance of 50%, the chance to make poison is 30%.
Poisons made with the Chemistry or Herbalism skill have a minus 20% on their effectiveness, while poisons made with the Drug skill
have a plus 20% on their effectiveness. Natural poisons used by creatures have a normal effectiveness. If poison is made, roll %d and
consult the following table:
No Effect
-20 constitution
-50 constitution
-100 constitution
Automatic unconsciousness for 1d6 rounds
Automatic unconsciousness for 1d10 days
Reduce target's constitution to one below Unconscious Level
Reduce target's constitution to one below Seriously Wounded Level
Unconscious, with death in 1d6 rounds unless healed
Immediate death
Healing
Playing the Game - 10 -
Armor
Armor in StarCluster works to prevent you from being hit. The classes of armor are:
Skin The base condition. No armor, or very little.
Hide An armor made from leathers of various sorts.
Ballistic A somewhat tougher to hit armor, impact resistant and ablative.
Steel This armor is made of steel, usually in links
Plate Also made from steel, this armor is made in large plates.
Ceramic Fiber reinforced ceramic composite armor. May be powered.
Magic Only available on Jalan, this armor is made of steel plates that have been enhanced by magic.
Plasteel Hullmetal armor, very dense. May be powered.
Chromskin Armor designed to deflect beam weapons. Useless against anything else.
Wicker Light and flexible armor, excellent against arrows and darts, but mostly useless against other things.
When a character is attempting a task for which there is an in-game skill, but the character does not have it, use a zero level
skill check, where you roll the governing attribute plus attribute modifiers or less on %d. This is fine for difficult tasks, but for
simpler tasks you will probably want to give a healthy bonus modifier of +5 to+20 at your discretion.
When the character is attempting a task for which there is no in-game skill, but the character was employed in a profession
that would have some call to use that skill or a related skill occasionally, use the Employment check method. You could just assign
arbitrary numbers, or you could use something like governing attribute + 3X years spent in that profession.
When the character is attempting a task for which there is no in-game skill, and the character would realistically not know
much about the skill, use an Attribute Check at X1 - X4 depending on the ease or difficulty of the skill. Remember that Attribute
checks have no modifier for high governing attribute.
Remember, if you feel that in the given situation a different check would be more suitable, go with your instincts. These are guidelines, not hard and fast rules. We laid out these several methods to give GMs a choice, as we felt that the GMs, who know more
about the given situation than we ever could, would be the best ones to decide.
Automatic fire
Automatic fire weapons such as assault rifles, machine guns, and submachine guns can fire more than one bullet with each pull of
the trigger. When using automatic fire weapons, there are three possible modes of operation:
Single Shot:
When using single shot mode, one bullet for each pull of the trigger. This is treated exactly the same as a normal rifle or pistol.
Assault rifles and submachine guns can use single shot modes.
Burst Fire:
With burst fire, the weapon fires three rounds with each pull of the trigger. This gives the best compromise between ability to hit and
damage. One roll of the dice is made. The first round is at -20% to hit, the second at -40%, and the third at -60%. For example, Bob
hits skin at 85%. He rolls a 35. The target number of 85 is dropped 20 for the first round for a result of 65, which is higher than the
roll, so the first round hits. The recond round fired is at -40, resulting in a target number of 45, which again is higher than the roll of 35.
so the second round also hits. The third round is at -60, resulting in a target number of 25, which is lower than the roll of 35, so the
third round misses. Assault rifles, submachine guns, and machine guns can use Burst Fire.
Spaceports
There are 4 general types of spaceport, types A, B, C, and D. A better explanation of each is in order.
Spaceport Type A is a ground spaceport with no orbital component, and with refueling capabilities appropriate to the Tech Level of
the world or lower.
Type A spaceports can be anything from a cleared field in a primitive world to a complex like the NASA installation at Cape Canaveral
or Baikonur Cosmodrome. The ability of the spaceport to service the arrivals is dependent on the Tech Level of the world. This type
of spaceport is typical on backward or primitive worlds.
Spaceport Type B is a ground spaceport with no orbital component, and with refueling capabilities of a Tech Level 9 or 10 world, i.e.
Matter-Anti-Matter, no matter what the Tech Level of the world is.
Type B spaceports are generally small but well equipped, high tech level ports. This is because the spaceport has been imported from a
higher tech world. These installations are typical on Thieves' Worlds and on Hunting Planets, both of which get much traffic from high
tech worlds in comparison to the size of the population.
Spaceport Type C is an orbital spaceport with no ground component.
Type C spaceports are usually found around colony worlds, as the colony ship or ships generally remain in orbit around the colony
after the colonists land on the new world, serving as the base of a starport, with the landers now functioning as shuttles. Older colonies
have substantially modified these original colony ships as their needs have grown, but the core is still there, even if it has been dismembered for component parts.
Spaceport Type D is a spaceport with both orbital and ground components.
Type D spaceports are found on and around worlds of Tech Level 8 and above with substantial populations, in other words, States or
Colonizers. In busy systems like Gloria, there might be half a dozen spaceports on the ground or in orbit, some very specialized in
what traffic they care for. One station might tend only to fission craft, with special safeguards against the radiation, or another might
only work with asteroid mining craft. Each world is different in it's needs, and thus in the exact distribution of services.
StarCluster
Guide to CharActer
Generation
by clash bowley
Character Generation - 15 -
Character Generation - 16 -
Strength = 2d6
(i.e. 2 six-sided dice added together)
Strength is the character's muscular prowess. Strength is used in Melee, Blade, and Unarmed combat. Strength
is usually abbreviated as STR
Coordination and Agility = 2d6
Roll 2d6 - Put the same result under both characteristics.
Coordination is the linking of see, will, and do, quickness and deftness in fine motor skills. Coordination is used
in Bow, Gun, and Beam combat. Coordination is usually abbreviated as COOR
Agility. Agility is acrobatics, gymnastics and whole body movement. Agility helps your character with running,
jumping, climbing, and any other activity using the whole body. Agility is usually abbreviated as AGY
Endurance = 2d6
Roll 2d6
Endurance is the ability to keep going. Endurance helps your character with tasks that are repetitive, long lasting, or performed under adverse circumstances. Endurance is usually abbreviated as END
IQ = %d
(Roll 2 ten sided dice and read one die as tens, the other as ones. a 9 and a 4 would be 94. A result of 00 is always
read as 100) on Table A, Column 1 on the appropriate page for the character's Tech Level. Look up the result in
the IQ column. IQ (Intelligence Quotient) is smarts, problem solving, the ability to see significance and pattern.
PSI = %d
Roll on Table A, Column 2 on the same page you looked up your character's IQ.
Psionics are mental abilities which affect the world directly. The PSI number is the potential to use psionic energies - the number of times per day that your character can use psionic skills. Psionic points regenerate 24 hours
afte being used. Psionics is usually abbreviated as PSI
RANK = %d
Roll on Table A, Column 3 - Starting cash is found here in column 4, in the same row as the character's rank in
society. This is what your family was doing when you were born. This strongly influences the character's
upbringing and education, especially where expenses are concerned.
Charisma= 2d6
Charisma. Attractiveness, persuasiveness. Half physical, half mental. The proportion starts mostly as physical,
but increasingly becomes mental as the character ages. Charisma is usually abbreviated as CHAR
Character Generation - 17 -
Character is age 10. Try for secondary school - get skills - 6 years
In the Schools Section, select a secondary school you would like your character to go to. This is what
your character will be doing for the next six years. If your character has the money and meets the minimum
requirements, great. Deduct the money from the character's starting total and roll six times on the appropriate
skills table, once for each year. If you have the money but don't meet the minimum requirements, try for a
waiver. Roll the amount listed or more, and the requirements are waived for you. Same if you meet the minimum
requirements, but don't have the cash. Remember to add +1 to your die roll for each point of IQ over 120. High
IQ is a big asset here. The character may waive either the cost or the prerequisite (if allowed), but not both. If
you don't make it into any secondary schools, or you just don't feel the character would have, use the "No
School" column. The character receives one skill per year by rolling a 10 sided die (d10) and comparing the result
to the appropriate Skill table listed under the school taken. If the result is a bonus to a characteristic rather than
a skill (i.e. strength+1 or coordination+2, etc.) modify the appropriate characteristic in lieu of gaining a skill. If
the character receives a skill for the first time, that skill is at level one (i.e. blade+1). If the character receives a
skill already gained, that skill level is modified upward (i.e. blade+2).
In lieu of taking the skill rolled on the tables, the character may choose the metaskill associated with that
school instead, or may choose among the social skills available.
III
Basically the same procedure as II above, but select from the colleges available instead. Unlike secondary schools, the character can go to College or Grad School at any time, its just more usual to go at age
16. You can also go to a second college later on.
If you select a college with no cost, that means you must spend the six years *after* you leave college/
grad school in service to those who sponsored your education. If an employment lists that school as a prerequisite, entering that employment for six years is considered full payment of your educational debt. If you go to
both college and grad school by this means, both debts must be fulfilled in the order you incurred them. During
these six years of employment, you do not change your employment.
In lieu of taking the skill rolled on the tables, the character may choose the metaskill associated with that
school instead, or may choose among the social skills available.
IV
Employment
If the player does not wish for the character to go to higher education (i.e. college and/or grad school)
or the character does not qualify or fails all waiver rolls, the character goes immediately into employment.
Select a profession from the appropriate section. If you meet the prerequisites, you are in that profession
as long as you wish to stay. If you do not meet the prerequisites, you may attempt a waiver roll. Each year in that
employment, the character receives one skill by rolling a six-sided die (d6) - possibly modified- and comparing
the result to the Skill tables listed for that profession. Each employment has at least two Skill sets available, and
the player may choose which skill table the roll applies to after rolling.
In lieu of taking the skill rolled on the tables, the character may choose the metaskill associated with that
Character Generation - 18 -
01-05
05-10
11-20
20-40
-1 str
-1 coor
-1 agy
-1 end
This simulates the debilitating effects of aging on the character. This roll must be taken even after
characters join play, and can never be avoided. The effects of aging can be mitigated or reversed by the character finding employment which increases characteristics, but that comes in lieu of gaining skills.
Boost is a drug available at TL 9 which slows down aging. It stays in effect for 12 years, and allows the
character to physically age at 1/3 the pace normally allotted. Thus the player rolls one physical disability roll
every of 12 years, instead of every 4 years. Boost costs 1000cr per 12 year dose at TL9, and 100cr per dose at
TL10. It is available on the black market at TL8 at 10,000cr, and goes up in price by a factor of 10 per tech level
downward, thus 100,000cr at TL7, 1,000,000cr at TL6, and 10,000,000cr at TL5. It is, of course, not available for
export to lower tech worlds, and must be obtained by illegal means, which is why it is so expensive.
Character Generation - 19 -
You have 35 points to apportion between Strength, Coordination, Agility, Endurance, and Charisma. These stats
can be used as is. If the GM wants more heroic stature characters, bonus points may be given.
You have 150 points to apportion between IQ, PSI, and RANK. These are raw scores, and should be looked up
on the appropriate table for your Tech Level. For example an IQ score of 50 at Tech Level 4 is equal to an IQ of
105.
Strength is the character's muscular prowess. Strength is used in Melee, Blade, and Unarmed combat. Strength
is usually abbreviated as STR
Coordination is the linking of see, will, and do, quickness and deftness in fine motor skills. Coordination is used
in Bow, Gun, and Beam combat. Coordination is usually abbreviated as COOR
Agility. Agility is acrobatics, gymnastics and whole body movement. Agility helps your character with running,
jumping, climbing, and any other activity using the whole body. Agility is usually abbreviated as AGY
Endurance is the ability to keep going. Endurance helps your character with tasks that are repetitive, long lasting, or performed under adverse circumstances. Endurance is usually abbreviated as END
IQ (Intelligence Quotient) is smarts, problem solving, the ability to see significance and pattern.
Psionics are mental abilities which affect the world directly. The PSI number is the potential to use psionic energies - the number of times per day that your character can use psionic skills. Psionics is usually abbreviated as
PSI
Rank is what your family was doing when you were born. This strongly influences the character's upbringing
and education, especially where expenses are concerned.
Charisma is attractiveness and persuasiveness, and is half physical and half mental. The proportion starts mostly
as physical, but increasingly becomes mental as the character ages. Charisma is usually abbreviated as CHAR
These are the character's abilities at the age of ten. The character is not finished growing, and will physically
change as age and experience modify the character.
.II
Character is age 10. Try for secondary school - get skills - 6 years
In the Schools Section, select a secondary school you would like your character to go to. This is what
your character will be doing for the next six years. If your character has the money and meets the minimum
requirements, great. Deduct the money from the character's starting total and continue.
If you have the money but don't meet the minimum requirements, try for a waiver. Roll the amount listed or
Character Generation - 20 -
The character receives one skill per year from the list of skills available, with any 3 of the skills doubled.
EXAMPLE:
Your character chooses Exclusive Private School. You choose as skills gun, IQ+5, blade, Rank, coordination and
charisma. You can double any 3 of these, so you choose to double gun, coordination and charisma for a total
result of:
gun+2, IQ+10, blade+1, Rank+1, Coordination+2, and Charisma+2.
If the result is a bonus to a characteristic rather than a skill (i.e. strength+1 or coordination+2, etc.) modify the
appropriate characteristic in lieu of gaining a skill. If the character receives a skill for the first time, that skill is at
level one (i.e. blade+1). If the character receives a skill already gained, that skill level is modified upward (i.e.
blade+2).
III
In lieu of taking the skill rolled on the tables, the character may choose the metaskill associated with that
school instead, or may choose among the social skills available.
Unlike secondary schools, the character can go to College or Grad School at any time, its just more usual to go
at age 16. You can also go to a second college later on.
If you select a college with no cost, that means you must spend the six years *after* you leave college/
grad school in service to those who sponsored your education. If an employment lists that school as a prerequisite, entering that employment for six years is considered full payment of your educational debt. If you go to
both college and grad school by this means, both debts must be fulfilled in the order you incurred them. During these six years of employment, you cannot change your employment.
The character receives one skill per year for the next 4 years from the list of skills available, with any 1 of the
skills doubled.
EXAMPLE:
Your character chooses Exclusive College. You choose as skills biology, physics, gun, and chemistry. You can
double any 1 of these, so you choose to double physics for a total result of:
biology+1, physics+2, gun+1, and chemistry+1
In lieu of taking the skill rolled on the tables, the character may choose the metaskill associated with that
Character Generation - 21 -
Employment
If the player does not wish for the character to go to higher education (i.e. college or grad school) or the
character does not qualify or fails all waiver rolls, the character goes immediately into employment.
Select a profession from the appropriate section. If you meet the prerequisites, you are in that profession
as long as you wish to stay. If you do not meet the prerequisites, you may attempt a waiver roll.
Each year the character receives one skill from the Available Skills list for that profession. Every six years
in a profession, the one skill taken during those years is doubled - i.e. a choice of "streetwise" becomes "streetwise+2"
In lieu of choosing a skill from the skills available list, the character may choose the metaskill associated with
that profession instead, or may choose among the social skills available.
01-05
05-10
11-20
20-40
-1 str
-1 coor
-1 agy
-1 end
This simulates the debilitating effects of aging on the character. This roll must be taken even after
characters join play, and can never be avoided. The effects of aging can be mitigated or reversed by the character finding employment which increases characteristics, but that comes in lieu of gaining skills.
