Psi Wars Masterfinder

Getting Started

Campaign Expectations

  • Heroic point buy - 25 points!
  • Hero points - this is space opera…action is over the top; fast and furious!
  • Good vs. Evil - The universe demands its most powerful members choose a side!
  • High Fantasy Rewards - expected wealth and treasure is doubled!
  • Heroic ability score progression - heroic characters get two +1's every four levels!
  • The Arachnids are coming…get ready!
  • Exclamation points - must always be used!

Races

With all allowed races you may not swap out for racial traits that grant arcane spells/spell-like abilities.

Republic Federation Worlds Races

  • Elan (M)- PU 13, alternate racial traits PU 320, favored class options PU 321, Ascendant Psion (Psion) PU 321, Menteur (Rogue) PU 322, Pattern Wielder (Cryptic) PU 323
  • Eridani (M) – Alliance only race of methane-breathing warriors. Allowed to carry a traditional (archaic)weapon at all times
  • Frey (M) (Half-Elf) – psionic favored class options PU 344
  • Gillmen (m)
  • Grippli (M)
  • Human (M)– psionic favored class options PU 346
  • Khuzdul (M) (Dwarf) – psionic favored class options PU 342
  • Maenad (M) - PU 18, alternate racial traits PU 331, favored class options PU 331, Banshee (Wilder) PU 331, Disciple of the Raging Sea (Monk) PU 332, Reaving Raider (Rogue) PU 332
  • Nezumi (m)
  • Noral (M) - PU 19, alternate racial traits PU 333, favored class options PU 334, Pacifist (Vitalist) PU 334, Peacekeeper (Telepath) PU 334
  • Tengu (m)
  • Vanara (m)

Sith Imperium Races

  • Changling (m)
  • Duergar (M) - PU 12, alternate racial traits PU 316, favored class options PU 317, Lifemonger (Viltalist) PU 317, Ravager (Cryptic) PU 318, Sleeper’s Guardian (Paladin) PU 318
  • Goblin (m)
  • Hobgoblin (M)
  • Strix (M)
  • Uruk (M) (Half-orc) – psionic favored class options PU 345
  • Vishkanyas (M)

Other Star-faring Races

  • Blue (m) - PU 9, alternate racial traits PU 311, favored class options PU 311, Annihilator (Aegis) PU 311, Dominator (Telepath) PU 312
  • Dromite (M) - PU 10, alternate racial traits PU 313, favored class options PU 314, Swarmer (Tactitian) PU 315, Vermin Rider (Cavalier) PU 317
  • Eldar (M) (Elves) – psionic favored class options PU 343
  • Gamorrean (m) (Orc) – primitive, Feat: Great Fortitude, Feat: Toughness
  • Half-giant (m) - PU 16, alternate racial traits PU 327 , favored class options PU 328, Kinslayer (Ranger) PU 328, Thunderjarl (Psychic Warrior) PU 328, War Hulk (Aegis) PU 329
  • Ewok (m) (Halfling) – psionic favored class options PU 345
  • Jawa (m) (Gnome) -
  • Kobold (m)
  • Ophiduan (M) - PU 21, alternate racial traits PU 336, favored class options PU 336, Fleshbinder (Egoist) PU 337, Scaled Rider (Psychic Warrior) PU 337
  • Psiborgs (m) (Forgeborn) - PU 15, alternate racial traits PU 324, favored class options PU 324, Forgesteed Rider (Cavalier) PU 324, Ironborn (fighter) PU 325, Unifier (Tactician) PU 325
  • Xeph (m) - PU 23, alternate racial traits PU 339, favored class options PU 340, Mobile Knife (Marksman) PU 341, Xephyr (Soulknife) PU 341
  • Bothan - +2 Dex, -2 Con, Feat: Iron Will, Diplomacy as class skill
  • Cereans - +2 Int, +2 Wis, -2 Dex; +2 Initiative, reroll initiative 1/day
  • Duros - +2 Dex, +2 Int, -2 Con; +2 Fly
  • Ewok - +2 Dex, -2 Str, Speed 4, Small, Primitive, Scent, Stealth & Survival as class skills
  • Gungan - +2 Dex, -2 Int, -2 Cha, Swim 4, hold breath x25, Feat: Lightning Reflexes, LLV
  • Ithorian - +2 Wis, +2 Cha, -2 Dex, Feat: Iron Will, Bellow, Knowledge (nature) as a class skill
  • Kel Dor - +2 Dex, +2 Wis, -2 Con, LLV, Requires Lifesupport
  • Mon Calamari - +2 Int, +2 Wis, -2 Con, Swim 4, Breath Water, LLV, Perception as a class skill
  • Nagai - +2 Dex, -2 Con, +2 Cha; Feat: Lightning Reflexes; Feat: Voice of the Sibyl; Tehk’ls blades as simple weapons
  • Quarren - +2 Con, -2 Wis, -2 Cha, Swim 4, Breath Water, LLV, Diplomacy as a class skill
  • Rodian - +2 Dex, -2 Wis, -2 Cha, LLV, Survival as a class skill, DV,
  • Sulistan - +2 Dex, -2 Con, Expert Climber (take 10)
  • Trandoshan - +2 Str, -2 Dex, DV, Regenerate limb, Natural Armor +1, Feat: Toughness
  • Twi’lek (I) - +2 Cha, -2 Wis, Feat: Great Fortitude, LLV
  • Wookie (I) - +4 Str, +2 Con, -2 Dex, -2 Wis, -2 Cha, Regain Hits x2, Rage 1/day 5+ CON rounds, Martial proficiency (rifles) includes Exotic WP: (Bowcaster), Expert Climbers (take 10),
  • Zabrak (E) - +2 one, +1 all saves, Feat: Dodge,
  • Aeodronian – small salamander-like
  • Andromeni – incorporeal energy clouds that posses dead bodies to relate to the corporeal
  • Ashanti – four-armed, gaunt, grey-skinned, pheromone emoting
  • Chatilian – psionic, asparagus men
  • Cizerack – female space gnolls/cats
  • Gemini – silicone psionic race of hippy rockmen
  • Kizanti – teleporting Shadar-kai-like humanoids from a Shade-world
  • Misha – seers
  • Mutzachan – Alliance only small, big-headed greys; eat energy and are powerful psionics