Boost is a drug available at TL 9 which slows down aging. It stays in effect for 12 years, and allows the
character to physically age at 1/3 the pace normally allotted. Thus the player rolls one physical disability roll
Character Generation - 22 -
Convince
Goad
Entice
Endear
Engrace
React
Adapt
Operate
Overdo
Character Generation - 23 -
IQ
70
80
85
90
95
100
105
107
109
111
113
115
117
119
121
123
125
127
129
131
133
135
137
140
PSI
0
0
0
0
0
0
0
1
1
1
1
2
2
2
2
2
3
3
3
4
4
4
5
5
Rank
Street Orphan
Poverty Stricken
Very Poor
Welfare Family
Poor Family
Working Class last child
Farm Child
Working Class - mid child
Working Class Small Family
Working Class - only child
Large Mid Class Family
Medium Mid Class Family
Small Mid Class Family
Military Family - Field Rank
Small Trading Family
Poor Aristocratic Family
Owns Large Mfg Company
Planetary Trading Family
Military Family General Rank
Agribusiness Family
Rich Aristocratic Family
Interstellar Trading Family
Family Own Huge Conglom
Planetary Royalty
Character Generation - 24 -
Rank #Cash
1
10cr
2
15cr
3
20cr
4
25cr
5
30cr
6
40cr
7
45cr
8
55cr
9
60cr
A
65cr
B
70cr
C
75cr
D
80cr
E
85cr
F
95cr
G
100cr
H
200cr
I
300cr
J
350cr
K
400cr
L
500cr
M
700cr
N
900cr
O
1000cr
IQ
70
80
85
90
95
100
105
107
109
111
113
115
117
119
121
123
125
127
129
131
133
135
137
140
PSI
0
0
0
0
0
0
0
1
1
1
1
2
2
2
2
2
3
3
3
4
4
4
5
5
Rank
Street Orphan
Poverty Stricken
Very Poor
Welfare Family
Poor Family
Working Class - last child
Farm Child
Working Class - mid child
Working Class Small Family
Working Class - only child
Large Mid Class Family
Medium Mid Class Family
Small Mid Class Family
Military Family - Field Rank
Small Trading Family
Poor Aristocratic Family
Owns Large Mfg Company
Wealthy Trading Family
Military Family General Rank
Agribusiness Family
Rich Aristocratic Family
Rich Trading Family
Family Own Conglom
Royalty Cadet Branch
Character Generation - 25 -
#
1
2
3
4
5
6
7
8
9
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
Cash
10cr
15cr
20cr
25cr
30cr
40cr
45cr
55cr
60cr
65cr
70cr
75cr
80cr
85cr
95cr
100cr
200cr
300cr
350cr
400cr
500cr
700cr
900cr
1000cr
IQ
70
80
85
90
95
100
105
107
109
111
113
115
117
119
121
123
125
127
129
131
133
135
137
140
PSI
0
0
0
0
0
0
0
1
1
1
1
2
2
2
2
2
3
3
3
4
4
4
5
5
Rank
Street Orphan
Poverty Stricken
Very Poor
Family on Charity
Poor Family
Working Class - last child
Farm Child
Working Class - mid child
Working Class Small Family
Working Class - only child
Large Mid Class Family
Medium Mid Class Family
Small Mid Class Family
Military Family - Field Rank
Small Trading Family
Poor Aristocratic Family
Owns Large Mfg Company
Large Trading Family
Military Family General Rank
Rich Farming Family
Rich Aristocratic Family
Rich Trading Family
Family Own Ship Line
Royalty Cadet Branch
Character Generation - 26 -
#
1
2
3
4
5
6
7
8
9
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
Cash
10cr
15cr
20cr
25cr
30cr
40cr
45cr
55cr
60cr
65cr
70cr
75cr
80cr
85cr
95cr
100cr
200cr
300cr
350cr
400cr
500cr
700cr
900cr
1000cr
School
Prerequisites
Rank I+
Rank G+
COOR 10+, CHAR 11+
COOR 9+, IQ 100+I
Rank K or 7, STR 10+
PSI 3+
Skill
Table
I
II
III
V
V
VI
%d
Metaskill
Waiver
90%
converse+1
80%
appear+1
80%
create+1
70%
analyze+1
70%
grow+1
85%
focus+1
(waive cost only)
200cr
150cr
70cr
50cr
35cr
200cr
Exclusive Private
Private Prep
School for the Arts
Tech
Agricultural
Psionics
15cr
Military
(3 of 4) STR, COOR,
AGY, END 8+
Rank 6+
None
10cr
0cr
High
No School
VII
VIII
IX
80%
90%
N/A
%d
Metaskill
Waiver
90%
organize+1
80%
design+1
90%
focus+1
(waive cost only)
85%
analyze+1
80%
grow+1
80%
organize+1
75%
appear+1
75%
obtain+1
70%
relate+1
75%
appear+1
70%
relate+1
80%
create+1
80%
embellish+1
N/A
see work
discipline+1
relate+1
obtain+1
College
Prerequisites
300cr
150cr
300cr
Exclusive
Engineering
Psionics
Private School
Tech or Mil School
PSI 4+ or Psi School
Skill
Table
1
2
3
4
5
13
E
14
P
6
7
AH
AI
N/A
80cr
75cr
0cr*
0cr**
0cr**
0cr***
45cr
100cr
45cr
50cr
0cr
*
**
***
Computer
Agricultural
Military
Thieves
Journeyman Thief
Seminary
Acting
Liberal Arts
Art
Music
No College -Work
Become officer for 6 years
Become apprentice thief for 6 years
become priest for 6 years
School
Prerequisites
300cr
300cr
0cr*
100cr
200cr
Skill
Table
11
8
9
10
12
Character Generation - 27 -
%d
Waiver
80%
80%
90%
75%
95%
Metaskill
repair+1
organize+1
analyze+1
analyze+1
sell+1
II
1
2
3
4
5
6
7
8
9
10
IQ+10
IQ+5
program+1
charisma+1
Rank+1
blade+1
gun+1
leader+1
IQ+3
coordin+2
IQ+5
IQ+3
coordin+1
strength+1
program+1
agility+1
leader+1
coordin+1
endur+1
strength+2
2d6
Roll
2
3
4
5
6
7
8
9
10
11
12
leader+1
blade+1
gun+1
charisma+1
sociolgy+1
biology+1
physics+1
astronmy+1
planet+1
program+1
IQ+3
leader+1
gun+1
drives+1
physics+1
drives+2
mechnic+1
mechnic+2
program+1
program+2
drives+1
IQ+3
2d6
Roll
2
3
4
5
6
7
8
9
10
11
12
law+2
law+1
sociolgy+1
charisma+1
charisma+1
end+1
business+
business+1
law+1
law+1
IQ+5
sociolgy+2
leader+1
strat+1
tact+1
shgun+1
strat+1
tact+1
leader+1
leader+2
tact+2
IQ+10
charisma+1
charisma+2
program+1
blade+1
coordin+1
coordin+2
agility+1
agility+2
endur+1
endur+2
program+1
program+2
IQ+5
IQ+10
IQ+3
coordin+1
coordin+2
coordin+2
coordin+3
endur+1
IQ+3
drives+1
electron+1
program+1
program+1
program+1
program+1
program+2
electron+1
gun+1
IQ+5
IQ+5
treat+2
drug+1
treat+1
diagnose+1
biology+1
surgery+1
surgery+2
diagnose+2
drug+2
IQ+10
VI
VII
VIII
IX
strength+1
strength+2
strength+3
endur+1
endur+2
endur+3
program+1
IQ+3
coordin+1
agility+1
IQ+10
IQ+15
IQ+7
IQ+5
IQ+3
endur+1
endur+2
program+2
program+3
program+4
strength+3
strength+2
coordin+2
coordin+3
endur+2
IQ+3
gun+1
gun+2
melee+1
unarm+1
IQ+3
strength+2
coodinr+1
endur+1
agility+1
program+1
unarm+1
drugs+1
streetwse+1
IQ+5
IQ+3
strength+2
coordin+2
endur+1
agility+1
streetwse+1
streetwse+2
drugs+1
drugs+2
melee+1
planet+2
minerol+1
chem+1
biology+2
biology+1
biology+1
biology+1
chem+1
chem+1
planet+1
IQ+3
stwse+2
stwse+1
blade+1
charisma+1
charisma+1
charisma+1
charisma+1
blade+1
disguise+1
drugs+1
IQ+3
blade+1
stwse+1
charisma+1
sociolgy+1
charisma+1
biology+1
psyc+1
program+1
minerol+1
drugs+1
IQ+3
12
13
14
IQ+3
business+2
negotiate+2
negotiate+1
business+1
business+1
writing+1
psych+1
psych+2
business+2
IQ+5
IQ+3
shgun+2
gun+2
gun+1
lea+1
strat+1
tact+1
shgun+1
lea+2
tact+2
strat+2
IQ+10
picking+2
snare+2
gymnastics+1
coordination+1
forgery+1
sneaking+1
picking+1
snare+1
sneaking+2
gymnastics+2
Character Generation - 28 -
Apprenticeship
Hunter
Smith
Mason
15cr
100cr
30cr
150cr
Entertainer
Artificer
Farmer
Mage
100cr
Warrior
10cr
0cr
Thief
No Apprentice
Prerequisites
endurance 8+
strength 10+, endurance 8+
strength 8+, coordination 8+
or Rank 8
coordination 8+, charisma 10+
coordination 8+, IQ 100+
Rank K or 7, strength 10+
PSI 3+
(3 of 4) strength, coordination,
agility, endurance 8+
coordination/agility 8+
None
Skill
Table
X
XI
%d
Metaskill
Waiver
80%
focus+1
90%
repair+1
XII
XIII
XIV
XV
XVI
75%
build+1
80%
appear+1
70%
create+1
75%
grow+1
75%
focus+1
(waive cost only)
XVII
XVIII
XIX
80%
80%
N/A
discipline+1
obtain+1
relate+1
College or
Journeyman
Prerequisites
Skill
Table
%d
Metaskill
Waiver
150cr
100cr
Col. of Science
Jour. Smith
15
90%
200cr
Mage Col
0cr*
100cr
0cr***
75cr
0cr**
0cr*
50cr
0cr
*
**
***
Military Col.
Bard's Col.
Seminary Col.
Jour. Mason
Jour. Thief
Naval Col.
Col. of Artsc
None -Work
Become officer for 6 years
Become thief for 6 years
become priest for 6 years
16
80%
17
80%
(waive cost only)
18
80%
19
75%
20
70%
21
70%
22
75%
23
80%
24
80%
Any
N/A
analyze+1
build+1
focus+1
organize+1
create+1
relate+1
build+1
obtain+1
organize+1
create+1
see work
School
Prerequisites
Skill Table
300cr
300cr
0cr*
100cr
200cr
Medical
Law
War
Science
Business
College of Science
College of Arts
Military College
College of Science
Rank F,H,I,K,M, or N
28
26
27
28
29
%d
Waiver
80%
80%
90%
75%
95%
Character Generation - 29 -
Metaskills
repair+1
organize+1
analyze+1
analyze+1
sell+1
XI
XII
1
2
3
4
5
6
7
8
9
10
IQ+5
IQ+3
endur+1
endur+2
bow+1
tracking+1
snare+1
strength+1
strength+2
agility+3
IQ+5
IQ+10
strength+1
strength+2
strength+3
endure+1
minerol+1
smithing+1
endur+2
IQ+15
IQ+5
IQ+3
IQ+15
IQ+3
coordin+1 IQ+10
masonry+1 coordin+2 IQ+5
carpentry+1 music+1
IQ+3
strength+1 music+2
coordin+1
coordin+1 agility+1
coordin+2
coordin+2 agility+2
smithing+1
minerol+1 endur+1
masonry+1
mining+1 gymnast+1 coordin+3
minerol+2 streetwise+1 IQ+20
2d6
Roll
15
16
2
3
4
5
6
7
8
9
10
11
12
IQ+5
IQ+3
chemistry+1 strength+1
drug+1
smithing+2
smithing+1 smithing+1
minerol+1 minerol+1
linguist+1 business+1
history+1 mining+1
research+1 melee+1
mech+1
mech+1
mech+2
mech+2
physics+2 smith+3
2d6
Roll 23
24
2
3
4
5
6
7
8
9
10
11
12
linguist+2
law+2
history+1
psych+1
drink+1
alertness+1
linguist+1
law+1
taste+1
taste+2
research+2
course+2
steering+2
weather+1
sailing+1
rope+1
steering+1
mech+1
blade+1
engines+1
sailing+2
engines+2
interrog+2
TK+2
stun+2
pyro+1
shield+1
shield+1
healing+1
stun+1
interr+1
healing+2
shield+2
blade+2
engines+2
gymnast+1
bow+1
melee+1
blade+1
tactics+1
strategy+1
lead+1
riding+2
bow+2
XV
XVI
XVII
XVIII
strength+1
strength+2
strength+3
endur+1
endur+2
endur+3
biology+
biology+2
business+1
riding+1
IQ+10
IQ+15
IQ+5
coordin+1
coordin+2
shield+1
TK+1
endur+1
endur+2
endur+3
strength+1
strength+2
strength+3
coordin+1
coordin+2
endur+1
endur+2
blade+1
bow+1
IQ+5
IQ+15
IQ+5
IQ+5
stwse+1
picking+1 drug+1
coordin+1 drink+1
coordin+2 strngth+1
streetwise+1 agility+1
sneaking+1 endur+1
agility+1
drink+2
agility+2
bus+1
blade+1
melee+1
19
20
21
22
IQ+10
music+2
history+2
history+1
unarmed+1
music+1
psych+1
writing+1
socio+1
herb+2
diagnose+2
herb+2
masonry+2 IQ+10
psych+2
carpentry+2 picking+2
cooking+1 cooking+1 snare+2
dowsing+1 drinking+1 gymnastics+1
writing+1 mechanics+1 coordination+1
unarmed+1 melee+1
forgery+1
law+1
chemistry+1 sneaking+1
history+1 sculpting+1 picking+1
research+1 strength+1 snare+1
writing+2 sculpting+2 sneaking+2
linguist+2 masonry+3 gymnastics+2
27
tactics+3
blade+2
riding+1
lead+1
drinking+1
alertness+1
melee+1
blade+1
strategy+1
survival+2
melee+2
28
29
IQ+10
IQ+5
biology+2
biology+1
chem+1
physics+1
minerol+1
mech+1
chem+2
physics+2
research+2
business+3
business+2
business+1
writing+1
drinking+1
stash+1
psychology+1
negotiate+1
linguistics+1
negotiate+2
negotiate+
Character Generation - 30 -
XIX
Apprenticeship
Prerequisites
10cr
50cr
50cr
15cr
100cr
30cr
150cr
Apprentice Hunter
Apprentice Smith
Apprentice Mason
Apprentice Entertainer
Apprentice Artificer
Apprentice Farmer
Apprentice Wizard
endurance 8+
strength 10+, endurance 8+
strength 8+, coordination 8+ or Rank 8
coordination 8+, charisma 10+
coordination 8+, IQ 100+
Rank K or 7, strength 10+
PSI 3+
Skill
Table
X
XI
XII
XIII
XIV
XV
XVI
100cr
10cr
0cr
Apprentice Warrior
Apprentice Thief
No Apprenticeship
XVII
XVIII
XIX
%d
Metaskill
Waiver
80%
focus+1
90%
repair+1
75%
build+1
80%
appear+1
70%
design+1
75%
grow+1
75%
focus+1
(cost only)
80% discipline+1
80%
obtain+1
N/A
relate+1
Table 2: Colleges
Cost
School
Prerequisites
150cr
100cr
200cr
College of Science
Journeyman Smith
Wizard's College
Skill
Table
11
12
13
0cr*
100cr
0cr***
75cr
0cr**
0cr*
50cr
0cr
Military College
Bard's College
Seminary
Journeyman Mason
Journeyman Thief
Naval College
College of Arts
No College -Work
14
15
16
17
18
19
20
Any
%d
Metaskill
Waiver
90%
analyze+1
80%
build+1
80%
focus+1
(cost only)
80%
organize+1
75%
create+1
70%
relate+1
70%
build+1
75%
obtain+1
80%
organize+1
80%
create+1
N/A
relate+1
Skill
Table
21
22
23
24
25
%d
Waiver
80%
80%
90%
75%
95%
*
**
***
School
Prerequisites
300cr
300cr
0cr*
100cr
200cr
Medical School
Law School
War College
Science School
Business School
College of Science
College of Arts
Military College
College of Science
Rank F,H,I,K,M, or N
Character Generation - 31 -
Metaskill
repair+1
organize+1
analyze+1
analyze+1
sell+1
XI
1
2
3
4
5
6
7
8
9
10
IQ+5
IQ+3
endure+1
endur+2
bow+1
tracking+1
snare+1
strength+1
strength+2
agility+3
IQ+5
IQ+5
IQ+3
IQ+10
IQ+3
coor+1
strength+1 masonry+1 coor+2
strength+2 carpentry+1 music+1
strength+3 strength+1 music+2
endur+1
coor+1
agility+1
minerol+1 coor+2
agility+2
smithing+1 minerol+1 endur+1
endur+2
mining+1 gymnast+1
IQ+15
minerol+2 strtwise+1
2d6
Roll
11
12
2
3
4
5
6
7
8
9
10
11
12
IQ+5
IQ+3
chem+1
strength+1
drug+1
smithing+2
smoothing+smithing+1
minerol+1 mineral+
linguist+1 business+1
history+1 mining+1
research+1 melee+1
mech+1
mech+1
mech+2
mech+2
physics+2 smith+3
2d6
Roll
20
21
2
3
4
5
6
7
8
9
10
11
12
linguist+2
law+2
history+1
psych+1
drink+1
alert+1
linguist+1
law+1
taste+1
taste+2
research+2
diagnose+2
treat+1
surgery+1
coor+1
diagnose+1
treat+1
endur+1
research+1
herb+1
drug+2
surgery+2
blade+2
engines+2
gymnast+1
bow+1
melee+1
blade+1
tactics+1
strategy+1
lead+1
riding+2
bow+2
tactics+3
blade+2
riding+1
lead+1
drink+1
alert+1
melee+1
blade+1
trategy+1
survival+2
melee+2
XIV
XV
XVI
XVII
XVIII
XIX
IQ+15
IQ+10
IQ+5
IQ+3
coor+1
coor+2
smithing+1
coor+3
coor+3
IQ+20
strength+1
strength+2
strength+3
endur+1
endur+2
endur+3
bio+1
bus+1
bus+1
riding+1
IQ+10
IQ+15
IQ+5
coor+1
coor+2
shield+1
TK+1
endur+1
endu+2
endur+3
strength+1
strength+2
strength+3
coor+1
coor+2
endur+1
endur+2
blade+1
bow+1
IQ+5
IQ+15
IQ+5
picking+1
coor+1
coor+2
strtwise+1
sneak+1
agility+1
agility+2
blade+1
IQ+5
stwise+1
drug+1
drink+1
strngth+1
agility+1
endure+1
drink+2
bus+1
melee+1
15
16
17
18
19
IQ+10
music+2
history+2
history+1
unarmed+1
music+1
psych+1
writing+1
sociol+1
herb+2
diagnose+2
herb+2
psych+2
cooking+1
dowsing+1
writing+1
unarmed+1
law+1
history+1
research+1
writing+2
linguist+2
masonry+2
carp+2
cooking+1
drink+1
mech+1
melee+1
chem+1
sculpting+1
strength+1
sculpting+2
masonry+3
IQ+10
picking+2
snare+2
gymnast+1
coord+1
forgery+1
sneak+1
picking+1
snare+1
sneak+2
gymnast+2
course+2
steering+2
weather+1
sailing+1
rope+1
steering+1
mech+1
blade+1
engines+1
sailing+2
engines+2
24
25
IQ+10
IQ+5
biology+2
biology+1
chem+1
physics+1
minerol+1
mech+1
chem+2
physics+2
research+2
business+3
business+2
business+1
writing+1
drinking+1
stash+1
psychology+1
negotiate+1
linguistics+1
negotiate+2
negotiate+3
Character Generation - 32 -
Metaskill
sell+1
appear+1
appear+1
analyze+1
extract+1
organize+1
discipline+1
embellish+1
orient 3D+1
discipline+1
protect+1
relate+1
coverse+1
grow+1
extract+1
protect+1
focus+1
discipline+1
organize+1
obtain+1
sell+1
Prerequisites
Pay
Scale
100J2
50J2
150J1
150J1
50J4
150J1
50J1
50J2
60J2
50J3
100J1
30J2
200J1
75J1
150J1
20J3
50J3
100J2
40J1
50J4
negotiation+2, charisma 8+
charisma9+, streetwise+2 or Thieve's College
charisma8+, history+1
evaluate +1
history+2, sociology+2
history+3
STR 10+, END 9+ or Rank J or Mil College
painting+2 or coordination 9+
pilot+1, or smallcraft+1
STR 10+, COOR 10+, AGY 10+, END 10+
law+1 or Law School
brewing+1, psychology+2
law+2, charisma8+ or Law School
biology+3 or biology+2, chemistry+2
Apprentice Thief, drug+1
STR 8+, melee+1
beam+2, smallcraft+2
strength 10+, coordin 10+
charisma 6-, programming+2
COOR 11+, AGY 10+ or Journeyman Thief
business+4 or business+2, negotiation+2 or
Business School
100J2
Chef
FX, CP
create+1
cooking+3
80J2
Chemist
A, I
analyze+1
chemistry+3, minerology+1
75J1
Chiropractor FH, DY
repair+1
STR8+, COOR 8+, TREAT+1
100J1
Clerk
CH,CF
organize+1
writing+1
25J2
Comic
DT,CD,DD coverse+1
IQ 110+, CHAR 8+ or
Acting College, IQ 110+
150J1
Comm Tech FS, AV
repair+1
programming+1
50J1
Composer
CA,DS
create+1
music+3
100J1
Cosmetologist P, FZ
appear+1
disguise+1
50J3