Classes

Character Advancement

Heroic Ability Score Increase

Every four levels in heroic classes earns two +1's to ability scores. These must be different abilities at a given Rank (no doubling up when received)

Base Classes

Classes that use arcane magic are considered "tech", using cutting edge or weird science. Divine spellcasters are considered to be using innate nano-tech/nanites. This is provisional and done on an ad-hoc basis.

  • Alchemist - tentatively allowed as mad scientist type
  • Barbarian - allowed; Raging Beast Archetype – PU 296
  • Bard - allowed (archetypes with no spells only); Thoughtsinger Archetype – PU 297
  • Cavalier - allowed; Vermin Rider Racial Archetype (Dromite) – PU 315; Forgesteed Rider Racial Archetype (Forgeborn) – PU 324
  • Cleric - not allowed Med-tech;
  • Druid - following only: Gaen Archetype (Alternate Psi) – PU 292
  • Fighter - allowed; Psionic Fighter Archetype – PU 294; Ironborn Racial Archetype (Forgeborn) – PU 325
  • Gunslinger - allowed
  • Inquisitor - not allowed
  • Magus - allowed as alternate Psi (requires unusual background)
  • Monk - allowed only with no ki powers; Discipe of the Raging Sea Racial Archetype (Maenad) – PU 332
  • Oracle - not allowed (NPC)
  • Paladin - allowed only with no divine spells; Purifier Archetype – PU 296; Sleeper’s Guardian Racial Archetype (Duergar) – PU 318
  • Ranger - allowed only with no divine spells; Pack Leader Archetype – PU 293; Kinslayer Racial Archetype (Half-giant) – PU 328
  • Rogue - allowed; Cerebral Infiltrator Archetype – PU 291; Menteur Racial Archetype (Elan) – PU 322; Reaving Raider Racial Archetype (Maenad) – PU 332
  • Sorcerer - not allowed (NPC)
  • Summoner - NPC/Alternate Psi
  • Witch - NPC/Alternate Psi
  • Wizard - allowed as Mad Scientist/Gadgeteer; all gadgets (spells) require a (F)ocus

Psionics Unleashed Classes

Aegis

  • Abberrant Archetype – PU 261
  • Crystal Warrior Archetype – PU 262
  • Ectopic Artisan Archetype – PU 263
  • Trailblazer Archetype – PU 264
  • Annihilator Racial Archetype (Blue) – PU 311
  • War Hulk Racial Archetype (Half-giant) – PU 329

Cryptic

  • Brutal Disruptor Archetype – PU 264
  • Distorter Archetype – PU 264
  • Grammaton Archetype – PU 265
  • Lost Mind Archetype – PU 265
  • Pattern Breaker Archetype – PU 266
  • Ravager Racial Archetype (Duergar) – PU 318
  • Pattern Wielder Racial Archetype (Elan) – PU 323

Dread

  • Fear In Flesh Archetype – PU 267
  • Fearmonger Archetype – PU 267
  • Nightmare Constructor Archetype – PU 268
  • Shadow Hunter Archetype – PU 269

Marksman

  • Finesse Style
  • Sniper Style
  • Volley Style
  • Cannoneer Archetype – PU 270
  • Kaigun Archetype – PU 270
  • Shroud Archetype – PU 270
  • Spearman Archetype – PU 271
  • Mobile Knife Racial Archetype (Xeph) – PU 341