Courier
AN, U
protect+1
endurance8+, charisma 8+
100J1
Cryptographer FS, AE, I
analyze+1
cryptography+3 or programming+7
250J1
Customs
AP, V
analyze+1
stash+2
60J1
Cutpurse
BP,CG
obtain+1
coordination 11+ or Journeyman Thief
20J3
Cyberneticist FL, AE
build+1
cybernetics+1, research+2 or Computer College,
cybernetics+1
100J2
Dancer
AM, AR
discipline+1 agility 10+, endurance 9+
60J3
Demolitions FT, FM
analyze+1
Military College or COOR10+, IQ 100+
95J1
Diplomat
AC, G
coverse+1
negotiation+2
100J2
Character Generation - 33 -
Doctor
W, Q
Drive Tech
N, AD
Ecologist
A, M
Engineer
N, I
Entertainer
H, I
Explorer
M, F
Factor
FX, AC
Faith Healer FI, DE
Farmer
D, K
Fence
DZ,DE
Fencer
BF,DV,DS
Fortune Teller FY, P
Gamesman
I, AY
Genetic Tech FN, FU
Genetic DesignFN, AG, FU
Goon
F,CO
Grad Student S, L
Gunner
FP, F
Headmaster CO, FX
Historian
AJ, AQ
Outman
R, F
Infiltrator
DL,DZ
Intruder
FR, FM, DL
Jeweler
DR,BE
Jingle Writer CA,DZ
Judge
BJ,CH,CF
Juggler
DD,DZ
Lawman
F, V
Lawyer
H, V
Lecturer
CF,CO
Linguist
AE, U
Magician
AU,AV, DE
Mancatcher DQ,DZ
Marines
B, C, F
99%
80%
98%
90%
85%
85%
55%
80%
85%
80%
90%
Martial Artist
Matchmaker
MatTran Tech
Mechanic
Medic
Medical Tech
Merc
Merchant
Moneylender
Mountebank
Musician
FJ, CV
P, FX
FO, FU
GK, GU
FU, FV
FU, FM
F,CJ
J, F
CO,BE
DE,DQ
AI, E
repair+1
repair+1
analyze+1
design+1
coverse+1
organize+1
sell+1
appear+1
grow+1
appear+1
focus+1
appear+1
analyze+1
build+1
design+1
appear+1
organize+1
focus+1
discipline+1
extract+1
focus+1
appear+1
appear+1
embellish+1
create+1
analyze+1
appear+1
protect+1
organize+1
converse+1
analyze+1
coverse+1
focus+1
orient 3D+1
Medical School
Drives+1 or Engineering College
chemistry+2, biology+2, minerology+2
Engineer College or Tech School, IQ 110+
Acting College or charisma 10+
Military College or endur 10+, strength 10+
business+1 or neg+1 or Business College
Seminary College
Agri College or Agri School, biology+2
business+3, taste+1 or Thieve's College
blade+4
Thieve's College or PSI 1+
IQ 120+
genetics+1 or Medical School
Medical School, genetics+3
gun+2, strength 8+ or Military College
any College
Military College or Ship's Guns+1
any skill +5
history+2 or research+3
STR 10+, COOR 10+, or Thieve's College
disguise+1, sneaking+1, picking+1
Military College or Apprentice Thief
coordination 10+, taste+2
music+2, writing+2 or Music College
law+3, neg+2, or Law School, neg+2
COOR 11+, AGY 10+ or Acting College
endur 8+, gun+2 or Thieve's College, gun+2
Law School
charisma 8+, writing+1
linguistics+2
PSI2+, charisma 9+
law+1, melee+1
STR 9+, AGY 9+, END 9+, COOR 9+,
or Rank J or Military College
discipline+1 unarmed+5
relate+1
negotiate+2 or business+1, negotiate+1
repair+1
Mil College, PSI+2 or PSI+3 (TL 10 only)
repair+1
mechanics+3 or Tech School
repair+1
Medical School or Military College
repair+1
drug+3 or Medical School, drug+1
discipline+1 gun+2 or beam+2 or Military College
sell+1
charisma 6+, endur 8+, or Thieves College
grow+1
business+3 or Business School
appear+1
COOR 10+, sleight+2 or Thieve's College
embellish+1 music+2 or endurance 9+
Character Generation - 34 -
50J3
125J1
250J1
60J2
20J3
20J5
75J3
200J1
10J5
50J2
100J2
20J5
30J2
100J1
150J3
60J1
0J1
75J1
100J1
50J2
15J3
150J1
125J1
250J1
100J1
250J1
30J2
75J1
50J3
150J1
150J1
50J3
100J1
50J1
100J1
50J3
100J2
40J4
100J1
100J2
50J1
20J3
100J3
50J2
150J1
Navy
B,F
discipline+1
Notary
Perfumier
Pharmacist
Physician's
Assistant
Physicist
Pilgrim
Pirate
Playwright
Poet
Police
Politician
BJ, P
organize+1
AQ, BD, GV create+1
FU, BD
build+1
DY,CG
AD, N
DL,DZ,BE
AA, O
DS,CF
CH,DZ
BJ, FW
H, Q
organize+1
analyze+1
focus+1
obtain+1
create+1
create+1
protect+1
appear+1
Priest
Primitivist
Programmer
Prospector
Psiman
Racer
Ranger
Reporter
Researcher
Robot
Repairman
Robot
Designer
Runner
Sage
Salesman
Scrivner
Secretary
Security
Guard
Servant
Singer
Smuggler
Social Worker
Spacecraft
Designer
Spaceman
Special Forces
Spy
Storekeep
Street Rat
P, H
AK, G
I, Q
DW, BH
T, I
AF, Z
D, V
E, Z
AL, S
75J1
125J1
125J2
100J1
50J2
250J1
5J1
50J3
175J2
30J3
75J1
relate+1
observe+1
organize+1
analyze+1
focus+1
orient 3D+1
protect+1
extract+1
extract+1
psychology+1, surgury+1
physics+2
endurance 6+ or Seminary College
smallcraft+1
writing+3, psychology+2
writing+2
law+1, gun+1
CHAR 8+ & Acting College, or CHAR 10+
& Thieves College
Seminary College
endurance 10+
Computer College or programming+8
minerology+1, mining+1
Psi College or Psi 3+
driving+2
strength 10+, endurance 10+, biology+2
charisma 10+, endurance 8+, IQ 110+
research+2 or endurance 9+
FL, AV
repair+1
electronics+2, mechanics+2
100J1
FL, AV, AE
CW,DZ
CH,CF,DS
J, P
DS,CO
J, AQ
design+1
discipline+1
analyze+1
sell+1
embellish+1
organize+1
200J2
50J1
50J3
50J3
100J1
50J2
FW, CK
K, Z
CA,BE
AB, H
L, Q
protect+1
relate+1
embellish+1
coverse+1
relate+1
Any College
Rank A-, coordination 8+
music+1
pilot+2
Charisma 8+, sociology+2 or any college
45J1
20J1
50J3
50J4
30J1
N, AD, GK
O, F
FQ, FR, F
G, C, F
BE,CO
CG,DZ
design+1
physics+3, bio+2 or physics+2, bio+3
orient 3D+1 Mil College or Psi College or agility 10+
focus+1
Military College, END10+
appear+1
Acting College or agility 10+, COOR 10+
sell+1
business+1 or Business School
relate+1
rank 4Character Generation - 35 -
50J2
30J1
30J1
30J2
30J4
50J2
100J2
60J1
50J2
50J1
150J3
30J1
150J1
100J1
50J2
10J1
Student
Surgeon
Teacher
Technician
Thespian
Thief
Thug
Trader
Transport
Tech
Transport
Designer
Transporter
Unemployed
Weapons
Tech
Wizard
Worker
Wrestler
Writer
any
X, W
any
I, L
DZ,CO
E, F
organize+1
repair+1
relate+1
repair+1
appear+1
obtain+1
DC,BF
BE,CG
appear+1
sell+1
FM, AV
repair+1
75J1
AF, FM
Z, K
U, F
design+1
organize+1
relate+1
85J2
30J1
0J1
AD, FP
T, AK
K, U
CC,CV
AG, U
repair+1
focus+1
build+1
discipline+1
create+1
100J1
50J3
20J1
100J2
50J3
Character Generation - 36 -
0J1
50J4
60J1
60J1
50J2
30J3
30J2
100J1
Astronaut
(TL7 only)
Athlete
Attorney
Barkeep
Barrister
Biologist
Bouncer
Brewer
Bureacrat
Burgler
Businessman
Carpenter
Carver
Skill
Tables
AO, P
BR,BD
FE, N
DE,BE
BF,CF
AS, FX
AW, AX
Metaskill
BF,BN
CF,CH,AJ
F, FD, Z
BS,F,BB
C, F
CE,CF
AH, H
DM,BF
focus+1
organize+1
protect+1
sell+1
discipline+1
build+1
embellish+1
focus+1
FC, M
K, H
BJ, CH
DT,DZ
BJ,CH
D, I
FW, CK
DU,DZ
Q, I
BO,CK
J, AZ
orient 3D+1
discipline+1
protect+1
relate+1
converse+1
grow+1
protect+1
build+1
organize+1
obtain+1
sell+1
200J1
50J3
100J1
30J2
200J1
75J1
20J3
50J2
40J1
50J4
DG,DF
DG,CG
sell+1
grow+1
orient 3D+1
appear+1
appear+1
analyze+1
extract+1
Prerequisites
Pay
Scale
negotiation+2, charisma 8+
100J2
bio+1, husbandry+1 or College of Sciences 75J1
Military College or COOR 10+
75J1
charisma9+, streetwise+2 or Thieve's College 50J2
charisma8+, history+1
150J1
evaluate +1
150J1
history+2, sociology+2
50J4
100J2
75J1
100J1
Cavalry
Chaseur
Chef
Chemist
Chiropractor
Clerk
Comic
BC, BF, BG
DO,DK
FX, CP
A, I
FH, DY
CH,CF
DT,CD,DD
80%
85%
Comm Tech
Composer
FS, AV
CA,DS
80%
65%
75%
70%
90%
85%
80%
80%
90%
80%
80%
85%
90%
80%
50%
85%
95%
Condotieri
Cook
Cosmetologist
Courier
Crooner
Cryptographer
Customs
Cutpurse
Dancer
Demolitions
Diplomat
Diver
Doctor
Drive Tech
Drover
Ecologist
Engineer
CI,BF,BC
CP,DZ
P, FZ
AN, U
FG, AR
FS, AE, I
AP, V
BP,CG
AM, AR
FT, FM
AC, G
FF, FK
W, Q
N, AD
CL,DK
A, M
N, I
90%
99%
80%
99%
75%
65%
85%
55%
60%
65%
80%
70%
80%
60%
60%
85%
65%
Entertainer
Explorer
Factor
Faith Healer
Farmer
Fence
Fencer
Fisherman
Forester
Fortune Teller
Gamesman
Goon
Grad Student
Groom
Guard
Guide
Gunner
H, I
M, F
FX, AC
FI, DE
D, K
DZ,DE
BF,DV,DS
CS,CC
CT,BH
FY, P
I, AY
F,CO
S, L
DK,BR
BF,DK
BH,CT
FP, F
observe+1
extract+1
create+1
analyze+1
repair+1
organize+1
converse+1
100J1
150J1
80J2
75J1
100J1
25J2
150J1
50J1
100J1
50J3
30J1
50J3
100J1
150J2
250J1
60J1
20J3
60J3
95J1
100J2
50J1
50J3
125J1
20J1
250J1
60J2
20J3
20J5
75J3
200J1
10J5
50J2
100J2
30J1
50J1
20J5
30J2
60J1
0J1
30J3
30J1
50J1
75J1
Handler
Harvestman
Headmaster
Herbalist
Herdsman
Historian
Hitman
Hunter
Infantry
DN,BR
BR,CL
CO, FX
BR,BD
Cl,CT
AJ, AQ
R, F
BH,BN
BC, F
discipline+1
extract+1
discipline+1
extract+1
grow+1
extract+1
focus+1
extract+1
discipline+1
80%
95%
80%
95%
90%
80%
90%
90%
80%
95%
N/A
80%
70%
Infiltrator
Jeweler
Jingle Writer
Judge
Juggler
Lawman
Lawyer
Lecturer
Limner
Linguist
Magician
Mancatcher
Marines
DL,DZ
DR,BE
CA,DZ
BJ,CH,CF
DD,DZ
F, V
H, V
CF,CO
BI, CG
AE, U
AU,AV, DE
DQ,DZ
B, C, F
appear+1
embellish+1
create+1
analyze+1
appear+1
protect+1
organize+1
converse+1
embellish+1
analyze+1
converse+1
focus+1
discipline+1
99%
80%
80%
90%
85%
85%
55%
80%
70%
75%
85%
80%
90%
80%
Martial Artist
Mason
Matchmaker
Mechanic
Medic
Medical Tech
Merc
Merchant
Messenger
Miner
Moneylender
Montebank
Musician
Naval Elite
FJ, CV
BU,CG
P, FX
GK, GU
FU, FV
FU, FM
F,CJ
J, F
CW,DK
DW,DZ
CO,BE
DE,DQ
AI, E
BT,F,BB
focus+1
build+1
relate+1
repair+1
repair+1
repair+1
discipline+1
sell+1
protect+1
extract+1
grow+1
appear+1
embellish+1
focus+1
75%
Navy
B,F
90%
80%
85%
50%
85%
Notary
Nurse
Organlegger
Peasant
Perfumier
training+2, husbandry+2
endurance 8+, husbandry+1
any skill +5
herbology+3, bio+2 or College of Sciences
agility 7+, rank 8history+2 or research+3
STR 10+, COOR 10+, or Thieve's College
bow+2
STR 10+, END 9+ or Rank J or Military
College
disguise+1, sneaking+1, picking+1
coordination 10+, taste+2
music+2, writing+2 or Music College
law+3, neg+2, or Law School, neg+2
COOR 11+, AGY 10+ or Acting College
END 8+, gun+2 or Thieve's College, gun+2
Law School
charisma 8+, writing+1
coordination 10+ or painting+1
linguistics+2
PSI2+, charisma 9+
law+1, melee+1
STR9+, AGY 9+, END 9+, COOR 9+,
or Rank J or Military College
unarmed+5
masonry+2 or Journeyman Mason
negotiate+2 or business+1, negotiate+1
mechanics+3 or Tech School
Medical School or Military College
drug+3 or Medical School, drug+1
gun+2 or beam+2 or Military College
charisma 6+, endur 8+, or Thieves College
charisma 8+, riding+2
mining+1
business+3
COOR 10+, sleight+2 or Thieve's College
music+2 or endurance 9+
engines+1, sailing+1, course+1
or Nav al College
COOR10+, AGY 9+, or Rank J
discipline+1
or Mil College
BJ, P
organize+1
law+1, writing+1 or Law School
DY,DZ
organize+1
treatment+1
FV, FX
extract+1
surgery+1 or Medical School (TL 7 only)
BR,CG
grow+1
endurance7+
AQ, BD, GV create+1
chemistry+1, taste+1 or chemistry+3
Character Generation - 39 -
30J3
15J2
100J1
150J1
5J1
50J2
15J3
15J1
50J1
150J1
250J1
100J1
250J1
30J2
75J1
50J3
150J1
20J1
150J1
50J3
100J1
50J1
100J1
30J3
50J3
40J4
100J1
100J2
50J1
20J3
75J1
30J1
100J3
50J2
150J1
50J3
75J1
125J1
30J1
100J3
10J1
125J2
FU, BD
build+1
100J1
99%
50%
80%
65%
80%
75%
90%
Pharmacist
Physician's
Assistant
Physicist
Pilgrim
Playwright
Poacher
Poet
Police
Politician
DY,CG
AD, N
DL,DZ,BE
DS,CF
BN,CG
CH,DZ
BJ, FW
H, Q
organize+1
analyze+1
focus+1
create+1
obtain+1
create+1
protect+1
appear+1
50J2
250J1
5J1
175J2
15J1
30J3
75J1
85%
80%
80%
70%
75%
none
85%
90%
80%
80%
80%
60%
85%
65%
Portraitist
Priest
Primitivist
Programmer
Prospector
Psiman
Pugilist
Racer
Ranger
Reporter
Researcher
Runner
Sage
Sailor
BI,CK
P, H
AK, G
I, Q
DW,BH
T, I
CD,CV
AF, Z
D, V
E, Z
AL, S
CW,DZ
CH,CF,DS
BB,BF
observe+1
relate+1
extract+1
organize+1
analyze+1
focus+1
discipline+1
focus+1
protect+1
extract+1
extract+1
discipline+1
analyze+1
organize+1
70%
80%
85%
70%
60%
Salesman
Scout
Scrivner
Secretary
Security
Guard
75% Servant
65% Singer
50% Slaver
90% Smith
75% Social Worker
99% Special
Forces
99% Spy
65% Squire
85% Stonecarver
65% Storekeep
50% Street Rat
40 % Student
J, P
DK,DV
sell+1
observe+1
DS,CO
J, AQ
embellish+1
organize+1
psychology+1, surgury+1
physics+2
endurance 6+
writing+3, psychology+2
snare+2
writingt+2
law+1, gun+1
CHAR 8+ & Acting College, or CHAR 10+
& Thieves College
painting+3 or Art School, painting +1
Seminary
endurance 10+
Computer College or programming+8
minerology+1, mining+1
Psi College or Psi 3+
strength 10+, coordination 10+
driving+2
strength 10+, endurance 10+, biology+2
charisma 10+, endurance 8+, IQ 110+
research+2 or endurance 9+
agility 10+, endurance 10+
sight+1, history+2
COOR10+, AGY9+ or Rank J
or Nav al College
business+1 or neg+1 or Business School
survival+1, riding+1, sneaking+1
or Thieve's College
writing+2, psychology+1
psychology+1
FW, CK
K, Z
CA,BE
BF,CG
BL,CE
L, Q
protect+1
relate+1
embellish+1
appear+1
build+1
relate+1
Any College
Rank A-, coordination 8+
music+1
melee+1, strength 8+
smithing+2 or Journeyman Smith
Charisma 8+, sociology+2 or any college
FQ, FR, F
G, C, F
DK,BF
BV,CG
BE,CO
CG,DZ
any
focus+1
Military College, END10+
appear+1
Acting College or agility 10+, COOR 10+
organize+1
riding+1, husbandry+1, smithing+1
embellish+1 masonry+1, sculpting+1
sell+1
business+1 or Business School
relate+1
rank 4organize+1
Age 26-, any College
Character Generation - 40 -
50J2
50J3
30J1
30J1
30J2
30J4
50J2
100J2
100J2
60J1
50J2
50J1
50J1
50J3
75J1
50J3
50J2
100J1
50J2
45J1
20J1
50J3
50J1
50J3
30J1
150J1
100J1
50J2
60J2
50J2
10J1
0J1
Surgeon
Tanner
Teacher
Technician
Thespian
Thief
Thug
Tinker
Toymaker
Trader
Transport
Tech
Transport
Designer
Transporter
Trapper
Unemployed
Valet
Vintner
Voyager
Waterman
Weapons Tech
Weaver
Wizard
Woodsman
Worker
Wrestler
Writer
Yeoman
X, W
BQ, BM
any
I, L
DZ,CO
E, F
DC,BF
DX,DZ
DT,BV
BE,CG
repair+1
build+1
relate+1
repair+1
appear+1
obtain+1
appear+1
repair+1
build+1
sell+1
50J4
20J1
60J1
60J1
50J2
30J3
30J2
30J1
100J1
100J1
FM, AV
repair+1
75J1
AF, FM
Z, K
DO,BH
U, F
CP,BR
DU,BD
BB,CH,DO
CS,DZ
AD, FP
BK, DZ
T, AK
CT,BD
K, U
CC,CV
AG, U
BR,BN
design+1
organize+1
extract+1
relate+1
organize+1
build+1
observe+1
organize+1
repair+1
build+1
focus+1
analyze+1
build+1
discipline+1
create+1
grow+1
85J2
30J1
30J3
0J1
50J1
50J2
50J4
30J2
100J1
50J3
50J3
30J3
20J1
100J2
50J3
50J1
Character Generation - 41 -
Skill
Tables
Metaskill
65%
80%
85%
85%
90%
75%
BR,BD
DE,BE
BF,BN
CF,CH,BZ
CE,CF
DM,BF
grow+1
appear+1
focus+1
organize+1
build+1
focus+1
90%
80%
70%
85%
85%
75%
85%
80%
75%
85%
90%
75%
75%
60%
70%
85%
80%
65%
80%
50%
85%
65%
85%
55%
95%
60%
65%
60%
60%
85%
80%
55%
85%
Agricolist
Alderman
Archer
Archivist
Artificer
Assassin
Prerequisites
Pay
Scale
75J1
50J2
150J1
150J1
75J1
50J3
100J1
50J2
30J2
200J1
50J2
50J3
50J4
75J1
30J2
100J1
200J1
150J1
80J2
25J2
15J1
100J1
50J3
30J1
20J3
20J1
50J2
50J2
100J2
30J1
150J1
50J1
20J5
30J3
30J1
50J1
30J3
15J2
100J1
Herald
Herbalist
Herdsman
Highwayman
Hunter
Infiltrator
Jeweler
Jongleur
Judge
Juggler
Knight
Lecturer
Leech
Limner
Magician
Mancatcher
Mason
Matchmaker
Mercenary
Messenger
Miner
Moneylender
Montebank
Peasant
Perfumier
Pharmacist
Pilgrim
Playwright
Poacher
Poet
Portraitist
Privateer
75%
85%
60%
65%
Prospector
Pugilist
Runner
Sailor
80%
85%
90%
65%
50%
50%
90%
Scout
Scrivner
Shipwright
Singer
Slave
Slaver
Smith
BF,CF
BR,BD
Cl,CT
CB,DZ,BF
BH,BN
DL,DZ
DR,BE
CA,DZ
BJ,CH,CF
DD,DZ
BC, BF, BG
CF,CO
DY,DZ
BI, CG
AU,AV,DE
DQ,DZ
BU,CG
P, FX
BF,CJ
CW,DK
DW,DZ
CO,BE
DE,DQ
BR,CG
AQ, BD, GV
FU, BD
DL,DZ,BE
DS,CF
BN,CG
CH,DZ
BI,CK
BT,BF,BB
converse+1
extract+1
grow+1
obtain+1
extract+1
appear+1
embellish+1
embellish+1
analyze+1
appear+1
appear+1
converse+1
repair+1
embellish+1
converse+1
focus+1
build+1
relate+1
obtain+1
protect+1
extract+1
grow+1
appear+1
grow+1
create+1
build+1
focus+1
create+1
obtain+1
create+1
observe+1
extract+1
charisma8+, history+1
herb+3, biology+2 or College of Sciences
agility 7+, rank 8blade+2, riding+1
bow+2
disguise+1, sneaking+1, picking+1
coordination 10+, taste+2
music+2, writing+2 or Bard's College
law+3, neg+2, or Law School, neg+2
COOR 11+, agility 10+ or Acting College
strength 10+, Rank G+
charisma 8+, writing+1
treatment+1
coordination 10+ or painting+1
PSI 2+, CHAR 9+
law+1, melee+1
masonry+2 or Journeyman Mason
negotiate+2 or business+1, negotiate+1
blade+2
charisma 8+, riding+2
mining+1
business+3
COOR 10+, sleight+2 or Journeyman Thief
endurance7+
chemistry+1, taste+1 or chemistry+3
drug+2 or drug+1, chemistry+1
endurance 6+
writing+3, psychology+2
snare+2
writingt+2
painting+3
engines+1, sailing+1, course+1
or Nav al College
DW,BH
analyze+1
minerology+1, mining+1
CD,CV
discipline+1 strength 10+, coordination 10+
CW,DZ
discipline+1 agility 10+, endurance 10+
BB,BF
organize+1
COOR10+, AGY9+ or Rank J
or Nav al College
DK,DV
observe+1
survival+1, riding+1, sneaking+1
or Journeyman Thief
DS,CO
embellish+1 writing+2, psychology+1
DG,BB, FB build+1
shipbuilding+1, forestry+1or Naval College
CA,BE
embellish+1 music+1
CP,DE
appear+1
strength 5+
BF,CG
appear+1
melee+1, strength 8+
BL,CE
build+1
smithing+2 or Journeyman Smith
Character Generation - 43 -
150J1
150J1
5J1
100J1
15J1
150J1
250J1
100J1
250J1
30J2
100J1
150J1
30J1
20J1
50J3
100J1
30J3
50J3
50J1
75J1
30J1
100J3
50J2
10J1
125J2
100J1
5J1
175J2
15J1
30J3
50J3
50J3
30J4
100J2
50J1
75J1
50J2
100J1
200J1
50J3
5J1
50J1
50J3
Soldier
Squire
Stonecarver
Storekeep
Street Rat
Tanner
Teacher
Thespian
Thug
Tinker
Toymaker
Trader
Trapper
Valet
Vintner
Voyager
Warrior
Waterman
Weaver
Wizard
Woodsman
Wrestler
Yeoman
BC, BF
DK,BF
BV,CG
BE,CO
CG,DZ
BQ, BM
any
DZ,CO
DC,BF
DX,DZ
DT,BV
BE,CG
DO,BH
CP,BR
DU,BD
BB,CH,DO
BF,CO
CS,DZ
BK, DZ
T, AK
CT,BD
CC,CV
BR,BN
discipline+1
organize+1
embellish+1
sell+1
relate+1
build+1
relate+1
appear+1
appear+1
repair+1
build+1
sell+1
extract+1
organize+1
build+1
observe+1
focus+1
organize+1
build+1
focus+1
analyze+1
discipline+1
grow+1
Character Generation - 44 -
50J1
50J2
60J2
50J2
10J1
20J1
60J1
50J2
30J2
30J1
100J1
100J1
30J3
50J1
50J2
50J4
60J1
30J2
50J3
50J3
30J3
100J2
50J1
Skill
Tables
85%
90%
90%
90%
60%
80%
85%
CO,CZ
BA,DF,BW
EL, CP, CQ
BZ,BY,BH
EW, CP
EM, BZ
EI, EJ
85%
85%
65%
90%
Acolyte
Alchemist
Anchorite
Bard
Beadle
Cantor
Celebrant
Champion
Cleric
Deacon
Druid
BF,CU,BG
DA,DT
EP, DS
CQ,DH,BD
80%
95%
85%
85%
Envoy
Exorcist
Friar
Godsmith
ED, DL, CB
EK, DB
DB,DK
EO, BL, DC
80%
80%
85%
80%
80%
80%
85%
85%
90%
80%
90%
90%
80%
85%
80%
90%
90%
Healer
Hedge Priest
Hedge Wizard
Herbalist
Hermit
Locator
Mage Thief
Medium
Meta Mage
Monk
Necromancer
Oracle
Preacher
Prophet
Relic Hunter
Runist
Sacerdote
CM,DY
CQ,BN
CN,DZ
BR,BD
DJ,CM
EU, DZ
EV, BO, CJ
ES, CF
EF, CO, CX
CY,BR
BX,CX, FA
ET, BJ, CH
EG, EH
DI,DA
BO, ER, CJ
EX, EY, BI
CR,CH
70%
85%
85%
85%
Sacristan
Sage
Scribe
Seer
EQ, CE
CH,CF,DS
EN, CH, BI
DI,CF
Prerequisites
Pay Metaskill
Scale
repair+1
analyze+1
observe+1
create+1
repair+1
embellish+1
relate+1
protect+1
organize+1
grow+1
protect+1
converse+1
extract+1
embellish+1
build+1
repair+1
obtain+1
obtain+1
analyze+1
focus+1
obtain+1
obtain+1
relate+1
relate+1
focus+1
focus+1
observe+1
converse+1
relate+1
obtain+1
embellish+1
organize+1
build+1
analyze+1
embellish+1
observe+1
Sexton
Smith Mage
EZ, CE
BL, CE, EE
90%
90%
95%
80%
Sorcerer
Spiritualist
Templar
Undead
Hunter
Witch
85%
50J1
repair+1
BW,CX, FA
EA, EB, CG
BF,CF,CM
mechanics+2 or Seminary
Journeyman Smith, PSI 3+ or Wizard's Coll,
smithing+1
engines+2, infusion+2 or Wizard's College
geas+2, barrier+1 or Wizard's College
blade+3, PSI 3+ or Mil itary College, PSI 2+
150J2
250J1
100J2
100J2
build+1
relate+1
protect+1
protect+1
EC, CX, BH
BY,CT, FA
50J4
50J2
protect+1
relate+1
Weave Points
The following educations gain weave points:
Apprentice Wizard (or Equivalent)
Wizard's College
Seminary
Bard's College
Necromancer Hermit
Celebrant
Spiritualist
Hedge Wizard
Hedge Priest
Smith Mage
Relic Hunter
Anchorite
Undead Hunter
Alchemist
Healer
Preacher
Medium
Runist
Meta Mage
Druid
Seer
Cantor
Oracle
Exorcist
Sacerdote
Prophet
Scribe
Mage Thief
Jongleur
Friar
Templar
Godsmith
Monk
Deacon
Character Generation - 46 -
Acolyte
Sacristan
1
chemistry+1
pilot+1
tactics+1
biology+1
streetwise+1
gun+1
disg+1
charisma+1
prog+1
business+1
strength+1
sociology+1
planetology+1
drives+1
pilot+1
streetwise+1
prog+1
strength+1
chemistry+1
shield+1
streetwise+1
law+1
diag+1
biology+1
minerology+1
driving+1
dash+1
dash+1
linguistics+1
prog+1
linguistics+1
coordination+1
writing+1
painting+1
music+1
history+1
blade+1
research+1
agility+1
endurance+1
negotiate+1
stash+1
sociology+1
streetwise+1
negotiate+1
smallcraft+1
TK+1
mechanics+1
low tech+1
gun+1
2
3
chemistry+1
biology+1
ships guns+1 astronomy+1
strategy+1
beam+1
biology+1
chemistry+1
streetwise+1
drug+1
beam+1
blade+1
streetwise+1
drug+1
charisma+1
streetwise+1
prog+1
electronics+1
business+1
prog+1
coordination+1 agility+1
sociology+1
prog+1
planetology+1 biology+1
mechanics+1 drives+1
astronomy+1 melee+1
streetwise+1
charisma+1
drug+1
prog+1
agility+1
gun+1
biology+1
psychology+1
TK+1
stun+1
drug+1
streetwise+1
law+1
drug+1
biology+1
drug+1
biology+1
surgery+1
minerology+1 chemistry+1
driving+1
melee+1
gyrojet+1
smallcraft+1
gun+1
stash+1
business+1
negotiate+1
physics+1
mechanics+1
prog+1
negotiate+1
endurance+1 pilot+1
linguistics+1
prog+1
sculpture+1
coordination+1
endurance+1 prog+1
writing+1
research+1
melee+1
low tech+1
writing+1
endurance+1
coordination+1 agility+1
charisma+1
gun+1
business+1
writing+1
beam+1
dash+1
research+1
sociology+1
drug+1
charisma+1
business+1
streetwise+1
beam+1
gyrojet+1
pyrokinetics+1 stun+1
electronics+1 charisma+1
history+1
sociology+1
melee+1
unarmed+1
4
minerol+1
navigation+1
melee+1
minerology+1
business+1
melee+1
melee+1
business+1
electronics+1
melee+1
endurance+1
prog+1
astronomy+1
electronics+1
gun+1
sociology+1
business+1
melee+1
astronomy+1
interrogate+1
drug+1
psychology+1
psychology+1
surgery+1
nav+1
gun+1
blade+1
negotiate+1
linguistics+1
electronics+1
business+1l
smallcraft+1
writing+1
prog+1
music+1
low tech+1
history+1
research+1
strength+1
stash+1
negotiate+1
negotiate+1
psychology+1
streetwise+1
research+1
smallcraft+1
TK+1
coordination+1
research+1
endurance+1
5
planetology+1
smallcraft+1
driving+1
biology+1
charisma+1
unarmed+1
psychology+1
prog+1
business+1
driving+1
strength+1
drug+1
astronomy+1
mechanics+1
gyrojet+1
psychology+1
sociology+1
unarmed+1
sociology+1
healing+1
unarmed+1
psychology+1
treatment+1
drug+1
ships guns+1
coordination+1
stash+1
business+1
negotiate+1
physics+1
inguistics+1
driving+1
negotiate+1
painting+1
oordination+1
history+1
low tech+1
writing+1
charisma+1
smallcraft+1
business+1
research+1
research+1
unarmed+1
law+1
dash+1
interrogate+1
drug+1
mechanics+1
agility+1
Character Generation - 47 -
6
planetology+1
leadershia+1
leadership+1
chemistry+1
melee+1
gyrojet+1
charisma+1
drugs+1
prog+1
business+1
endurance+1
streetwise+1
pilot+1
drives+1
drug+1
psychology+1
psychology+1
drug+1
planetology+1
pyrokinetics+1
driving+1
sociology+1
treatment+1
drug+1
planetology+1
mechanics+1
pilot+1
pilot+1
unarmed+1
research+1
research+1
mechanics+1
research+1
sculpture+1
electronics+1
linguistics+1
endurance+1
prog+1
endurance+1
prog+1
research+1
prog+1
prog+1
drug+1
psychology+1
driving+1
shield+1
electronics+1
research+1
negotiate+1
7
chemistry+2
pilot+2
strategy+2
biology+2
streetwise+2
gun+2
psychology+2
charisma+2
prog+2
business+2
endurance+2
sociology+2
pilot+2
drives+2
astronomy+2
psychology+2
sociology+2
gun+2
any named+2
kill+1
unarmed+2
law+2
treatment+2
surgery+2
minerology+2
driving+2
dash+2
stash+2
negotiate+2
physics+2
linguistics+2
driving+2
writing+2
painting+2
music+2
history+2
low tech+2
research+2
agility+2
smallcraft+2
negotiate+2
stash+2
psychology+2
streetwise+2
psychology+2
smallcraft+2
TK+2
mechanics+2
low tech+2
melee+2
IQ+5
strategy+1
chemistry+1
steering+1
tactics+1
biology+1
streetwise+1
bow+1
riding+1
tracking+1
painting+1
law+1
weaving+1
smithing+1
chemistry+1
bow+1
taste+1
sleight+1
tanning+1
husbandry+1
blade+1
engines+1
masonry+1
sculpting+1
infuse+1
animate+1
augment+1
music+1
music+1
agility+1
strength+1
strength+1
smithing+1
research+1
drinking+1
writing+1
engines+1
blade+1
melee+1
husbandry+1
augment+1
seeming+1
charisma+1
cooking+1
transfer+1
rapport+1
swimming+1
forestry+1
barrier+1
unarmed+1
endurance+1
shield+1
communic+1
sleight+1
coord+1
research+1
tactics+1
leadership+1
chemistry+1
biology+1
engines+1
astronomy+1
strategy+1
bow+1
biology+1
chemistry+1
streetwise+1
drug+1
bow+1
blade+1
riding+1
bow+1
snare+1
cooking+1
painting+1
writing+1
charisma+1
writing+1
business+1
weaving+1
strength+1
minerology+1
tanning+1
t anning+1
snare+1
survival+1
streetwise+1
picking+1
alertness+1
streetwise+1
smithing+1
cooking+1
cooking+1
husbandry+1
engines+1
streetwise+1
dash+1
gymnastics+1
strength+1
masonry+1
drugs+1
masonry+1
shape+1
energy+1
proxy+1
shape+1
herbology+1 seeming+1
history+1
writing+1
writing+1
music+1
blade+1
riding+1
coord+1
agility+1
endurance+1 coord+1
mechanics+1 carpentry+1
history+1
research+1
streetwise+1
negotiate+1
business+1
cooking+1
riding+1
engines+1
bow+1
alertness+1
alertness+1
drinking+1
training+1
husbandry+1
rapport+1
geas+1
communic+1 sight+1
negotiate+1
business+1
herbology+1 drinking+1
command+1
geas+1
memory+1
enhance+1
sailing+1
endurance+1
carpentry+1
forestry+1
command+1
geas+1
strength+1
agility+1
agility+1
charisma+1
Telekinesis+1 shield+1
augment+1
memory+1
alertness+1
emotion+1
low tech+1
research+1
minerology+1
course+1
melee+1
minerology+1
business+1
melee+1
training+1
drinking+1
taste+1
law+1
taste+1
smithing+1
cooking+1
cooking+1
sneaking+1
sneaking+1
business+1
strength+1
gymnastics+1
leadership+1
drinking+1
sculpting+1
durance+1
boost+1
emotion+1
music+1
writing+1
tracking+1
endurance+1
agility+1
mechanics+1
sociology+1
cooking+1
writing+1
survival+1
drinking+1
alertness+1
streetwise+1
barrier+1
shape+1
negotiate+1
taste+1
animate+1
shape+1
weather+1
survival+1
rapport+1
unarmed+1
streetwise+1
interrogate+1
herbology+1
enhance+1
mechanics+1
negotiate+1
astronomy+1
sailing+1
riding11
biology+1
charisma+1
unarmed+1
dash+1
survival+1
forgery+1
psychology+1
melee+1
carpentry+1
streetwise+1
tracking+1
gymnastics+1
sleight+1
streetwise+1
endurance+1
dash+1
law+1
carpentry+1
smithing+1
proxy+1
emotion+1
sight+1
linguistics+1
negotiate+1
streetwise+1
strength+1
coord+1
research+1
history+1
unarmed+1
history+1
masonry+1 l
unarmed+1
cooking+1
drinking+1
enhance+1
transfer+1
streetwise+1
cooking+1
shield+1
durance+1
streetwise+1
cooking+1
energy+1
endurance+1
gymnastics+1
transfer+1
husbandry+1
writing+1
Character Generation - 48 -
writing+1
rank+1
astronomy+1 c
leadership+1
leadership+1
chemistry+1
melee+1
blade+1
leadership+1
climbing+1
carpentry+1
negotiate+1
drinking+1
mechanics+1
chemistry+1
tanning+1
climbing+1
picking+1
tanning+1
herbology+1
stash+1
engines+1
minerology+1
climbing+1
apport+1
command+1
adhere+1
taste+1
blade+1
music+1
endurance+1
agility+1
history+1
sociology+1
psychology+1
linguistics+1
inguistics+1
climbing+1
survival+1
unarmed+1
emotion+1
telekinesis+1
sociology+1
chemistry+1
barrier+1
communic+1
steering+1
climbing+1
communic+1
coord+1
swimming+1
transfer+1
unarmed+1
streetwise+1
IQ+10
tactics+2
hemistry+2
steering+2
strategy+2
biology+2
streetwise+2
blade+2
riding+2
tracking+2
painting+2
law+2
melee+2
smithing+2
tanning+2
survival+2
sneaking+2
sleight+2
streetwise+2
husbandry+2
dash+2
engines+2
masonry+2
sculpting+2
infuse+2
command+2
emotion+2
music+2
writing+2
blade+2
strength+2
coordination+2
mechanics+2
research+2
streetwise+2
writing+2
engines+2
drinking+2
alertness+2
husbandry+2
augment+2
seeming+2
streetwise+2
cooking+2
geas+2
memory+2
steering+2
forestry+2
barrier+2
unarmed+2
agility+2
shield+2
communicate+2
alertness+2
law+1
command+1
drinking+1
coord+1
sleight+1
carpentry+1
carpentry+1
herbology+1
sight+1
sight+1
riding+1
disguise+1
disguise+1
training+1
snare+1
riding+1
law+1
taste+1
writing+1
psychology+1
brewing+1
blade+1
mining+1
mechanics+1
surgery+1
drinking+1
apport+1
communic+1
barrier+1
apport+1
infuse+1
link+1
augment+1
negotiate+1
join+1
energy+1
free+1
join+1
script+1
script+1
infuse+1
interrogate+1
durance+1
locate+1
connect+1
connect+1
locate+1
locate+1
link+1
join+1
infuse+1
join+1
script+1
shipbuilding+1
communic+1
streetwise+1
strength+1
agility+1
coord+1
masonry+1
sculpting+1
sight+1
communic+1
charisma+1
forestry+1
sneaking+1
sneaking+1
husbandry+1
tanning+1
rank+1
picking+1
minerology+1
taste+1
streetwise+1
drinking+1
strength+1
minerology+1
smithing+1
treatment+1
streetwise+1
interrogate+1
sight+1
enhance+1
barrier+1
durance+1
free+1
matter+1c
history+1
connect+1
durance+1
suspend+1
attract+1
enhance+1
durance+1
durance+1
communic+1
resistance+1
join+1
join+1
sight+1
proxy+1
interrogate+1
suspend+1
script+1
memory+1
attract+1
adhere+1
sailing+1
sociology+1
memory+1
survival+1
negotiate+1
melee+1
sneaking+1
negotiate+1
sleight+1
sleight+1
streetwise+1
smithing+1
weaving+1
forestry+1
sculpting+1
dowsing+1
rapport+1
seeming+1
shape+1
energy+1
dowsing+1
dowsing+1
survival+1
disguise+1
picking+1
sleight+1
forgery+1
training+1
climbing+1
melee+1
tracking+1
blade+1
blade+1
disguise+1
sneaking+1
coord+1
business+1
psychology+1 writing+1
psychology+1 business+1
brewing+1
cooking+1
blade+1
coord+1
mining+1
masonry+1
mechanics+1 carpentry+1
psychology+1 diagnose+1
melee+1
stash+1
apport+1
command+1
durance+1
rapport+1
energy+1
command+1
communic+1 enhance+1
energy+1
shape+1
discover+1
suspend+1
ommand+1
durance+1
linguistics+1
writing+1
matter+1
link+1
command+1
emotion+1
discover+1
command+1
resistance+1
energy+1
free+1
add+1
enhance+1
memory+1
emotion+1
proxy+1
memory+1
business+1
attract+1
enhance+1
apport+1
enhance+1
matter+1
locate+1
memory+1
rapport+1
interrogate+1 research+1
seeming+1
shape+1
memory+1
energy+1
add+1
durance+1
proxy+1
script+1
resistance+1
locate+1
transfer+1
resistance+1
physics+1
mechanics+1
shape+1
emotion+1
picking+1
gymnastics+1
negotiate+1
sculpting+1
painting+1
survival+1
enhance+1
emotion+1
sneaking+1
linguistics+1
herbology+1
alertness+1
survival+1
leadership+1
streetwise+1
minerology+1
streetwise+1
research+1
herbology+1
unarmed+1
carpentry+1
tanning+1
psychology+1
business+1
proxy+1
barrier+1
durance+1
memory+1
command+1
add+1
emotion+1
leadership+1
enhance+1
join+1
link+1
connect+1
communic+1
sight+1
connect+1
history+1
research+1
interrogate+1
discover+1
seeming+1
sneaking+1
apport+1
augment+1
geas+1
durance+1
durance+1
matter+1
shipbuilding+1
Character Generation - 49 -
durance+1
sight+1
streetwise+1
sleight+1
streetwise+1
tanning+1
taste+1
endurance+1
shield+1
command+1
swimming+1
negotiate+1
drug+1
weather+1
herbology+1
tactics+1
psychology+1
business+1
linguistics+1
history+1
chemistry+1
dash+1
endurance+1
masonry+1
herbology+1
drug+1
barrier+1
geas+1
sight+1
seeming+1
proxy+1
trigger+1
enhance+1
sociology+1
emotion+1
enhance+1
interrogate+1
command+1
motion+1
memory+1
shape+1
law+1
sculpting+1
proxy+1
command+1
link+1
streetwise+1
enhance+1
drug+1
trigger+1
join+1
seeming+1
energy+1
physics+1
law+2
emotion+2
melee+2
gymnastics+2
sleight+2
carpentry+2
sculpting+2
dowsing+2
sight+2
command+2
swimming+2
disguise+2
sneaking+2
training+2
snare+2
riding+2
law+2
taste+2
writing+2
psychology+2
brewing+2
blade+2
mining+2
smithing+2
diagnose+2
drinking+2
command+2
rapport+2
energy+2
apport+2
infuse+2
link+2
emotion+2
negotiate+2
connect+2
enhance+2
command+2
join+2
communicate+2
memory+2
infuse+2
memory+2
durance+2
locate+2
connect+2
sight+2
locate+2
locate+2
link+2
script+2
infuse+2
attract+2
script+2
shipbuilding+2
pilot+1
zero-G+1
pilot+1
driving+1