Psion

  • Seer Discipline
  • Shaper Discipline
  • Kineticist Discipline
  • Egoist Discipline
  • Nomad Discipline
  • Telepath Discipline
  • Generalist Discipline
  • Constructor Discipline – PU 272
  • Erudite Discipline – PU 272
  • Insight Discipline – PU 272
  • Jaunting Discipline – PU 272
  • Mindbender Discipline – PU 272
  • Transmogrifist Discipline – PU 273
  • Unseen Hand Discipline – PU 273
  • Arcane Mind Archetype – PU 273
  • Bombardier Archetype – PU 274
  • Dual Disciple Archetype – PU 274
  • Mindwright Archetype/Discipline – PU 274
  • Dominator Racial Archetype (Blue) – PU 312
  • Ascendant Psion Racial Archetype/Discipline (Elan) – PU 321
  • Peacekeeper Racial Archetype (Noral) – PU 334
  • Fleshbinder Racial Archetype (Ophiduan) – PU 337

Psychic Warrior

  • Archer Path
  • Ascetic Path
  • Assassin’s Path
  • Brawling Path
  • Dervish Path
  • Feral Warrior Path
  • Gladiator Path
  • Infiltrator Path
  • Interceptor Path
  • Mind Knight Path
  • Survivor Path
  • Weaponmaster Path
  • Martial Kineticist Archetype/Path – PU 275
  • Meditant Archetype – PU 276
  • Pathmaster Archetype – PU 277
  • Protector Archetype – PU 277
  • Traceur Archetype – PU 277
  • Thunderjarl Racial Archetype (Half-giant) – PU 328
  • Scaled Rider Racial Archetype (Ophiduan) – PU 337

Soulknife

  • Armored Blade Archetype – PU 279
  • Cuthroat Archetype – PU 280
  • Deadly Fist Archetype – PU 280
  • Feral Heart Archetype – PU 281
  • Gifted Blade Archetype – PU 282
  • Nimble Blade Archetype– PU 283
  • Shielded Blade Archetype– PU 283
  • Soulbolt Archetype– PU 283
  • Xephyr Racial Archetype (Xeph) – PU 341

Tactician

  • Amplifier Archetype– PU 285
  • Battle Medic Archetype– PU 286
  • Commander Archetype– PU 286
  • Fear Projector Archetype– PU 287
  • Metanexus Archetype– PU 287
  • Swarmer Racial Archetype (Dromite) – PU 315
  • Unifier Racial Archetype (Forgeborn) – PU 325

Vitalist

  • Guardian Method
  • Intercessor Method
  • Mender Method
  • Soulthief Method
  • Lifeleech Archetype– PU 288
  • Miasmic Archetype– PU 289
  • Sadist Archetype– PU 289
  • Lifemonger Racial Archetype (Duergar) – PU 317
  • Pacifist Racial Archetype (Noral) – PU 334

Wilder

  • Artificer’s Surge
  • Chaotic Surge
  • Efficient Surge
  • Healing Surge
  • Leader’s Surge
  • Pain Surge
  • Student’s Surge
  • Raging Surge
  • Warping Surge
  • Warrior’s Surge
  • Battle Wilder Archetype/Surge– PU 290
  • Blasting Wilder Archetype– PU 290
  • Contemplative Archetype– PU 291
  • Banshee Racial Archetype (Maenad) - PU 331

Skills

Attunement (CHA)

New name for Use Magic Device

Crafting (INT)

Crafting Specialties

  • Armorer (armor)
  • Chemistry (gunpowder, explosives, acids)
  • Cooking
  • Droids
  • Electronics (computers, radios, gear)
  • Gunsmith (firearms)
  • Inscription (books, scrolls, calligraphy)
  • Jewelry (gold/silversmithing, gemcutting)
  • Leatherworking (leather armor, leather)
  • Metalworking (metal armor, blacksmithing, fabrication, foundry, archaic weapons)
  • Painting (arts)
  • Pharmacy (drugs, poisons)
  • Poetry (art)
  • Pottery (clay, glass, & ceramic items)
  • Programming (computer programs, droid programs)
  • Shipwright (boats, ships)
  • Stonecutting (masonry, quarrying, sculpting, monuments)
  • Tailoring (cloth armor, clothing, cloth)
  • Tinkering (clocks, watches, locks, mechanical gadgetry)
  • Woodworking (carpentry, bows)

Determination (CON)

New name and base ability score for Autohypnosis (WIS)

Knowledge Skills

  • (Arcana) – things esoteric, including psionics (ancient mysteries, magic/psionic traditions, mystic symbols, constructs (mystic), dragons, magical beasts, undead
  • Knowledge (dungeoneering) – strange and dangerous environments (high altitude, underground, underwater, vacuum, high radiation, etc) and how to operate in them and the dangers one might face (oozes, aberrations)
  • Knowledge (engineering) - function and principle of technological devices, as well as knowledge of cutting edge theories and advancements, constructs (droids, ships), metallurgy
  • Knowledge (geography)- earth sciences (oceanography, agrophysics, physical geography, seismology, meteorology), geology, planetology, climatology, mineralogy, environmental science
  • Knowledge (history) - wars, colonies, migrations, foundings, current events
  • Knowledge (local)- social sciences (sociology, psychology, philosophy, theology, and criminology), cultures (inhabitants, laws, customs, and traditions), races (humanoids)
  • Knowledge (nature)-life sciences (biology, botany, genetics, archaeology, xenobiology, medicine, forensics), animals, monstrous humanoids, plants, fey, vermin
  • Knowledge (nobility)- bureaucracy (business procedures, legal systems and regulations, and organizational structures), administration, etiquette, chain-of-command
  • Knowledge (planes)-galactic lore (planets, homeworlds, sectors of space), hyperspace navigation, hyperspace dangers (outsiders)
  • Knowledge (religion) - physical sciences (astronomy, astrogation, chemistry, mathematics, physics)

Linguistics (INT)

Study of languages; earn a bonus language for rank 1, plus another every rank/2. Additional languages can be learned in downtime (base time 20 days).