gunnery+1
mechanics+1
driving+1
drives+1
gunnery+1
swim+1
endurance+1 swim+1
music+1
charisma+1
rank+1
treatment+1
strength+1
diagnosis+1
heal+1
psychology+1 sleight+1
unarmed+1
melee+1
blade+1
mechanics+1 electronics+1 melee+1
cybernetics+1 mechanics+1 cybernetics+1
driving+1
mechanics+1 driving+1
genetics+1
biology+1
prog+1
navigation+1 prog+1
interrogate+1
ships guns+1 electronics+1 mechanics+1
zero-G+1
driving+1
electronics+1
electronics+1 cryptography+1 demolition+1
cryptography+1prog+1
electronics+1
demolition+1 electronics+1 demolition+1
diagnosis+1
biology+1
drug+1
treatment+1
surgery+1
drug+1
gun+1
alertness+1
melee+1
evaluate+1
business+1
taste+1
interrogate+1 psychology+1 streetwise+1
disguise+1
psychology+1 taste+1
aquaculture+1 aquaculture+1 biology+1
minerology+1 minerology+1 biology+1
mechanics+1 swim+1
minerology+1
chemistry+1
minerology+1 chemistry+1
endurance+1 research+1
swim+1
aquaculture+1 husbandry+1 husbandry+1
swim+1
charisma+1
history+1
climbing+1
forestry+1
endurance+1
blade+1
bow+1
melee+1
husbandry+1 forestry+1
low tech+1
electronics+1 construction+1 mechanics+1
disguise+1
alien psych+1 prog+1
alien psych+1 negotiation+1 business+1
forestry+1
melee+1
biology+1
intimidation+1 streetwise+1
negotiation+1
small craft+1 prog+1
ships guns+1
evaluate+1
construction+1 small craft+
zero-G+1
small craft+1 zero-G+1
drives+1
zero-G+1
mechanics+1
swim+1
endurance+1 course+1
mechanics+1 driving+1
course+1
taste+1
psychology+1 business+1
electronics+1
electronics+1
driving+1
mechanics+1
music+1
coord+1
coord+1
unarmed+1
drinking+1
electronics+1
prog+1
genetics+1
biology+1
ships guns+1
zero-G+1
electronics+1
prog+1
prog+1
biology+1
diagnosis+1
alertness+1
negotiate+1
interrogate+1
negotiate+1
minerology+1
biology+1
mechanics+1
electronics+1
electronics+1
swim+1
swim+1
climbing+1
drug+1
climbing+1
electronics+1
unarmed+1
alien psych+1
melee+1
intimidation+1
small craft+1
evaluate+1
construction+1
electronics+1
endurance+1
electronics+1
taste+1
zero-G+1
drives+1
zero-G+2
driving+1
gunnery+1
gunnery+2
drives+1
gunnery+1
driving+2
biology+1
chemistry+1
swim+2
negotiation+1 charisma+1
charisma+2
treatment+1
biology+1
treatment+2
psychology+1 heal+1
heal+2
melee+1
blade+1
melee+2
melee+1
unarmed+1
drinking+2
prog+1
prog+1
cybernetics+2
mechanics+1
driving+1
driving+2
biology+1
prog+1
genetics+2
navigation+1 interrog+1
navigation+2
electronics+1 mechanics+1 shipsguns+2
mechanics+1 driving+1
zero-G+2
demolition+1 cryptography+1 demolition+2
cryptography+1 electronics+1 cryptography+2
demolition+1 mechanics+1 demolition+2
diagnosis+1
drug+1
drug+2
surgery+1
drug+1
surgery+2
gun+1
melee+1
alertness+2
evaluate+1
business+1
evaluate+2
business+1
psychology+1 interrogate+2
streetwise+1
psychology+1 disguise+2
husbandry+1 swim+1
aquaculture+2
aquaculture+1 swim+1
minerology+2
electronics+1 strength+1
mechanics+2
mechanics+1 minerology+1 chemistry+2
research+1
agility+1
research+2
swim+1
agility+1
husbandry+2
research+1
history+1
swim+2
history+1
planetology+1 climbing+2
unarmed+1
climbing+1
drug+2
husbandry+1 climbing+1
husbandry+2
construction+1 mechanics+1
construction+2
gun+1
law+1
alien psych+2
negotiation+1 business+1
alien psych+2
biology+1
forestry+1
forestry+2
gun+1
business+1
intimidation+2
ships guns+1 prog+1
small craft+2
mechanics+1
electronics+1 evaluate+2
small craft+1 prog+1
zero-G+2
zero-G+1
evauationl+
zero-G+2
course+1
agility+1
course+2
driving+1
mechanics+1 driving+2
psychology+1 business+1
taste+2
Character Generation - 50 -
Face
Eyes
Nose
Mouth Other
Demeanor
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Round
Round
Round
Narrow
Narrow
Narrow
Heart
Heart
Heart
Oval
Oval
Oval
Oval
Pointed
Pointed
Pointed
Square
Square
Square
Round
Round
Round
Narrow
Narrow
Narrow
Tilted
Tilted
Tilted
Slanted
Slanted
Slanted
Slanted
Pop
Pop
Pop
Pouched
Pouched
Pouched
Wide
Wide
Wide
Beaked
Beaked
Beaked
Straight
Straight
Straight
Small
Small
Small
Small
Sharp
Sharp
Sharp
Bulbed
Bulbed
Bulbed
Thick
Thick
Thick
Hard
Hard
Hard
Soft
Soft
Soft
Small
Small
Small
Small
Thin
Thin
Thin
Wide
Wide
Wide
Slouched
Nervous
Scarred
Bitter
Hard
Lean
Soft
Graceful
Gentle
Straight
Neat
Quick
Dainty
Fluid
Awkward
Hulking
Slow
Pensive
Sloppy
Small Eyes
Close-set Eyes
Heavy Brow
Broad Brow
Large Eyes
Shadowed Eyes
Piercing Eyes
High Cheeks
Rosy Cheeks
Hollow Cheeks
Freckles
Visible Moles
Mottled Skin
Cleft Chin
Long Earlobes
Tatooed
Long Fingers
Large Hands
Six Fingers
Character Traits
Roll or choose one from each column
2d6
Roll
Music
Sports
Trivox
ReadingMiscellaneous
2
3
4
5
6
7
8
9
10
11
12
Hates
Hates
Dislikes
Indifferent
Enjoys
Enjoys
Fan
Fan
Loves
Plays
Plays
Hates
Hates
Dislikes
Indifferent
Enjoys
Enjoys
Fan
Fan
Loves
Plays
Plays
Hates
Hates
Dislikes
Indifferent
Enjoys
Enjoys
Fan
Fan
Loves
Addict
Addict
Never
Never
Seldom
Occasionally
Occasionally
Often
Often
Always
Always
Addict
Addict
History Buff
Tinkerer
Builds Models
Enjoys Dancing
Collects Things
Gamer
Gambler
Hunts
Gourmet
Drug Addict
Alcoholic
Note: Book of Jalan & TL 1-6 characters should replace Trivox with Plays.
Tech Level 7 should replace Trivox with Television.
Character Generation - 51 -
Vantors:
Roll once on Skin color. Then roll 1d6 times on Eye Color for Skin Pattern
Colors. Roll once more on Eye Color for eyes.
Tagris:
Roll as a Human.
Human:
Note:
A choice can be made instead of any roll. SaHus, VaHus, and HuTas roll or
choose as is appropriate. Book of Jalan characters roll or choose as Humans.
%D Roll
Hair /Mane
Body Fur Color
Eye
Color
Skin
Color
01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-93
94-96
97-98
99
00
White
Platinum Blonde
Pale Blonde
Light Blonde
Medium Blonde
Ash Blonde
Strawberry Blonde
Light Auburn
Sherry
Copper
Dark Auburn
Sandy
Light Brown
Soft Brown
Medium Brown
Dark Brown
Chocolate Brown
Jet
Raven
Grey
Pink*
Blue*
Fuscia*
Pink
Pale Blue
Sky Blue
Dark Blue
Sapphire
Blue-Green
Pale Grey
Steel Grey
Grey-Green
Light Green
Leaf Green
Dark Green
Emerald
Hazel
Amber
Light Brown
Dark Brown
Chocolate Brown
Jet
Chrome*
Ruby*
Amethyst*
Coral*
Albino
Pale White
Pale Pink
Ruddy
Creamy
Tan
Yellow Tan
Yellow Brown
Deep Yellow
Light Copper
Dark Copper
Swarthy
Light Olive
Dark Olive
Cafe Au Lait
Light Brown
Dark Brown
Chocolate brown
Jet
Green*
Orange*
Red*
Purple*
*Represents various possible dyes. These colors are non-natural and are manufactured only at TL 7+
Book of Jalan Character Height and Weight tables (roll or choose)
Character Generation - 52 -
Halfling
03-06
01-05
11-40
01-30
Gnome
03-06
02-06
6-35
6-38
Elf
09-25
07-20
31-70
21-55
Male Height
Female Height
Male Weight
Female Weight
Dwarf
06-10
04-08
56-93
51-85
Half-Orc
36-00
31-90
76-00
66-90
Human
16-96
11-80
31-00
26-93
Half-Elf
16-35
11-30
41-80
31-70
%d Roll
Height
Weight
01-02
03
04-05
06
07-08
09-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-93
94-96
97-98
99
00
3'3"
3'5"
3'7"
3'10"
4'6"
4'9"
5'0"
5'4"
5'7"
5'9"
5'11"
6'0"
6'1"
6'2"
6'3"
6'4"
6'5"
6'6"
6'7"
6'10"
7'0"
7'3"
7'6"
7'10"
8'6"
9'6"
9'10"
44#
46#
48#
50#
51#
54#
57#
64#
70#
77#
84#
97#
106#
112#
121#
132#
143#
154#
165#
176#
187#
202#
216#
242#
264#
308#
396#
Character Generation - 53 -
StarCluster
Guide to Skills
and Metaskills
by clash bowley
Skills and Metaskills - 54 -
Skills should only be rolled if a normally competent individual would have trouble. For example, climbing a ladder would not require a climb skill
check, whereas climbing a mountain would. Riding a horse would not normally require a riding check, while shooting from horseback would. If GM
keeps in mind the Normally Competent Individual concept, the number of rolls, and thus the number of player failures, will be kept to a meaningful
minimum.
Description
Governing
Attribute
adapt
[adapt]
Charisma
alert
[alert]
Endurance
alien
(alien
psychology)
Charisma
aqua
[Aquaculture]
IQ
astr
[(astronomy)
IQ
beam
(beam)
Coordination
bio
(biology)
IQ
blade
(blade)
Strength
bow
[bow]
Coordination
brew
[brew]
IQ
bus
(business)
Charisma
carp
[carpentry]
Coordination
climb
[climb]
Agility
const
(construction)
Endurance
cook
[cook]
IQ
crs
[course]
IQ
Description
Governing
Attribute
crypt
The ability to encrypt and decrypt data, and the ability to create
[cryptography] new types of encryption
IQ
cyber
[cybernetics]
IQ
dash
(dash)
Agility
demo
[demolition]
IQ
diag
The ability to identify an injury or disease before attempting
(diagnosis)a cure
IQ
disg
The ability to change the outwardappearance of some person
(disguise)or thingusing makeup and prosthetics
Charisma
dowse
[dowse]
drink
[drinking]
Endurance
driv
(driving)
Coordination
drives
(drives)
IQ
drug
(drug)
The ability to use and make drugs to cause and cure injury,
illness, or sensory abnormalities
IQ
elec
(electronics)
IQ
eng
[engines]
Coordination
endear
[endear]
Charisma
engrace
[engrace]
Charisma
entice
[entice]
Charisma
Description
Governing
Attribute
eval
(evaluation)
Charisma
for
[forestry]
IQ
forge
[forgery]
Coordination
goad
[goad]
gun
(gun)
Coordination
gunnery
(gunnery)
Coordination
gym
[gymnastics]
Agility
gyrojet
(gyrojet)
Coordination
heal
(heal)
IQ
herb
[herbology]
IQ
hist
(history)
Knowledge of history
IQ
hus
[husbandry]
IQ
interr
(interrogate)
IQ
intim
(intimidation)
Charisma
kill
(kill)
IQ
lang
The ability to speak & comprehend languages from basic
(linguistics)principles
IQ
law
(law)
IQ
The ability to use, circumvent, and deal with law, and project
an entire system from a few examples
Description
Governing
Attribute
lea
(leadership)
Charisma
ltech
(low tech)
IQ
mason
[masonry]
Strength
melee
(melee)
Strength
min
[mineralogy]
IQ
mine
[mining]
The ability to tunnel under the ground, through earth and stone,
using simple tools
Endurance
mus
(music)
Charisma
nav
(navigation)
Endurance
neg
(negotiation)
Charisma
operate
(operate)
IQ
overdo
(overdo)
Endurance
paint
[painting)
Coordination
pick
[pick]
Coordination
pilot
(pilot)
Coordination
plan
(planetology)
IQ
pro
The ability to program and operate computer related devices
[programming)Affects which station one can operate aboard a spacecraft
IQ
phys
(physics)
IQ
Description
Governing
Attribute
psyc
(psychology)
Charisma
pyr
The ability to create and throw fire psionically
(pyrokinesis)Damage = 50 per level of pyr skill
Coordination
react
(react)
Agility
res
(research)
Endurance
ride
[riding]
Agility
rope
[rope use]
Coordination
sail
[sailing]
Strength
sculpt
(sculpture)
Coordination
shguns
(ship's guns)
Coordination
ship
[shipbuilding]
IQ
shield
(shield)
Agility
slt
[sleight]
Coordination
smcraft
The ability to pilot pods (spacecraft 100 tons or under)
(small craft)In no small craft skill, can use pilot skill/2.
Coordination
soc
(sociology)
IQ
smith
[smithing]
Strength
snare
[snares]
Coordination
Description
Governing
Attribute
sneak
[sneaking]
Agility
stash
(stash)
IQ
steer
[steering]
Coordination
strat
(strategy)
IQ
stun
(stun)
Strength
stwse
(streetwise)
Charisma
surg
The ability to cure wounds and other physical ailments
(surgery)by operating
Coordination
surv
[survival]
Endurance
swim
[swimming]
Agility
tan
[tanning]
IQ
taste
[taste]
Charisma
TK
(telekinesis)
tact
(tactics)
train
[training]
Charisma
treat
(treatment)
IQ
trk
[tracking]
Agility
Description
Governing
Attribute
unarmed
(unarmed)
Strength
wea
[weather]
IQ
weav
[weaving]
Coordination
writ
(writing)
Charisma
zero-G
(zero-G
movement)
Agility
Metaskills
Metaskills are skills which can modify other skills. In StarCluster, the metaskills are typically gained as a choice in a
profession or schooling instead of rolling for a normal skill on the job related skill tables. The player can *always* opt
for the associated metaskill rather than using the skill tables. Metaskills are always named as a verb rather than a
noun, to show that they are intended to be used to do something. The GM is the final judge of whether a particular
combination of metaskill and object are appropriate.
The following nebulous definitions are given to allow the GM something to base decisions on. The wording has been
left as vague as possible to give the GM the widest possible latitude in interpreting it. Remember, how the characters
interpret these definitions never means anything. The important thing is how the GM interprets them.
Design
To create new, functional plans for making things.
modifier = base chance * .5, round up.
Repair
To fix things which are broken.
modifier = base chance * 1.
Build
To make things out of existing components to plans.
modifier = base chance * 1.
Create
To think up novel ideas.
modifier = base chance * .5, round up.
Obtain
To get what is wanted, whatever the means.
modifier = base chance * .5, round up. Additional modifier COOR.
Embellish
To make a thing prettier.
modifier = base chance * 1. Additional modifier COOR.
Appear
To seem to be something different.
modifier = base chance * .5, round up.
Using Metaskills
Metaskills are used in two ways, listed below:
Case 1
A metaskill may be used to modify other skills. The first plus of the metaskill indicated that the modification
can be done. Each subsequent plus of metaskill is used as a plus of the modified skill. This base chance is then modified by the listed modifier.
Example: design+2 construction+3 a spaceship.This allows the character to design a spaceship, because
design modifies construction, which allows the character to build structures. The chance of success is based on construction, which gives a base chance of 65%, plus 5% per plus over +1. The design skill is at skill level +2, so the first
plus allows the design, and the second is added to the modified skill. The construction skill is at +3, which gives a total
chance of 65% (for const+1) + 5% (for const+2) +5% (for const+3) +5% (for design+2), for a total of 85%. This chance is
then modified by multiplying by the modifier of.5, for an adjusted chance of 42.5%, rounded up to 43%. Success
means that the *plans* are successfully designed, not that the spaceship is actually constructed to those plans!
Case 2
A Metaskill may be used to modify objects directly. In this case, the base chance is 20% at skill level+1, plus
5% per level of skill above +1.
Example: Sell+2 ice to Eskimos. Base chance is 20% (sell+1) +5% (sell+2), for a total of 25%. This is multiplied by the modifier for sell, *.5, to become a chance of 12.5%, rounded up to 13%.
Remember: The GM is always in control, and should assess any penalties or benefits he wants to assess, and interprets these descriptions as he sees fit.
Name
Description
Parameters
anim Animate
A: DETAIL
B: NUMBER
C: SPACE
add
Add
A: NUMBER
adh
Adhere
A: AREA
B: SPACE
C: MASS
app
Apportation
A: SPACE
B: MASS
att
Attract
A: AREA
B: DETAIL
aug
Augment
A: DAMAGE
barr
Barrier
A: AREA
boost Boost
A: DAMAGE
B: NUMBER
cmd
A: DETAIL
Command
A: SPACE
B: DETAIL
conn Connect
A: DETAIL
B: NUMBER
Discover
A: AREA
dur
Durance
A: TIME
emo
Emotion
A: SHIFT
enh
A: NUMBER
engy Energy
A: AREA
B:DAMAGE
free
Free
A: AREA
geas
Geas
A: DETAIL
B: NUMBER
inf
Infusion
A: DETAIL
interr Interrogate
A: WORDS
join
Join
A: AREA
B: DETAIL
C: SPACE
link
Link
A: NUMBER
loc
Locate
A: DETAIL
B: AREA
matt
Matter
A: DETAIL
B: MASS
mem Memory
A: DETAIL
proxy Proxy
A: DETAIL
resist Resist
A: POWER
B: DAMAGE
rppt
A: SPACE
A: DETAIL
Rapport
script Script
A: DETAIL
shape Shape
A: DETAIL
shield Shield
A: QUALITY
sit
Sight
A: TIME
B: SPACE
C: DETAIL
susp
A: TIME
A: DAMAGE
trig
Trigger
A: DETAIL
B: AREA
TK
A: MASS
B: SPACE
C: SPEED
Description
AREA
3 sq. ft., @ +0, 10 sq. ft. @ +1, 20 sq. ft. @ +2, etc.