Some languages:

  • Basic (Common) - Psi Wars' common
  • Ebonics (Undercommon) - spoken by thugs and the lower classes from the "under" cities
  • Binary - droid native language
  • Huttesse - spoken in Cartel space
  • Eldar (Elven) - spoken on the Worldships of the Eldar/Dark Eldar
  • Dark Eldar (Drow) - spoken on the Worldships of the Dark Eldar
  • Gammorean (Orcish) -

Mystic Understanding (INT)

New name for Spellcraft

Performer (CHA)

Professional (WIS)

Feats

Gear

All gold piece (gp) prices are converted to credits (cr). Credits typically are stored on a cred stick or your ID, thus having no weight, but physical coins do exist at the same Pathfinder weight of 50 coins to 1 lb. Coins like this are often viewed with suspicion or can even be illegal, as they leave no trail and are most often used for illegal activities.

Weapons

Weapons are rated as one of archaic, kinetic, energy, or force (both energy & kinetic). Armor is also rated the same way. Archaic weapons and armor are only appropriate against each other; they are inappropriate vs all other ratings (archaic firearms are an exception and are treated as kinetic weapons, but only inside the first range increment). Armor not rated the same as a weapon is inappropriate vs that damage type. Inappropriate armor provides no armor AC inside the first 5 range increments or vs melee. Attacks are resolved as ranged or melee touch attacks, but do not count as such for other purposes. Reinforced armor still provides its DR regardless of appropriateness, however.

Simple Weapons
(Simple) Light Weapons Cost Damage Critical Range Weight Type Special
Knife/Dagger 2 cr 4 19-20/+3 3/10 1 lb P or S (A) archaic
Vibro knife 27 cr 4 19-20/+3 3/10 1 lb P or S (K) kinetic
Sonic knife 27 cr 4 19-20/+3 3/10 1 lb P or S (E) energy
Force knife 62 cr 4 19-20/+3 3/10 1 lb P or S (F) force
Dagger, punching as above as above +5 as above P (as above) varies
Mace, light 5 cr 6 +3 4 lbs B (A) archaic
Impact mace, light 30 cr 6 +3 4 lbs B (K) kinetic
Shock mace, light 30 cr 6 +3 4 lbs B (E) energy
Gravity mace, light 65 cr 6 +3 4 lbs B (F) force
(Simple) 1-handed Weapons Cost DMG Critical Range Weight Type Special
Club 6 +3 0 3 lbs B (A) archaic
Impact baton 25 cr 6 +3 3/10 3 lbs B (K) kinetic
Shock baton 25 cr 6 +3 3/10 3 lbs B (E) energy
Gravity baton 60 cr 6 +3 3/10 3 lbs B (F) force
Mace, heavy 8 cr 8 +3 8 lbs B (A) archaic
Impact mace, heavy 33 cr 8 +3 8 lbs B (K) kinetic
Shock mace, heavy 33 cr 8 +3 8 lbs B (E) energy
Gravity mace, heavy 68 cr 8 +3 8 lbs B (F) force
Morningstar 12 cr 8 +3 8 lbs B and P (A) archaic
Impactstar 37 cr 8 +3 8 lbs B and P (K) kinetic
Shockstar 37 cr 8 +3 8 lbs B and P (E) energy
Gravitystar 72 cr 8 +3 8 lbs B and P (F) force
Shortspear 1 cr 6 +3 6/13 3 lbs P (A) archaic
Vibro shortspear 26 cr 6 +3 6/13 3 lbs P (K) kinetic
Sonic shortspear 26 cr 6 +3 6/13 3 lbs P (E) energy
Force shortspear 61 cr 6 +3 6/13 3 lbs P (F) force
(Simple) 2-handed Weapons Cost DMG Critical Range Weight Type Special
Bayonet 5 cr 6 +3 1 lb P (A) archaic
Vibro bayonet 30 cr 6 +3 1 lb P (K) kinetic
Sonic bayonet 30 cr 6 +3 1 lb P (E) energy
Force bayonet 65 cr 6 +3 1 lb P (F) force
Longspear 5 cr 8 +5 9 lbs P (A) archaic, brace, reach
Vibro longspear 30 cr 8 +5 9 lbs P (K) brace, kinetic, reach
Sonic longspear 30 cr 8 +5 9 lbs P (E) brace, energy, reach
Force longspear 65 cr 8 +5 9 lbs P (F) brace, force, reach
Quarterstaff 6/6 +3 4 lbs B (A) archaic, double, monk
Impactstaff 25 cr 6/6 +3 4 lbs B (K) double, kinetic, monk
Shockstaff 25 cr 6/6 +3 4 lbs B (E) double, energy, monk
Forcestaff 60 cr 6/6 +3 4 lbs B (F) double, force, monk
Spear 2 cr 6 +5 6/13 6 lbs P (A) archaic, brace
Vibrospear 27 cr 6 +5 6/13 6 lbs P (K) brace, kinetic
Sonicspear 27 cr 6 +5 6/13 6 lbs P (E) brace, energy
Forcespear 62 cr 6 +5 6/13 6 lbs P (F) brace, force
(Simple) Ranged Weapons Cost Damage/+DMG Critical Range Weight Type Special
Blowgun 2 cr +3 +3 6/16 1 lb P (by ammo)
Crossbow, heavy 50 cr +10 19-20/+3 13/23 8 lbs P (by ammo)
Crossbow, light 35 cr +9 19-20/+3 13/23 4 lbs P (by ammo)
Javelin 1 cr 6 +3 8/15 2 lbs P (A) archaic
Vibro javelin 26 cr 6 +3 8/15 2 lbs P (K) kinetic
Sonic javelin 26 cr 6 +3 8/15 2 lbs P (E) energy
Force javelin 61 cr 6 +3 8/15 2 lbs P (F) force
Sling 4 +3 10/20 B (by ammo)
Martial Weapons
(Martial) Light Weapons Cost Damage Critical Range Weight Type Special
Axe, boarding 6 cr 6 +5 3 lbs P or S (A) archaic, see text
Vibroaxe, boarding 31 cr 6 +5 3 lbs P or S (K) kinetic, see text
Sonicaxe, boarding 31 cr 6 +5 3 lbs P or S (E) energy, see text
Forceaxe, boarding 66 cr 6 +5 3 lbs P or S (F) force, see text
Axe, throwing 8 cr 6 +3 3/10 2 lbs S (A) archaic
Axe, throwing 33 cr 6 +3 3/10 2 lbs S (K) kinetic
Axe, throwing 33 cr 6 +3 3/10 2 lbs S (E) energy
Axe, throwing 68 cr 6 +3 3/10 2 lbs S (F) force
Bootblade 25 cr 4 +3 2 lbs P (A) archaic, see text
Vibro bootblade 50 cr 4 +3 2 lbs P (K) kinetic, see text
Sonic bootblade 50 cr 4 +3 2 lbs P (E) energy, see text
Force bootblade 85 cr 4 +3 2 lbs P (F) force, see text
Cat-o'-nine-tails 25 cr 4 +3 1 lb S (A) archaic, disarm, nonlethal
Hammer, light 1 cr 4 +3 6/13 2 lbs B (A) archaic
Impact hammer, light 26 cr 4 +3 6/13 2 lbs B (K) kinetic
Shock hammer, light 26 cr 4 +3 6/13 2 lbs B (E) energy
Gravitry hammer, light 61 cr 4 +3 6/13 2 lbs B (F) force
Gladius 15 cr 6 19-20/+3 3 lbs P or S (A) archaic, performance
Vibro gladius 40 cr 6 19-20/+3 3 lbs P or S (K) kinetic, performance
Sonic gladius 40 cr 6 19-20/+3 3 lbs P or S (E) energy, performance
Force gladius 75 cr 6 19-20/+3 3 lbs P or S (F) force, performance
Handaxe 6 cr 6 +5 3 lbs S (A) archaic
Vibro handaxe 31 cr 6 +5 3 lbs S (K) kinetic
Sonic handaxe 31 cr 6 +5 3 lbs S (E) energy
Force handaxe 66 cr 6 +5 3 lbs S (F) force
Switchblade 5 cr 4 19-20/+3 3/10 1 lb P (A) archaic, see text
Vibro switchblade 30 cr 4 19-20/+3 3/10 1 lb P (K) kinetic, see text
Sonic switchblade 30 cr 4 19-20/+3 3/10 1 lb P (E) energy, see text