DAMAGE
DETAIL
sketchy @ +0, fuzzy @ +1, fairly detailed @ +2, quite detailed @ +3, realistic @ +4,
hyper-real @ +5
MASS
NUMBER
QUALITY
Quality of armor increases.5 per plus, magic resistance increases as 10% per plus
SHIFT
Move one clockwise or counterclockwise on the chart below, starting with present
emotion
LOVE
PANIC
AFFECTION
FEAR
INDIFFERENCE
RAGE
DISLIKE
HATE
SPACE
Self@+0, 1 mile@+1, 10 miles @ +2, 100 miles @ +3, 100 miles@+4, etc.
SPEED
TIME
WORDS
StarCluster
Humans and Humanoids
by clash bowley
StarCluster
Humans and Humanoids
Humans and Humanoids have become over the last 500 years the dominant life form in the Cluster.
About 1 million years ago, according to the best estimates, an alien race known as the "seeders" brought plants,
animals, and people from Old Earth into the Cluster. They deposited these cargoes at four different places in the
Cluster. Jalan in the Anson System, Tamana in the Brass System, Adma in the Iris System, and Faren in the Plush
System. They followed a similar pattern in each case, destroying about half the existing ecosystem and replacing
it wholesale with the imported Old Earth ecosystem. The technology used must have been phenomenal, and the
reason behind it inscrutable. In any case, the people deposited, a species known as Homo Erectus, evolved separately in 4 different places.
Jalan, Anson 2
On Jalan, the original Homo Erectus stock evolved in several different ways, but at least one variety of
humanoid which evolved there is virtually indistinguishable from Diasporan Humanity. The peoples of Jalan did
not evolve in a technological manner, instead developing amazing psionic powers far beyond normal human
abilities. As all information on Jalan, as well as contact with the planet, is under SaVaHuTa interdict, and as the
humanoids of Jalan have had very little impact on the rest of the Cluster, we will move on to more important
matters. For more information, I refer you to the Book of Jalan.
Tamana, Brass 2
On Tamana, under the smouldering red sun of Brass, Homo Erectus was at first almost wiped out. The
large and aggressive plains carnivores of Tamana were ruthless in harrying the people. The bands of humans
retreated into the rain forests, where they lived in the mid-canopy region. As Tamana is cooler than Earth, they
evolved more hair as a covering. Their eyes became more receptive to dim light. Their feet evolved into efficient
climbing gear with long grasping toes and an opposable thumb. Most remarkably, they evolved a long prehensile
tail like some of the monkeys of Old Earth. Thus equipped, they came to dominate the forest and move out
onto the plains.
Sastra was their name for themselves. It meant "The People". They were small, slightly built, and incredibly agile. They were also smart. They invented tools, first from wood and flint, then from bronze and iron, then
from steel. Eventually, they created a thriving technologically driven society. It was then that they were invaded
from space.
The creatures called themselves "Humans", and looked not too dissimilar from Sastra, but they were
strange. They were fleeing the imminent death of their home star and the immediate area of space around it by
shooting their people off in sub-light colony ships. They came to the Cluster because of the astonishing concentration of habitable worlds here, and this was to be their new world.
There was a long and bitter war fought there on Tamana, but before it ended, the Sastra and Humans
discovered that they were very closely related to and could interbreed with humans. The war cooled down and
the two sides decided they could get along after all.
Adma, Iris 4
Adma is a beautiful world. The largest continent lies in the northern hemisphere, and is very well
watered, full of lakes and large rivers. This was the continent the Seeders placed their Homo Erectus colony on.
The hominids, however, did not fare well with the dangerous native carnivores and the radiation Iris pumped
out, and they retreated to the lakes. They grew adapted to their semi-aquatic home, growing a dense pelt of fur
to ward off the cold winters, and becoming much larger than they used to be, increasing their volume to surface
area ratio. They also grew webbed fingers and toes, with the long toe web able to flip up against the humanoid's
shins for easier walking on land, which they did frequently. They avoided the bright sunlight, becoming nocturnal creatures. Their eyes grew much larger and more sensitive to light. Their nostrils became flat and sealable,
and their external ears migrated to the tops of their head, the better to hear while most of the body was under
water.
They called themselves the "Tagris" which means "we". Their lake dwellings became more and more
elaborate until they became cities. Aquaculture replaced agriculture, and fish were ranched and water vegetables
were raised. They began building their own lakes by damming the rivers, building their cities and dams in stone.
They began refining metals for stone cutting, and learned how to treat steel so that water did not corrode it.
Adma has two moons, both quite large. They perform a marvelous dance in the sky, and the tides are
tricky and wild. The Tagris wanted to visit those other worlds they could see so easily in the sky. They could see
the lakes and rivers on the moons and wanted to colonize them. The Tagris put together a concerted effort, and
finally sent a small ship to the nearest moon, Flan. When they got there, they found that Flan was inhabited by
creatures called Humans, but lately come to Flan, fleeing some disaster on their homeworld.
The two peoples shared technologies and planets, with many Humans coming down to Adma to live
with the Tagris, but most of the Humans feared the Tagris, and would not allow them on Flan. There is a bit of
Xenophobia in Humanity, and Flan was just the first of many to choose a solitary way.
Faren, Plush 3
Faren is a water world, with only scattered tiny islands breaking up a sea that stretches from pole to pole.
The original Home Erectus set down by the Seeders soon stretched the food supply on the islands to the breaking point. Some of the H. Erectus colonizers began actually living in the shallow lagoons. It was a blessed
respite. The intense amount of radiation pumped into Faren by Plush was mitigated by the water, and the water
supplied plenty of food. The H. Erectus soon became very different from their forbearers. They lost their hair
and grew a layer of subcutaneous fat. Their ears were tiny, and their nostrils could shut tight against the water.
Their feet grew longer and flatter, and they grew a wide, muscular, diamond shaped tail. They could propel
themselves through the water very quickly with the tail, using their paddle-like feet to steer. Their skins became
patterned with wild colors for camouflage and for identification, as each person's pattern was individual.
Their hands were left free by this mode of travel, and they took to carrying stingray spines and coral
spires as tools and weapons. They learned to make plastics from seaweed, using fires on the islands to cure and
shape it. They built bubble cities underwater, and factories on the islands, and brought the whole planet under
their sway, lit with electricity powered by the tides. The tides of Faren are enormous, as Faren is a "Double
Planet", with a moon nearly as big as Faren is. From this moon one day came visitors. Humans fleeing from Old
Earth had colonized the moon and been intrigued by the lights in the ocean, and had gone down to meet with
these "Aliens". The Humans and the people of Faren, known to themselves as the "Vantor" - which translates to
"us", soon became partners in colonizing. The Humans building artificial floating islands for the face of Faren,
and the Vantor settling the seas of the moon, known at the time as "Plush", but since renamed "Committed-tothe-Lord".
The Vantor and Human cooperation extended further, and it was discovered that they were virtually
indistinguishable via DNA testing, and could probably create viable offspring. This was shown to be the case,
and the two people became one.
The Diaspora
Humans left Old Earth in thousands of sublight generational ships, slowly leaving the vicinity of the
original homeworld. They left over a period of about one hundred years, the later ships arriving first because
they were faster. There has been a colony ship reported within the last decade, though it proved dead, and there
may be others on their way. They were not aimed just at the Cluster, Humans scattered all over the galaxy, but
the Cluster was the target for many.
Sometimes there were troubles along the way. Several colony ships arrived dead, and several more were
damaged. On many ships, the humans, with no hand in guiding the pre-programmed ships, lacked purpose and
slid into savagery. On others, people were able to retain their focus and survived the trip relatively intact. At any
rate, several tens of millions of humans survived the trip and entered the Cluster.
This event, this tide of Humanity, is called the Diaspora, which means the Scattering. The influx of
these peoples occurred over a long time period, with the densest time of arrivals some 300 to 400 years ago. As
each colony ship - or sometimes a matched pair - was generally filled with people with something in common,
the various worlds they settled became little islands in the sea of space, and the Diasporan communities they harbored became isolated populations. Each world became a totality, and the small genetic differences became exaggerated.
The worlds of course warped them also. The programming of the robot brains was seemingly imperfect,
witness the selection of asteroid moons over lush earth-like planets, as happened several times. The robots were
equipped to deal with settling asteroids, however, and they were settled. Many Diasporan communities
descended into barbarism and savagery, either at this point or on the trip, and had to figure out a way to live in
these strange circumstances. This was the way things were when the speed of light limited all interplanetary
travel, and banished interstellar traffic altogether.
Transluminal Speeds
In the year 158 from founding - our year -211 - the skies of Loop (Loop 3+3) were split by 3 strange
ships, of a technology beyond the comprehension of the inhabitants of Loop. The ships flew over the main city
in broad daylight, and drew on past the town. 2 ships settled to the grass of a meadow while the third hovered
above seemingly without effort. As the Loopers watched, one of the landed craft opened its hatch and a small
alien stepped out. It was a Kertu-Drua, by the name of Keta Kakti. Somehow the inhabitants of Loop restrained
themselves for killing this warty freak where he stood, and thus ensured their fortune.
What they did not know was that Keta Kakti was offering them Jump Drive technology for trade. They
couldn't understand it because his Universal Translator didn't have any Diasporan Languages in it, as they were
the first Diasporans the Kertu-Drua had ever met.
The Kertu-Drua had gotten the Jump Drive from the Etvar, who had dug it up while examining some
interesting ancient Etvar artifacts. The Kertu-Drua had just used it to found a colony on Loop's primary, Kertu-
Daturak, Loop 3. They noticed the traces of someone living on the 3rd orbit moon, and had come to investigate
and trade.
Loop eventually bought the Jump drive for 3 years output from their porcelain factories and the translator rights to their language. They cranked up production and in less than a decade had a functional prototype
unit. From then on, things began to snowball. The Kertu-Drua had not stopped with selling the design to Loop,
but Loop was the first, and the first to get into production. Within twenty-five years, the jump routes throughout
most of Sector Second had been traced, and a transluminal trade had started up.
Sastras
Sastras tend to be smaller and lighter than most Humans. Their
reflexes and agility are excellent, but their strength suffers from their slight
stature. Sastras at age ten have a minimum Coordination and Agility score of
10, and a maximum Strength score of 8. All Sastras can climb anything, and
are flexible in the extreme. They have in effect five hands, two on their arms,
two larger and stronger ones on their legs, and their prehensile tail functions
as a third, clumsier hand. Sastra foot hands are at -2 coordination from their
true hands, and +2 strength. Sastra tails are at -4 coordination from their true
hands, and at -2 strength.
Sastras have better than normal hearing, and are drawn to noises as
most Humans are drawn to motion. Their ears are long and pointed. Their
fur is soft and very plush, about a centimeter long all over their bodies except
for their crest, which is also soft and plush, but up to 10 centimeters long and
extends all the way down their back, and the soles of their feet and palms of
their hands, which are bare skin. Sastra legs are short in the thigh and calf, and very long in the foot. They stand
on the balls of their feet, so the total length of leg is in human proportion to their bodies. Their ankles can pivot
like wrists. Sastra senses are rated thus: SightX3, HearingX2, Smell, the rest being unimportant. Sastra do see
somewhat better in low levels of light than Humans, but dislike bright lights.
SaHus
SaHus can take various forms. They can inherit from either of their parents, in other words have Sastra
or Human build by body part, it is a 50% chance either way. The following body parts are rolled for or chosen:
Sastra
Human
SaHus are smaller and slighter than Humans, but not so small as Sastras. They have minimum Coordination and Agility scores of 8, and a maximum Strength score of 10 at age ten. Human senses are rated thus: SightX4,
Hearing, the rest being unimportant.
Ranges By Race
Male Height
Female Height
Male Weight
Female Weight
Sastra
11-93
01-45
16-81
01-70
SaHu
36-00
16-86
26-00
16-91
%d Roll
Height
in meters
Weight
in kilos
01
02-03
04-07
08-12
13-18
19-24
25-33
34-40
41-47
48-54
55-60
61-65
66-69
70-77
75-79
80-83
84-87
88-90
91-93
94-95
96-97
98-99
00
1.40
1.45
1.48
1.50
1.53
1.55
1.58
1.60
1.63
1.65
1.68
1.70
1.73
1.75
1.78
1.80
1.83
1.85
1.88
1.90
1.93
1.95
1.98
25.00
26.00
27.00
28.00
29.00
30.00
31.00
32.00
33.00
34.00
35.00
36.00
38.00
40.00
42.00
44.00
46.00
48.00
50.00
53.00
55.00
58.00
60.00
Vantors
Vantors are superbly adapted to life in the sea. Their broad, muscular
tails propel them through the water at wonderful speed. They are compact
but robust in build, the smallest of the Humanoids. They are somewhat
clumsy when walking because of their large finned feet. Vantors have a minimum Endurance of 10 and a maximum Coordination and Agility of 8 at age
ten. They have no hair at all on their bodies and a thick layer of subcutaneous
fat, and their skin is patterned with stripes, spots, and other markings in an
individual pattern. A Vantor's nostrils can shut tightly against water pressure.
Vantor markings include, but are not limited to: stripes, spots, clusters, whorls, rings, dashes, and splotches. Vantor senses are rated thus:
SightX3, Smell, Touch, the rest being unimportant
VaHus
VaHus, like SaHus, can be like either of their parents in certain categories. It is 50% chance either way as
to whether their Vantor or Human genes predominate for each body part listed. The following body parts are
rolled for or chosen:
Vantor
Human
Ranges By Race
Male Height
Female Height
Male Weight
Female Weight
Vantor
21-98
01-93
21-85
01-55
VaHu
46-00
21-98
31-00
15-85
%d Roll
Height
in meters
Weight
in kilos
01
02-03
04-07
08-12
13-18
19-24
25-33
34-40
41-47
48-54
55-60
61-65
66-69
70-77
75-79
80-83
84-87
88-90
91-93
94-95
96-97
98-99
00
1.00
1.05
1.10
1.15
1.20
1.25
1.30
1.33
1.38
1.40
1.43
1.48
1.50
1.53
1.58
1.60
1.63
1.68
1.70
1.75
1.80
1.83
1.85
20.00
22.00
23.00
25.00
27.00
28.00
31.00
32.00
33.00
34.00
35.00
36.00
38.00
40.00
42.00
43.00
44.00
45.00
46.00
47.00
48.00
49.00
50.00
Tagris
Tagris very large and strong, but usually have a somewhat lower endurance, as
their large bodies burn off energy faster than Humans. Tagris have webbed toes which
flip up for ease of walking on land. Their hands are also webbed, but only half way up
the fingers. Their shoulder muscles attach to the sides of their heads for additional arm
power, so they cannot turn their heads well, but they are supple and can turn their upper
bodies around easily. Their eyes are large and adapted for night vision, and their ears are
located at the top of their head. They are furred all over except for their lower face, chest
and belly, and hands and feet. Tagris nostrils can be sealed shut against water. Tagris have
a minimum Strength score of 10 and a maximum endurance score of 8 at age 10. Tagris
senses are rated thus: SightX4, Touch, the rest being unimportant.
HuTas
HuTas are smaller as a rule than Tagris, but tend to be larger than most Humans. Like SaHus and VaHus,
they have a chance to inherit their body parts from either parent, 50% chance either way. The following body
parts are rolled for or chosen:
Tagris
Human
Tagris Feet
Tagris Hands
Tagris Head and Shoulders
Fur
Nocturnal Eyes
Tagris Ears
Sealable Nostrils
Tagris Senses
Human Feet
Human Hands
Human Head and Shoulders
Hair
Diurnal Eyes
Human Ears
Non-Sealable Nostrils
Human Senses
Ranges By Race
Male Height
Female Height
Male Weight
Female Weight
Tagris
16-00
11-50
21-00
11-30
HuTa
11-50
01-25
11-40
01-25
%d Roll
Height
in meters
Weight
in kilos
01
02-03
04-07
08-12
13-18
19-24
25-33
34-40
41-47
48-54
55-60
61-65
66-69
70-77
75-79
80-83
84-87
88-90
91-93
94-95
96-97
98-99
00
2.00
2.05
2.10
2.15
2.20
2.25
2.30
2.33
2.38
2.40
2.43
2.48
2.50
2.55
2.60
2.65
2.70
2.75
2.80
2.85
2.90
2.95
3.00
75.00
80.00
85.00
90.00
95.00
100.00
105.00
110.00
115.00
120.00
123.00
128.00
130.00
135.00
140.00
145.00
150.00
155.00
160.00
165.00
170.00
175.00
180.00
StarCluster
Equipment: Personal
by Albert Bailey
and
clash bowley
Equipment: Personal - 81 -
Spacesuits
At Tech Level 8, spacesuits are not unlike those currently in use, but they possess volume compensators, air and water recycling, and
attitude jets. Volume compensators alter the pressure as the suit volume changes, eliminating the tendency of a spacesuit to balloon
out. This reduces the strenuousness of spacesuit use and allowing for full atmospheric pressure to be used in suits, eliminating the need
for decompression. Air and water recycling scrubs carbon dioxide and water vapor from exhalation and distills water from urine, making it possible in an emergency to live for many days in a spacesuit without resupply. The excess carbon and hydrogen of respiration are
used to produce methane for the attitude control jets.
Tech Level 9 spacesuits are similar, except that they are usually made of plasteel film, making them light and comfortable enough to be
used are regular clothing, a practice common among space crews. Tech level 8 and 9 spacesuits can be donned quickly, in less than a
minute, if required.
At Tech Level 10, active plasteel makes possible clothing that adapts on command, becoming a garment of any shape and form
desired, even a full body spacesuit. At this tech level it is usual to have one worn object (a torc, a belt) containing active plasteel which
can expand over the body at command. Wearing such a device, a spacesuit can be formed around the individual in a couple of seconds,
and would automatically be triggered to do so in the absence of pressure.
Spacesuits also work well as clothing on planets with extreme environments. Being insulated cooled and heated as needed and having
their own air and water systems, they make it possible to function in all but the most hazardous environments. Being tough enough to
resist pressure, spacesuits also naturally have some value as armor. Those frequently engaged in hostile actions generally augment this
with additional layers of ceramic or plasteel armor. If the mass of armor is large, it becomes necessary to used powered armor.
Such powered suits also have the advantage of allowing one to work effectively under high-gravity environments.
The table below give the weights of spacesuit equipment for the various tech levels. The total weight one must carry is both the weight
of the spacesuit, and environmental unit (needed except when using an umbilical cord), and the weight of armor or powered armor, if
any. Thus an individual at tech level 8 with powered armor would have 97 lbs. of equipment.
Clothing
Clothing in StarCluster has deliberately been left vague. There are so many different fashions on so many worlds that it is not possible
to enumerate them all. There are some differences which are due to tech level. These are differences in the materials rather in their cut
or grouping. At Tech Level 8, there are new synthetics available, with improved qualities in either wear, tactile sense, insulation, cost,
Equipment: Personal - 82 -
Wear
Tactile
Sense
Insulation
Cost
Fabric
Lustra
Omnian
Larylon
Hyperian
Slek
Klustra
Damylon
Natural
Fabric
Equipment: Personal - 83 -
Electronics
Mass
Item
Description
Cost
TL
5 kg
Belt Radio
10cr
5 kg
Trivox
3D game/entertainment system
50cr
2 kg
Trivox Camera
75cr
0.5 kg
Personal Trivox
Handheld Trivox
200cr
0.2 kg
Flat Camera
20cr
0.2 kg
Audio Recorder
5cr
0.1 kg
Homer/peeper
Personal locator
5cr
0.5 kg
Slate
20cr
5 kg
Icomm
35cr
0.2 kg
UT
Universal Translator
N/C
N/C*
Diaspak
150cr*
(Alien)pak
1000cr
* Characters from SaVHuTa get the Baspak for free and the Diaspak
for 150cr. Characters from the Diasporan community get the
Diaspak for free and the Baspak for 150cr. Independent and thieves
world characters have to pay for either.