Force switchblade 65 cr 4 19-20/+3 3/10 1 lb P (F) force, see text
Kukri 8 cr 4 18-20/+3 2 lbs S (A) archaic
Vibro kukri 33 cr 4 18-20/+3 2 lbs S (K) kinetic
Sonic kukri 33 cr 4 18-20/+3 2 lbs S (E) energy
Force kukri 68 cr 4 18-20/+3 2 lbs S (F) force
Pick, light 4 cr 4 +6 3 lbs P (A) archaic
Vibropick, light 29 cr 4 +6 3 lbs P (K) kinetic
Sonicpick, light 29 cr 4 +6 3 lbs P (E) energy
Forcepick, light 64 cr 4 +6 3 lbs P (F) force
Sap 1 cr 6 +3 2 lbs B (A) archaic, nonlethal
Shield, light var. 3 +3 var. B (A) archaic
Spiked shield, light var. 4 +3 var. P (A) archaic
Vibro spiked shield, light var. 4 +3 var. P (K) kinetic
Sonic spiked shield, light var. 4 +3 var. P (E) energy
Force spiked shield, light var. 4 +3 var. P (F) force
Starknife 24 cr 4 +5 6/13 3 lbs P (A) archaic
Vibro starknife 49 cr 4 +5 6/13 3 lbs P (K) kinetic
Sonic starknife 49 cr 4 +5 6/13 3 lbs P (E) energy
Force starknife 84 cr 4 +5 6/13 3 lbs P (F) force
Sword, short 10 cr 6 19-20/+3 2 lbs P (A) archaic
Vibrosword, short 35 cr 6 19-20/+3 2 lbs P (K) kinetic
Sonicsword, short 35 cr 6 19-20/+3 2 lbs P (E) energy
Forcesword, short 70 cr 6 19-20/+3 2 lbs P (F) force
(Martial) 1-hand Weapons Cost Damage Critical Range Weight Type Special
Battleaxe 10 cr 8 +5 6 lbs S (A) archaic
Vibroaxe 35 cr 8 +5 6 lbs S (K) kinetic
Sonicaxe 35 cr 8 +5 6 lbs S (E) energy
Forceaxe 70 cr 8 +5 6 lbs S (F) force
Cutlass 15 cr 6 18-20/+3 4 lbs S (A) archaic
Vibro cutlass 40 cr 6 18-20/+3 4 lbs S (K) kinetic
Sonic cutlass 40 cr 6 18-20/+3 4 lbs S (E) energy
Force cutlass 75 cr 6 18-20/+3 4 lbs S (F) force
Flail 8 cr 8 +3 6 lbs B (A) archaic, disarm, trip
Impactflail 33 cr 8 +3 6 lbs B (K) disarm, kinetic, trip
Shockflail 33 cr 8 +3 6 lbs B (E) disarm, energy, trip
Gravityflail 68 cr 8 +3 6 lbs B (F) disarm, force, trip
Sword 15 cr 8 19-20/+3 4 lbs S (A) archaic
Vibrosword 40 cr 8 19-20/+3 4 lbs S (K) kinetic
Sonicsword 40 cr 8 19-20/+3 4 lbs S (E) energy
Forcesword 75 cr 8 19-20/+3 4 lbs S (F) force
Pick, heavy 8 cr 6 +6 6 lbs P (A) archaic
Vibropick, heavy 33 cr 6 +6 6 lbs P (K) kinetic
Sonicpick, heavy 33 cr 6 +6 6 lbs P (E) energy
Forcepick, heavy 68 cr 6 +6 6 lbs P (F) force
Rapier 20 cr 6 18-20/+3 2 lbs P (A) archaic
Vibro rapier 45 cr 6 18-20/+3 2 lbs P (K) kinetic
Sonic rapier 45 cr 6 18-20/+3 2 lbs P (E) energy
Force rapier 80 cr 6 18-20/+3 2 lbs P (F) force
Scimitar 15 cr 6 18-20/+3 4 lbs S (A) archaic
Vibro scimitar 40 cr 6 18-20/+3 4 lbs S (K) kinetic
Sonic scimitar 40 cr 6 18-20/+3 4 lbs S (E) energy
Force scimitar 75 cr 6 18-20/+3 4 lbs S (F) force
Scizore 20 cr 10 +3 3 lbs P (A) archaic, see text
Vibro scizore 45 cr 10 +3 3 lbs P (K) kinetic, see text
Sonic scizore 45 cr 10 +3 3 lbs P (E) energy, see text
Force scizore 80 cr 10 +3 3 lbs P (F) force, see text
Shield, heavy var. 4 +3 var. B (A) archaic
Spike shield, heavy var. 6 +3 var. P (A) archaic
Vibro spike shield, heavy var. 6 +3 var. P (K) kinetic
Sonic spike shield, heavy var. 6 +3 var. P (E) energy
Force spike shield, heavy var. 6 +3 var. P (F) force
Swordcane 45 cr 6 +3 4 lbs p (A) archaic, see text
Vibro swordcane 90 cr 6 +3 4 lbs p (K) kinetic, see text
Sonic swordcane 90 cr 6 +3 4 lbs p (E) energy, see text
Force swordcane 135 cr 6 +3 4 lbs p (F) force, see text
Terbutje, primitive 5 cr 8 19-20/+3 2 lbs S (A) archaic, fragile
Terbutje 20 cr 8 19-20/+3 4 lbs S (A) archaic
Vibro terbutje 45 cr 8 19-20/+3 4 lbs S (K) kinetic
Sonic terbutje 45 cr 8 19-20/+3 4 lbs S (E) energy
Force terbutje 80 cr 8 19-20/+3 4 lbs S (F) force
Trident 15 cr 8 +3 3/10 4 lbs P (A) archaic
Vibro trident 40 cr 8 +3 3/10 4 lbs P (K) kinetic
Sonic trident 40 cr 8 +3 3/10 4 lbs P (E) energy
Force trident 75 cr 8 +3 3/10 4 lbs P (F) force
Warhammer 15 cr 8 +5 5 lbs B (A) archaic
Impacthammer 40 cr 8 +5 5 lbs B (K) kinetic
Shockhammer 40 cr 8 +5 5 lbs B (E) energy
Gravityhammer 75 cr 8 +5 5 lbs B (F) force
(Martial) 2-hand Weapons Cost Damage Critical Range Weight Type Special
Bardiche 13 cr 10 19-20/+3 14 lbs S (A) archaic, brace, reach, see text
Vibro bardiche 38 cr 10 19-20/+3 14 lbs S (K) brace, kinetic, reach, see text
Sonic bardiche 38 cr 10 19-20/+3 14 lbs S (E) brace, energy, reach, see text
Force bardiche 73 cr 10 19-20/+3 14 lbs S (F) brace, force, reach, see text
Bec de corbin 15 cr 10 +5 12 lbs B or P (A) archaic, brace, reach, see text
Vibro bec de corbin 40 cr 10 +5 12 lbs B or P (K) brace, kinetic, reach, see text
Sonic bec de corbin 40 cr 10 +5 12 lbs B or P (E) brace, energy, reach, see text
Force bec de corbin 40 cr 10 +5 12 lbs B or P (F) brace, force, reach, see text
Bill 11 cr 8 +5 11 lbs S (A) archaic, brace, disarm, reach, see text
Vibrobill 36 cr 8 +5 11 lbs S (K) brace, disarm, kinetic, reach, see text
Sonicbill 36 cr 8 +5 11 lbs S (E) brace, disarm, energy, reach, see text
Forcebill 71 cr 8 +5 11 lbs S (F) brace, disarm, force, reach, see text
Falchion 75 cr 8 18-20/+3 8 lbs S (A) archaic
Vibro falchion 150 cr 8 18-20/+3 8 lbs S (K) kinetic
Sonic falchion 150 cr 8 18-20/+3 8 lbs S (E) energy
Force falchion 225 cr 8 18-20/+3 8 lbs S (F) force
Flail, heavy 15 cr 10 19-20/+3 10 lbs B (A) archaic, disarm, trip
Impactflail, heavy 40 cr 10 19-20/+3 10 lbs B (K) disarm, kinetic, trip
Shockflail, heavy 40 cr 10 19-20/+3 10 lbs B (E) disarm, energy, trip
Gravityflail, heavy 75 cr 10 19-20/+3 10 lbs B (F) disarm, force, trip
Glaive 8 cr 10 +5 10 lbs S (A) archaic, reach
Vibroglaive 33 cr 10 +5 10 lbs S (K) kinetic, reach
Sonicglaive 33 cr 10 +5 10 lbs S (E) energy, reach
Forceglaive 68 cr 10 +5 10 lbs S (F) force, reach
Glaive-guisarme 12 cr 10 +5 10 lbs S (A) archaic, brace, reach, see text
Vibro glaive-guisarme 37 cr 10 +5 10 lbs S (K) brace, kinetic, reach, see text
Sonic glaive-guisarme 37 cr 10 +5 10 lbs S (E) brace, energy, reach, see text
Force glaive-guisarme 72 cr 10 +5 10 lbs S (F) brace, force, reach, see text
Greataxe 20 cr 12 +5 12 lbs S (A) archaic
Vibro greataxe 45 cr 12 +5 12 lbs S (K) kinetic
Sonic greataxe 45 cr 12 +5 12 lbs S (E) energy
Force greataxe 80 cr 12 +5 12 lbs S (F) force
Greatclub 5 cr 10 +3 8 lbs B (A) archaic
Impact greatclub 30 cr 10 +3 8 lbs B (K) kinetic
Shock greatclub 30 cr 10 +3 8 lbs B (E) energy
Gravity greatclub 65 cr 10 +3 8 lbs B (F) force
Greatsword 50 cr 12 19-20/+3 8 lbs S (A) archaic
Vibro greatsword 100 cr 12 19-20/+3 8 lbs S (K) kinetic
Sonic greatsword 100 cr 12 19-20/+3 8 lbs S (E) energy
Force greatsword 150 cr 12 19-20/+3 8 lbs S (F) force
Guisarme 9 cr 8 +5|= — 12 lbs S (A) archaic, reach, trip
Vibro guisarme 34 cr 8 +5 12 lbs S (K) kinetic, reach, trip
Sonic guisarme 34 cr 8 +5 12 lbs S (E) energy, reach, trip
Force guisarme 69 cr 8 +5 12 lbs S (F) force, reach, trip
Halberd 10 cr 10 +5 12 lbs P or S (A) archaic, brace, trip
Vibro halberd 35 cr 10 +5 12 lbs P or S (K) brace, kinetic, trip
Sonic halberd 35 cr 10 +5 12 lbs P or S (E) brace, energy, trip
Force halberd 70 cr 10 +5 12 lbs P or S (F) brace, force, trip
Hammer, Lucerne 15 cr 12 +3 12 lbs B or P (A) archaic, brace, reach, see text
Impacthammer, Lucerne 40 cr 12 +3 12 lbs B or P (K) brace, kinetic, reach, see text
Shockhammer, Lucerne 40 cr 12 +3 12 lbs B or P (E) brace, energy, reach, see text
Gravityhammer, Lucerne 75 cr 12 +3 12 lbs B or P (F) brace, force, reach, see text
Hookstaff 24 cr 10 +5 10 lbs P (A) archaic, trip
Vibro hookstaff 49 cr 10 +5 10 lbs P (K) kinetic, trip
Sonic hookstaff 49 cr 10 +5 10 lbs P (E) energy, trip
Force hookstaff 84 cr 10 +5 10 lbs P (F) force, trip
Horsechopper 10 cr 10 +5 12 lbs P or S (A) archaic, reach, trip
Vibro horsechopper 35 cr 10 +5 12 lbs P or S (K) kinetic, reach, trip
Sonic horsechopper 35 cr 10 +5 12 lbs P or S (E) energy, reach, trip
Force horsechopper 70 cr 10 +5 12 lbs P or S (F) force, reach, trip
Lance 10 cr 8 +5 10 lbs B or P (A) archaic, reach
Vibrolance 35 cr 8 +5 10 lbs B or P (K) kinetic, reach
Soniclance 35 cr 8 +5 10 lbs B or P (E) energy, reach
Forcelance 70 cr 8 +5 10 lbs B or P (F) force, reach
Pickaxe 14 cr 8 +6 12 lbs P (A) archaic
Vibro pickaxe 39 cr 8 +6 12 lbs P (K) kinetic
Sonic pickaxe 39 cr 8 +6 12 lbs P (E) energy
Force pickaxe 74 cr 8 +6 12 lbs P (F) force
Ranseur 10 cr 8 +5 12 lbs P (A) archaic, disarm, reach
Vibro ranseur 35 cr 8 +5 12 lbs P (K) disarm, kinetic, reach
Sonic ranseur 35 cr 8 +5 12 lbs P (E) disarm, energy, reach
Force ranseur 70 cr 8 +5 12 lbs P (F) disarm, force, reach
Scythe 18 cr 8 +6 10 lbs P or S (A) archaic, trip
Vibroscythe 43 cr 8 +6 10 lbs P or S (K) kinetic, trip
Sonicscythe 43 cr 8 +6 10 lbs P or S (E) energy, trip
Forcescythe 78 cr 8 +6 10 lbs P or S (F) force, trip
Spear, syringe 100 cr 8 +5 6/13 6 lbs P (A) archaic, brace, see text
Vibrospear, syringe 200 cr 8 +5 6/13 6 lbs P (K) brace, kinetic, see text
Warsledge 40 cr 12 +5 14 lbs B (A) archaic
Impact sledge 80 cr 12 +5 14 lbs B (K) kinetic
Shock sledge 80 cr 12 +5 14 lbs B (E) energy
Gravity sledge 120 cr 12 +5 14 lbs B (F) force
(Martial) Ranged Weapons Cost Damage Critical Range Weight Type Special