Equipment: Personal - 84 -
Kit
Kit Description
+4
Engineering Kit
+4
Disguise Kit
+5
Repair Kit
+4
Med Kit
+4
Scan Kit
+4
Surgical Kit
+4
Bio Kit
+4
Pharma Kit
+4
Chem Kit
+4
Min Kit
+5
Astro Kit
+5
Elec Kit
You must have at least skill level+ 1 to use a kit - i.e. you need at least
biology+ 1 to use the bio kit.
Equipment: Personal - 85 -
Mass by Tech
Level
Spacesuit
Environmental
Unit
Armor
Powered Armor
Tech Level 7
22.5 kg
34 kg
N/A
N/A
Tech Level 8
5.5 kg
11.5 kg
ceramic 9 kg
ceramic 27 kg
Tech Level 9
1.5 kg
4 kg
plasteel 4.5 kg
plasteel 13.5 kg
Tech Level 10
1 kg
1.5 kg
active 4.5 kg
plasteel 11.5 kg
Mass
Item
Description
Cost
TL
1 kg
Clothing
1cr
1 kg
Expensive Clothing
varies
2 kg
15cr
1 kg
Dry Suit
15cr
2 kg
Desert Suit
20cr
2 kg
Flak Jacket
25cr
1.5 kg
Bulletproof
45cr
3 kg
Steel Mesh
45cr
varies
Ceramic
110cr
varies
Powered Ceramic
260cr
varies
Plasteel
210cr
varies
Powered Plasteel
410cr
varies
Active Plasteel
365cr
10
varies
Chromskin
70cr
varies
Vac Suit
50cr
N/A
Vacattach
55cr
Equipment: Personal - 86 -
Mass
Item
Description
Cost
TL
5 kg
Inflatashelt
25cr
10 kg
Portashelt
100cr
10
1 kg
Personal Tent
10cr
3 kg/
person
Large Tent
5cr/
person
4 kg/
person
Hard Tent
15cr/
person
10
0.2cr
0.5cr
Restaurant Meal
2cr
1 kg/
meal
Heatercan Rations
1cr/
meal
0.5 kg/
meal
Cold Survival
Rations
2cr/
meal
Equipment: Personal - 87 -
Mass
Item
Description
Cost
TL
4 kg
Reaction Pistol
50cr
4 kg
Reaction Jets
75cr
varies
Plastique
50cr/
kg
10 kg
Parachute
24cr
2 kg
Personal
Winch
35cr
20 kg
Life Raft
10cr
4 kg
Gills
20cr
5 kg
MULE
30cr
10
4 kg
Hoverboard
A surfboard-shaped hovering A-Grav plate with a carrying capacity of 300 kg. For sport and personal use. Steering, acceleration, and stopping are by balance
60cr
10
2 kg
Grapplewinch
20cr
1 kg
Glowrod
1cr
10 kg
Lift Belt
50cr
10
1 kg
Filter Mask
5cr
2.5 kg
Respirator
A device for concentrating thin atmospheres to a breathable density. Requires Armpak2 or higher for power
10cr
0.2 kg
Pocket Heater
5cr
1 kg
Laser Torch
15cr
Equipment: Personal - 88 -
Mass
Item
Description
Cost
TL
MultiTool 1
5cr
0.3 kg
MultiTool 2
8cr
0.4 kg
MultiTool 3
11cr
0.6 kg
PowerTool 1
14cr
0.7 kg
PowerTool 2
17cr
0.8 kg
PowerTool 3
20cr
Unpowered Tools
Powered Tools
Lock Pick
Scalpel
Soldering Iron
Fish Scaler
Fork
Power Punch
Can/Bottle Opener
Plane
Trip Hammer
Razor
Wire Strippers
Power Saw
Metal Snips
Scriber
Punch
Scissors
Grinder
Clamp
Ratchet
Mill
Pliers
Saw
Drill
Chisel
Small Knife
Large Knife
Fastener Driver
Equipment: Personal - 89 -
ARMOR ITEM
EFFECT
ON STATS
ARMOR
POINTS
COST
Torso Coverings
Padded Vest
none
0.5
5cr
COOR -1
0.8
10cr
Jazeraint Vest
COOR -1
1.0
15cr
Hauberk
END -2
1.5
100cr
Lamellar Vest
END -1
1.7
250cr
Breastplate
AGY -1
2.0
500cr
Leather Skirt
none
0.1
5cr
Lamellar Skirt
none
0.3
50cr
Plate Skirt
Agy -1
0.4
100cr
Padded Leggings
none
0.1
2cr
Leather Chaps
none
0.1
5cr
Plate Greaves
AGY -1
0.2
25cr
AGY -2
0.3
150cr
WAIST COVERINGS
LEG COVERINGS
Equipment: Personal - 90 -
EFFECT
ON STATS
ARMOR
POINTS
COST
ARM COVERINGS
none
0.1
2cr
END -1
0.2
25cr
COOR -1
0.3
100cr
Leather Gauntlets
none
0.1
2cr
COOR -1
0.2
20cr
Steel Gauntlets
COOR -2
0.3
50cr
none
0.1
2cr
none
0.2
20cr
Leather Cap
none
0.1
3cr
none
0.2
5cr
Steel Cap
none
0.3
25cr
Steel Helm
COOR -1
0.4
50cr
Great Helm
END -1
0.5
150cr
HAND COVERINGS
SHOULDER COVERINGS
HEAD COVERINGS
Equipment: Personal - 91 -
EFFECT
ON STATS
ARMOR
POINTS
COST
SHIELDS
Wooden Target
none
0.5
5cr
Wooden Shield
END-1
AGY -1
1.0
15cr
END -2
AGY -2
2.0
50cr
Wicker Shield
AGY -1
0.5
1cr
Steel Scales
none
0.5
15cr
Steel Studs
none
0.2
35cr
Leather Strapping
none
0.1
5cr
Cloth Padding
AGY -1
0.1
2cr
Steel Platelets
COOR -1
0.7
75cr
Plate Ribbing
AGY +1
0.0
150cr
Spikes
COOR 1
0.2
150cr
Gilding
none
0.0
500cr
Painting
none
0.0
500cr
Enamelling
none
0.0
700cr
Bright Colors
none
0.0
100cr
Engraving
none
0.0
900cr
Inlay
none
0.0
900cr
REINFORCEMENTS
APPLIED OVERALL
DECORATION
Equipment: Personal - 92 -
Equipment: Personal - 93 -
ITEM
BASE
PRICE
ITEM
LEG COVERINGS
BASE
PRICE
OUTER COVERINGS
3cr
Jacket
8cr
Pants/Breeches
5cr
Coat
12cr
Hose
2cr
Overcoat
9cr
Leggings
3cr
Surcoat
2cr
Breechclout
0.2cr
Toga
10cr
Pantaloons
3cr
Mantle/Cloak
12cr
Stockings/Tabi
0.5cr
Sweater
2cr
5cr
Poncho/Cape
1cr
TORSO COVERINGS
HEADGEAR
Shirt/Blouse
3cr
Bandana
0.1cr
Tunic
1cr
Cap/Fez/Skullcap
1cr
Vest/Waistcoat
2cr
Broad-brimmed hat
3cr
Eared cap
2cr
Turban
3cr
Hood
2cr
Short dress/Chiton
5cr
Long Dress
7cr
Robe/Kimono
8cr
Equipment: Personal - 94 -
ACCESSORIES
Slippers
2cr
Belt
0.5cr
Sandals
1cr
Sash/Girdle
1cr
Shoes
3cr
Gloves
2cr
Boots
5cr
Mittens
1cr
Thongs
1cr
Sheath
1cr
Clogs/Sabots
2cr
Short Scabbard
2cr
Moccasins/Soft shoes
1cr
Long Scabbard
3cr
MATERIALS
COST
MULTIPLIER
FINISHINGS
COST
MULTIPLIER
Bark/Veg. Fiber/Wood
X 0.5
Lace trim
X 1.5
Wool
X2
Beading
X 1.5
Soft Leather
X1
Embroidery
X2
Hard Leather
X3
Brocade
X2
X2
Fur Trim
X 2.5
Fleece
X2
Fur Lining
X4
Silk
X 10
Slashing
X5
Fish/Reptile Skin
X5
Piping
X 1.5
Satin
X5
X5
Cloth of Silver
X 20
X 1.5
Cotton
X1
Undyed/Natural
X1
Cloth of Gold
X 50
Feathers
X5
Suede Leather
X 1.5
Rich Lining
X3
Velvet
X5
Lining
X 1.5
Linen
X1
Silver Buckles
X 1.5
Gold Buckles
X2
Equipment: Personal - 95 -
X 1.1
Silver Braid
X 1.5
Slipshod
X 0.3
Gold Braid
X2
Poor
X 0.5
X 1.1
Good
X1
Excellent
X 1.5
Superb
X2
Equipment: Personal - 96 -
StarCluster
Equipment: Weapons
by clash bowley
Equipment: Weapons - 97 -
Equipment: Weapons - 98 -
StarCluster
Equipment: Weapons
Choosing a character's weapons is a vital item for the player. The Cluster is a dangerous place, and it
is politically designed to be that way. The two main human governments, the Diasporan Community
and SaVaHuTa, both hold as central the concept that the price of freedom is the willingness to accept
some danger. By not interfering in local world governments, and by remaining intentionally limited,
they do much to achieve that goal. The role of the leagues is to limit aggression between their members, to protect the members as a whole from outside aggression, and to further their members' common interests.
Most of the people on many worlds choose not to carry weapons, but a significant minority do. The
characters in StarCluster choose to be adventurers, not accountants or lawyers, whatever jobs they
have pursued in the past. This will take them into the dangerous side of life. They have both the right
and the duty to protect themselves from the consequences of this choice.
The table following features a couple of columns not addressed in the Playing the Game guide. These
are "Skills Required" and "Hit Table". Under the heading "Skills Required" is the skill level the character needs in order to effectively deal with that particular weapon. For some weapons, more than one
skill is listed. This is because the weapon needs the character to have that combination of skills in
order to be wielded properly. If one skill has a higher level requirement than the other - i.e. gun+1,
beam+3 - the higher level skill is the one used "to hit". In other words, George has skills of blade +3
and beam+5, and wants to use a light sword. He has the minimum requirements to use the light
sword effectively, but uses the blade skill rather than his higher beam skill for hit determination. This
is because the blade skill is more important than the beam skill for this weapon.
The column headed "Hit Table" refers to the next set of tables. These adjust the character's percentage to hit based on the characteristics of the weapon, and the characteristics of the target's armor.
For instance, those weapons which do their damage via electrical discharge - such as the cattle prod are extremely effective against conductive armors. Wicker is amazingly effective against arrows. The
skill rating gives the base percentage vs. skin (no armor), and the other adjustments are made accordingly. Magic armor is only found on Jalan, and as long as that world is interdicted it will be amazingly
rare outside it, but it is given here for the sake of those rare instances.
The optional weapon modifications given in the back of the book are primarily intended for primitive
worlds, such as Jalan. There is, however, no reason why any weapon cant be so modified at any Tech
Level if the owner wishes it. The modifications are primarily decorative in nature, but some combat
effects are given. Combat effects which affect magical creatures such as are found on Jalan are
unavailable on other worlds. Ironwood is an extremely dense, hard wood which can take a fair edge. It
or an equivalent material is found on many worlds, and can be substituted by a dense, hard plastic if
wished. Ironwood/plastic weapons are undetectable by metal scanners, and are useful at ties if weapons need to be smuggled into an area or location.
Equipment: Weapons - 99 -
Dagger
Sword
Broadsword
Spear
Foil
Shortsword
Throwing
Knife
Arc Knife
Arc Sword
Molecular
Sword
Light Sword
Wakizashi
Rapier
Two Hander
Katana
Cudgel
Bolo
Whip
Nunchaku
Staff
Singlesticks
Nunchaku
Dart
Electric Whip
Cattleprod
Brass
Knuckles
Electric Stars
Warhammer
Mace
Flail
Axe
Halberd
Sling Bullet
Sling Stone
Handaxe
Revolver
Automatic Pistol
Sting Pistol
Volt Pistol
Flare Pistol
Automatic
Rifle
Sniper Rifle
Damage
Skills Req
Hit Table
Range
Tech Level
+20
+30
+40
blade+2
blade+3
blade+5
electric
electric
cut point
short
point blank
blank
8
8
9
+50
+20
+30
+40
+50
0.00
+20
+15
+20
+10
+15
0.00
0.00
+30
+20
+5 to
unarmed
+15
+30
+20
+15
+30
+40
+10
0.00
+15
+15
+15
blade+3, beam+2
blade+2
blade+4
blade+2, str 10+
blade+5
melee+1
melee+3
melee+3
melee+4
melee+1
blade+1
melee+3
melee+1
melee+4
melee+1, blade+1
melee+1
energy
cut
cut
bash point
cut
bash
bash
bash
bash
bash
bash
cut
arrow
electric
electric
unarmed
point blank
point blank
point blank
blank
point blank
short
medium
short
point blank
point blank
short
short
short
short
point blank
point blank
1
4
4
3
4
0
1
1
1
0
0
2
2
7
6
4
melee+4
melee+4
melee+1
melee+3
melee+2
melee+3, str 10+
melee+2
melee+2
melee+1
gun+1
gun+1
electric
bash
bash
bash
cut
cut
bash
bash
cut
kinetic
kinetic
short
short
point blank
point blank
point blank
short
medium
medium
short
medium
medium
8
2
2
3
2
3
1
0
1
5
5
drug
stun
+40
+25
gun+2
gun+2
Gun+1, gyrojet+3
gun+2
sting
electric
kinetic
kinetic
short
medium
short
long
8
7
6
5
+25
gun+5
kinetic
far
+0
+15
+25
+15
+10
+15
+15
blade+1
blade+2
blade+2, STR 8+
blade+1, melee+1
blade+4
blade+1
blade+2, melee+2
cut
cut
bash
cut
cut point
cut
cut
short
point blank
point blank
short
blank
point blank
short
1
2
3
1
4
2
3
+30
gun+1
kinetic
short
+40
+30
drug
drug+15
+15
+10
stun
+40
+30
+20
stun
+50
60.00
+20
+30
+40
gun+1, gyrojet+3
gun+2, beam+2
gun+3
gun+3
beam+1, gun+1
gun+1
gun+1
beam+4
beam+3, gun+1
beam+1, gun+1
beam+1, gun+1
beam+5
beam+5
gun+1, gyrojet+1
gun+1, gyrojet+1
gyrojet+3
kinetic
cut
sting
arrow
energy
energy
energy
energy
energy
energy
energy
energy
energy
kinetic
kinetic
kinetic
medium
long
medium
long
medium
short
short
short
long
medium
medium
long
medium
medium
long
long
6
8
8
6
8
8
9
10
8
8
9
10
10
7
7
7
drug fog
gyrojet+3
N/A
long
smoke
gyrojet+3
N/A
long
+15
bow+1, gun+1
arrow
short
+15
+40
+25
+25
bow+1
bow+4
bow+4
bow+1, gun+1
arrow
arrow
arrow
arrow
medium
long
long
medium
1
3
3
3
+40
+50
+30
+10
(varies)
bow+1, gun+2
bow+5
bow+4
bow+1
unarmed+1
arrow
arrow
arrow
bash
unarmed
long
far
long
medium
point blank
3
4
3
2
0
Hide
-5%
Ballistic
-10%
Steel
-15%
Plate
-20%
Ceramic
-25%
Magic
-30%
Plasteel
-35%
Chrmskn
0.00
Wicker
-5%
Skin
0.00
Hide
0.00
Ballistic
-5%
Steel
-10%
Plate
-15%
Ceramic
-20%
Magic
-25%
Plasteel
-40%
Chrmskn
0.00
Wicker
-45%
Skin
0.00
Hide
-5%
Ballistic
-15%
Steel
-15%
Plate
-20%
Ceramic
-25%
Magic
-30%
Plasteel
-35%
Chrmskn
0.00
Wicker
-5%
Skin
0.00
Hide
-5%
Ballistic
-15%
Steel
-15%
Plate
-15%
Ceramic
-25%
Magic
-30%
Plasteel
-35%
Chrmskn
0.00
Wicker
0.00
Skin
0.00
Hide
0.00
Ballistic
-5%
Steel
-10%
Plate
-15%
Ceramic
-20%
Magic
-25%
Plasteel
-30%
Chrmskn
-35%
Wicker
0.00
Skin
0.00
Hide
-10%
Ballistic
-35%
Steel
0.00
Plate
0.00
Ceramic
-45%
Magic
0.00
Plasteel
0.00
Chrmskn
0.00
Wicker
-30%
Skin
0.00
Hide
-10%
Ballistic
-25%
Steel
-55%
Plate
-80%
Ceramic
N/A
Magic
N/A
Plasteel
N/A
Chrmskn
0.00
Wicker
-10%
Skin
0.00
Hide
-5%
Ballistic
-10%
Steel
-15%
Plate
N/A
Ceramic
N/A
Magic
N/A
Plasteel
N/A
Chrmskn
0.00
Wicker
-5%
Arrow
Hits
Bash Hits
Kinetic
Hits
Energy
Hits
Electric
Hits
Sting Hits
Unarmed
Hits
Dagger
Sword
Broadsword
Spear
Foil
Shortsword
Throwing Knife
Arc Knife
Arc Sword
Mol.ecular Sword
Light Sword
Wakizashi
Rapier
Two Hander
Katana
Cudgel
Bolo
Whip
Nunchaku
Staff
Singlesticks
Stars
Dart
Electric Whip
Cattleprod
Brass Knuckles
Electric Stars
Warhammer
Mace
Flail
Axe
Halberd
Sling
Sling
Handaxe
Revolver
Automatic Pistol
Sting Pistol
Volt Pistol
Flare Pistol
Automatic Rifle
Sniper Rifle
Submachinegun
Flare Rifle
Mag Rifle
Sting Rifle
Dart Rifle
Laser Pistol
Sonic Pistol
Ammunition
none
none
none
none
none
none
none
battery 1
armpak1
none
armpak4
none
none
none
none
none
none
none
none
none
none
none
none
armpak1
battery1
none
none
none
none
none
none
none
bullet
stone
none
6 cartridges
10 shot clip
25 shot clip
5 shot clip
1 flare
20 shot clip
1 cartridge
30 shot clip
1 flare
60 shot clip
50 shot clip
1 dart
armpak2
armpak2
Ammo Price
N/A
N/A
N/A
N/A
N/A
N/A
N/A
1cr
2cr
N/A
10cr
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
4cr
2cr
N/A
Disposable
N/A
N/A
N/A
N/A
N/A
5/1cr
N/A
N/A
0.1cr
1cr
1cr
2cr
1cr
1cr
0.1cr
2cr
1cr
2cr
3cr
0.5cr
5cr
5cr
Weapon Price
1cr
5cr
20cr
2cr
3cr
3cr
10cr
10cr
20cr
80cr
150cr
50cr
75cr
40cr
150cr
0.5cr
5cr
5cr
5cr
1cr
1.5cr
6/5cr
6/5cr
15cr
7cr
1cr
10cr
20cr
15cr
10cr
20cr
70cr
1cr
1cr
10cr
2cr
5cr
10cr
10cr
5cr
10cr
50cr
10cr
10cr
75cr
30cr
30cr
10cr
10cr
armpak3
armpak4
armpak2
armpak2
armpak3
armpak4
armpak4
5 shot clip
10 shot clip
HE Grenade
Drug Grenade
Smoke Grenade
short bolt
arrow
long arrow
arrow
bolt
bolt
long arrow
long arrow
bullet
stone
none
7cr
10cr
5cr
5cr
7cr
10cr
10cr
3cr
5cr
3cr
4cr
4cr
6/1cr
6/2cr
6/5cr
6/2cr
6/3cr
6/3cr
6/5cr
6/5cr
5/1cr
N/A
N/A
7cr
80cr
20cr
30cr
20cr
200cr
250cr
5cr
10cr
20cr
20cr
20cr
200cr
25cr
50cr
200cr
200cr
350cr
400cr
300cr
25cr
25cr
N/A
Cost Modifier
Skill
Required
Effect on combat
Steel
Ironwood
Silver
X1
X.8
X5
smith
carpentry
smith
Iron
X1
smith
Obsidian
Copper
Bronze
Flint
Ash
X.5
X2
X2
X.5
X.3
mason
smith
smith
mason
carp
standard
-15 dam
+15 dam v lycanthropes
+15 dam v undead
-15 dam v other
+15 dam v faye
-5 dam v other
-10 dam v steel+ armor
-5 dam v plate+ armor
-5 dam v plate+ armor
-15 dam v steel+ armor
-20 dam
Item
Cost Modifier
Skill
Required
Effect on combat
Steel
Ironwood
Silver
X1
X.8
X5
smith
carpentry
smith
Iron
X1
smith
Obsidian
Copper
Bronze
Flint
Ash
X.5
X2
X2
X.5
X.3
mason
smith
smith
mason
carp
standard
-15 dam
+15 dam v lycanthropes
+15 dam v undead
-15 dam v other
+15 dam v faye
-5 dam v other
-10 dam v steel+ armor
-5 dam v plate+ armor
-5 dam v plate+ armor
-15 dam v steel+ armor
-20 dam
Blade/Head Decoration
Item
Cost Modifier
Skill
Required
Effect on combat
Damascening
Etching
Engraving
Inlay - Mother of Pearl
Inlay - Silver
Inlay - Gold
Inlay - Copper
Polish
Gold Wash
Pattern Hammering
Runes
X1.5
X3
X3
X5
X10
X15
X3
X1.5
X5
X2
X2
smith
chem
sculpt
sculpt
sculpt
sculpt
sculpt
smith
chem
smith
smith
Cost Modifier
X1
X.8
X3
X3
X2
X1.5
Skill Required
tan
weav
tan
smith
smith
smith
Description
Wrapping around haft to cushion the grip
Wrapping around haft to cushion the grip
Wrapping around haft to cushion the grip -non-skid grip
Counter-wrap to hold soft material on - decorative
Counter-wrap to hold soft material on - decorative
Counter-wrap to hold soft material on - decorative
Item
Cost Modifier
Description
Plain
Filigree
Bejeweled
Bladed
X1
X1.5
+ jewel cost X
1.2
X2
Skill
Required
smith
smith
smith
smith
Gold wash
Silver wash
None
X2
X1.5
X.8
Crosspiece
chem
chem
none
Standard
Fancy
Fancy with jewels mounted
Pommel/Shoe
Item
Brass knob/shoe plain
Silver knob/shoe plain
Gold knob/shoe plain
Copper knob/shoe plain
Fancy knob/shoe
Bejeweled knob/shoe
Cost Modifier
X1
X2
X3
X1.5
X1.5
+ jewel cost X1.2
Skill
Required
smith
smith
smith
smith
smith
smith
Description
Standard
Silver material
Gold material
Copper Material
Decorative Shape
Set with Jewels
Multiply the base cost of the weapon by the modifiers to find the final cost.
10
0.00
71.00
79.00
97.00
125.00
164.00
229.00
321.00
392.00
452.00
71.00
0.00
89.00
104.00
131.00
169.00
232.00
323.00
394.00
453.00
79.00
89.00
0.00
110.00
136.00
173.00
235.00
325.00
395.00
455.00
97.00
104.00
110.00
0.00
147.00
181.00
241.00
330.00
399.00
458.00
125.00
131.00
136.00
147.00
0.00
198.00
254.00
339.00
407.00
465.00
164.00
169.00
173.00
181.00
198.00
0.00
275.00
356.00
421.00
477.00
229.00
232.00
235.00
241.00
254.00
275.00
0.00
389.00
450.00
503.00
321.00
323.00
325.00
330.00
339.00
356.00
389.00
0.00
503.00
551.00
392.00
394.00
395.00
399.00
407.00
421.00
450.00
503.00
0.00
595.00
452.00
453.00
455.00
458.00
465.00
477.00
503.00
551.00
595.00
0.00
10
0.00
39.00
53.00
76.00
79.00
153.00
221.00
315.00
387.00
448.00
39.00
0.00
36.00
66.00
103.00
148.00
217.00
313.00
385.00
446.00
53.00
36.00
0.00
55.00
97.00
144.00
214.00
311.00
384.00
445.00
76.00
66.00
55.00
0.00
79.00
133.00
207.00
306.00
380.00
441.00
79.00
103.00
97.00
79.00
0.00
107.00
191.00
295.00
371.00
434.00
153.00
148.00
144.00
133.00
107.00
0.00
159.00
275.00
356.00
421.00
221.00
217.00
214.00
207.00
191.00
159.00
0.00
225.00
318.00
389.00
315.00
313.00
311.00
306.00
295.00
275.00
225.00
0.00
225.00
318.00
387.00
385.00
384.00
380.00
371.00
356.00
318.00
225.00
0.00
225.00
448.00
446.00
445.00
441.00
434.00
421.00
389.00
318.00
225.00
0.00
10
0.00
50.00
56.00
68.00
89.00
116.00
162.00
227.00
277.00
319.00
50.00
0.00
63.00
74.00
93.00
120.00
164.00
228.00
278.00
321.00
56.00
63.00
0.00
78.00
96.00
122.00
166.00
230.00
279.00
322.00
68.00
74.00
78.00
0.00
104.00
128.00
170.00
233.00
282.00
324.00
89.00
93.00
96.00
104.00
0.00
140.00
180.00
240.00
288.00
329.00
116.00
120.00
122.00
128.00
140.00
0.00
195.00
251.00
297.00
337.00
162.00
164.00
166.00
170.00
180.00
195.00
0.00
275.00
318.00
356.00
227.00
228.00
230.00
233.00
240.00
251.00
275.00
0.00
356.00
389.00
277.00
278.00
279.00
282.00
288.00
297.00
318.00
356.00
0.00
421.00
319.00
321.00
322.00
324.00
329.00
337.00
356.00
389.00
421.00
0.00
10
0.00
28.00
37.00
54.00
56.00
108.00
156.00
223.00
274.00
317.00
28.00
0.00
25.00
46.00
73.00
105.00
154.00
221.00
272.00
315.00
37.00
25.00
0.00
39.00
68.00
102.00
152.00
220.00
271.00
314.00
54.00
46.00
39.00
0.00
56.00
94.00
147.00
216.00
268.00
312.00
56.00
73.00
68.00
56.00
0.00
75.00
135.00
209.00
262.00
307.00
108.00
105.00
102.00
94.00
75.00
0.00
1.00
195.00
251.00
297.00
156.00
154.00
152.00
147.00
135.00
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0.00
Orbit
#
1
2
3
4
5
6
7
8
9
10
10
0.00
22.00
30.00
44.00
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89.00
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01
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66.00
61.00
50.00
0.00
71.00
101.00
123.00
100.00
99.00
98.00
97.00
93.00
87.00
71.00
0.00
71.00
101.00
122.00
122.00
121.00
120.00
117.00
112.00
101.00
71.00
0.00
71.00
142.00
141.00
141.00
140.00
137.00
133.00
123.00
101.00
71.00
0.00
x+6
x+7
x+8
x+9
x+10
3.18
3.10
3.00
2.60
2.06
X
3.06
6.96
10.38
15.06
4.42
4.36
4.28
4.02
3.68
3.06
X
6.26
9.92
14.74
7.66
7.62
7.58
7.42
7.26
6.96
6.26
X
7.70
13.36
10.86
10.84
10.80
10.70
10.58
10.38
9.92
7.70
X
10.90
15.38
15.36
15.34
15.28
15.20
14.74
14.74
13.36
10.90
X
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Skill Earned
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Pay
P.D.
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EQUIPMENT SHEET
Clothing and Armor
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Kits
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Electonics
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Accessories
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Weapons
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Miscellaneous Equipment
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Vehicles
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Personal Information
Date of Birth:________________ Place of Birth: ______________________________
Background:__________________________________________________________________
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Marital Status:__________
Spouse:________________________________________________
Children:_____________________________________________________________________
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Current Residence:_____________________________________________________________
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Family (siblings & parents):______________________________________________________
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Page 133
StarCluster - Appendix A
APPENDIX A
Optional Rules
Use of these optional rules is solely at the discretion of the GM and may be dropped at any time if the GM feels
the rule is detrimental to the game.
Optional Rule: Sniping and Single Shot Kills
If the character wishes to snipe, and the situation and weapon is proper, sniping is possible. If the weapon has a
range factor of Far or Long and is in the proper range for the weapon and the target is unaware of the presence
or general position of the sniper, the sniping rules are in effect. In this case a hit is either a death blow or a
wound. If the adjusted number rolled to hit is 5 or less from the maximum, but still a hit, then the target takes
the normal damage from the hit X2 (double damage.) If the adjusted number rolled to hit is 10 to 6 from the
maximum, but still a hit, then the target takes the normal damage from the hit X3 (triple damage). Any other hit
results in the target sustaining a lethal wound.
For example: a sniper with gun+5 and coordination of 9 has a 70% chance of a hit to skin. The target is at long
range and unaware of the sniper, and the gun is an autorifle. A result of 70 or less on %d is required for a hit.
If the number rolled is 66-70, the target sustains double damage from the hit. If the number rolled is 61-65, the
target sustains triple damage from the hit. Anything above 70 is a miss, and anything 60 or below causes instant
death to the target.
Sniping brings sudden death into the combat picture. Normally, StarCluster Combat is bloody, but seldom lethal.
Some GMs are loath to use sudden death on their own players. We have left the decision here up to the individual GM. If the Player characters are able to snipe, but the opponents are not able to snipe at the PCs, the GM
will have to deal with what amounts to indestructible PCs. This is not necessarily a bad thing, but can drastically
alter the flavor of any campaign.
Here are some possible options:
Player characters and opponents can snipe: This tends to lead to a very grim, extremely gritty feel. Players
may feel very vulnerable and may refrain from sticking their characters necks out. This is the most realistic
option, in that the player characters will behave more like real people in a stressful situation.
Player characters only can snipe: This leads to a more open game. The player characters are able to snipe
with impunity, but the GM can control the *conditions* for sniping. In other words, the player characters can
snipe, but only when the GM says they can. This can satisfy the player need for tactical involvement but allows
the GM to control things on a higher level.
Optional Rule: Commando-type Actions
Characters may attempt commando-type actions such as picking off a sentry by clasping a hand over the sentrys
mouth while slicing his neck with a knife. If the character has an appropriate background, such as infiltrator, this
should be purely a question of the characters ability to sneak up on (using the sneak skill) or rush the sentry
(using the dash skill), and nothing to do with weapon skill. If the sentry does not detect the approach of the
character (sneak) or is unable to respond in time (dash) the sentry should die. If a character without an appropriate background attempts it, roll at sneak+0 or dash+0 as appropriate, with modifiers for agility. In any case, the
sentrys constitution should be ignored.
Appendix A - 139 -
StarCluster - Appendix A
Optional Rule: StarCluster Simple Vehicle Combat Rules.
These rules may replace the standard rules if less realism and quicker results are wanted. This system also scales
well for use in situations of vehicles vs. people. Sides make standard initiative rolls. Side goes on its initiative.
Player controlling character using the weapon rolls to-hit, with standard modifiers.
Weapon factor (WF) of the weapon used must be equal to or higher than armor points (AP) to penetrate. If not,
it will just bounce off.
Examples:
Heavy Machine Gun (WF 2) vs. Iron Armor factor 1 (2 AP) = penetration
Heavy Machine Gun (WF 2) vs. Iron Armor factor 2 (4 AP) = penetration
Medium Cannon (WF 20) vs. Iron Armor factor 8 (16 AP) = penetration
If weapon penetrates, roll damage. Damage is 1d10*Weapon Factor*10. If the weapon is a burst fire weapon such as machine guns, miniguns, gatling guns, or autocannon, damage is again multiplied by 5.
Examples:
Heavy Machine Gun damage = 2*10*5*1d10 = 100-1000
Medium Cannon damage = 20*10*1d10 = 200-2000
Vehicles have 100 constitution points per ton, rounded up.
Examples:
302 ton Cargo Aircraft 30,200 constitution
25 ton Armored Vehicle 2500 constitution
172 ton Boat 17,200 constitution
At its full constitution*.75, the vehicle is Hindered. All rolls are at -20% and max speed is *.75
At its full constitution*.50, the vehicle is Damaged. All rolls are at -40% and max speed is *.50
At its full constitution*.25, the vehicle is Hammered. All rolls are at -60% and max speed is *.25
Optional Rule: Integrated Combat System
The Integrated Combat System is offered as an option for those who wish a more seamless, realistic system, as
opposed to the rather stylized StarCluster standard combat system.
As in the standard combat system, the chance to hit is 45% at level 1, plus 5% per each level of skill higher than
+1. The Integrated Combat System is different in that all conditions are treated as straight modifiers to that
basic die roll. Weapons are given a skill rating in the equipment list. The penalty for using a weapon with a skill
rating higher than the character possesses is a - 5% penalty per skill level short of the skill rating.
Example:
Eugenia has blade+1 and wishes to use an arc sword, which is rated at blade+3. She is thus 2 short of the skill
rating, and gets a -10 to hit with her arc sword.
Appendix A - 140 -
StarCluster - Appendix A
A person without sufficient skill is a danger to herself as well as the enemy. Any miss which misses the target
number by more than 60 will injure the wielder.
Example
Joseph has no skill with blades but picks up an arc sword dropped on the floor during a combat. His strength is
11, so he has an 11% chance to hit with the sabre. If he rolls over 81, however, the arc sword has turned in his
hand and he will wound himself.
One need not be of any particular skill level to perform two or three actions in a given round. If a character
wishes to perform 2 actions in a round, they may do so provided they take a penalty on each action of -5% per
level of skill below +8.
Example:
Penelope wishes to strike twice in the same round with her arc sword, and has the skill blade+3. Her normal to
hit would be 55%, but she is 5 skill levels short of +8, so must pay a penalty of -25%, giving her a 30% chance to
hit on each of 2 attacks.
If a character wishes to perform 3 actions in a round, they may do so provided they take a penalty on each action
of -5% per level of skill below +12, Example: Penelope wishes to strike thrice in the same round with her arc
sword, and has the skill blade+3. Her normal to hit would be 55%, but she is 9 skill levels short of +12, so must
pay a penalty of -45%, giving her a 10% chance to hit on each of 3 attacks.
Use of a weapon rated at a higher skill is at -5% per skill level short.
Penalty for two actions in one round -- 5% for each skill level short of 8.
Penalty for three actions in one round -- 5% for each skill level short of 12.
Any miss by over 60% counts as self-injury.
Example:
A person with blade+1 uses a katana(+5):
Chance to hit = 45%-20%=25%
Average damage with a katana hit = 100
Average damage per round = 25%*100 = 25
Chance of self-injury = 15%
A person with a blade+1 uses a shortsword(+1)
Chance to hit = 45%
Average damage with a shortsword hit = 65
Average damage per round = 45%*57.5 = 29.25
Chance of self-injury = 0%.
The low-skilled person will have no motivation to use too difficult a weapon, but they are not penalized excessively if they find that a difficult weapon is all that is available.
Appendix A - 141 -
StarCluster - Appendix A
Another example:
A person with a blade+3 uses a shortsword(+1)
Average chance to hit = 60%
Average damage with a shortsword hit = 65
Average damage per round = 60%*65= 39
Chance of self-injury = 0%
A person with a blade+3 uses a katana
Average chance to hit = 60%-10% = 50%
Average damage per katana hit = 100
Average damage per round =50%*100 = 50
Chance of self-injury = 0%
A person of intermediate skill gains little by using a high skill weapon, but they aren't penalized.
Example:
A person with blade+5 uses an arc sword(+3)
Average chance to hit = 70%
Average damage per arc sword hit = 80
Average damage per round = 70%*80 = 56
Chance of self injury = 0%
A person with blade+5 uses a katana(+5)
Average chance to hit = 70%
Average damage per katana hit = 100
Average damage per round = 70
Chance of self injury = 0%
It takes a skilled fighter to get much benefit from using the katana. Multiple attacks per round become a choice
that is more reasonable with advanced skill, not an ability that is suddenly achieved at a particular skill level.
Example:
A person with blade +2 makes one attack per round using a katana(+5)
Average chance to hit = 55% - 15% = 40%
Average damage per katana hit = 100
Average damage per round = 40
Chance of self-injury = 0%
A person with blade +2 makes two attacks per round using a katana(+5)
Average chance to hit = 55% - 15% - 30% = 10%
Average damage per katana hit = 100
Average damage per round = 2*(10%*100) = 20
Chance of self-injury = 30% per strike = 51% per round
Appendix A - 142 -
StarCluster - Appendix A
The low-skilled individual does less damage and great risk of self-injury when choosing to make two attacks per
round.
Example:
A person with blade+3 makes one attack per round using a katana(+5)
Average chance to hit = 60% -10% = 50%
Average damage per katana hit = 100
Average damage per round = 50
Chance of self-injury = 0%
A person with a blade+3 makes two attacks per round using a katana(+5)
Average chance to hit = 60% - 10% - 25% = 25%
Average damage per katana hit = 100
Average damage per round = 2*(25%*100) = 50
Chance of self-injury = 15% per strike = 27.75% per round
At skill level +3, there is no overall advantage or disadvantage in terms of damage to the enemy in using multiple
strike per round, and a significant risk of self-injury.
Example:
A person with a blade+4 makes one attack per round using a katana(+5)
Average chance to hit = 65% - 5% = 60%
Average damage per katana hit = 100
Average damage per round = 60%*100 = 60
Chance of self-injury = 0%
A person with blade +4 makes two attacks per round using a katana(+5)
Average chance to hit = 65% - 5% - 20% = 40%
Average damage per katana hit = 100
Average damage per round = 2*(40%*100) = 80
Chance of self -injury = 0%
At this level of proficiency, making multiple attacks per round makes sense, increasing one's effectiveness by
33%.
Example:
A person with blade+5 makes one attack per round using a katana(+5)
Average chance to hit = 70%
Average damage per katana hit = 100
Average damage per round = 70%*100 = 70
Chance of self-injury = 0%
Appendix A - 143 -
StarCluster - Appendix A
A person with a blade +5 makes two attacks per round using a katana(+5)
Average chance to hit = 70% - 15% = 55%
Average damage per katana hit = 100
Average damage per round = 2*(55%*100) = 110
Chance of self-injury - 0%
Now multiple attacks give a 58% advantage over a single attack per round.
Example:
A person with blade +6 makes one attack per round using a katana(+5)
Average chance to hit = 75%
Average damage per katana hit = 100
Average damage per round = 75
Chance of self-injury = 0%
A person with blade +6 makes two attacks per round using a katana(+5)
Average chance to hit = 75% - 10% = 65%
Average damage per katana hit = 100
Average damage per round = 2*(65%*100) = 130
Chance of self-injury = 0%
Now the multiple attacks have a 73% advantage over a single attack.
This method is more realistic than the standard combat system. In the standard system with its levels of mastery,
going from skill+4 to skill+5 more than doubled ones effectiveness as a fighter, even though it implied only
25% more training. Now the transition is more gradual. When using this optional combat system, there might be
situations where a person of low skill might choose to perform two actions per round, e.g., run to a position and
fire a gun. They would have very little chance of hitting anyone, but they could get to position and make the others keep their heads down. Also, there may be times a person with a high skill might choose to make only one
attack per round in difficult situations: e.g. armored opponents or at long-range.
Optional Rule: Success and Failure
An unmodified roll of 00 on the percentile dice is always a failure, even if it should succeed, and an unmodified
roll of 01 is always a success.
OR
If a larger guaranteed success/failure zone is required, an unmodified roll of 96-00 on the percentile dice is
always a failure, even if it should succeed, and an unmodified roll of 01-05 is always a success.
OR
If playing with a d20 instead of percentile dice, an unmodified roll of 20 on the 20 sided die is always a failure,
even if it should succeed, and an unmodified roll of 1 is always a success.
Appendix A - 144 -