Melee/Archaic Ranged

Archaic for cost listed; vibro/impact (kinetic) for x2 or +25 (greater); laser/shock (energy) for x2 or +25 (greater); or force (both) for x5 or +60 (greater)

Firearms

Kinetic (1% cost) – slugthrowers, gyrojet, needlers, black powder (archaic)
Energy (1% cost) – laser, heat ray, sonic, PPG (phased plasma gun), ion
K/E (5% cost) – blasters (particle beams), disruptor/disintegrator, plasma
Ammo reloads for .1%

Weapon Modifications

Lightened (1/2 weight) for +50/lb (+250/kg) (as mithral)
Penetrating (ignore hardness) for +300/weapon; +6/ammo (as adamantine)
Masterwork (+1 hit) for +300

Armor

Armor is rated as one of archaic, kinetic, energy, or both. Weapons are also rated the same way. Archaic weapons and armor are only appropriate against each other; they are inappropriate vs all other ratings (archaic firearms are an exception and are treated as kinetic weapons, but only inside the first range increment). Armor not rated the same as a weapon is inappropriate vs that damage type. Inappropriate armor provides no armor AC inside the first 5 range increments or vs melee. Attacks resolved as ranged or melee touch attacks, but do not count as such for other purposes. Reinforced armor still provides its DR regardless of appropriateness, however.

Rated as Kinetic or Energy for listed price
Rated as both for x3 or +40 (greater) cost
Rated as Archaic for 1/3 the price

Light Armor
Light Armor Cost Armor Bonus Max Dex Armor Check Penalty Arcane Spell Failure Speed Weight Notes
Blastweave vest 50 cr +2 +6 0 10% 15 stops all attacks
Reflec vest 10 cr +2 +6 0 10% 15 only stops energy & archaic attacks
Synthweave vest 10 cr +2 +6 0 10% 15 only stops kinetic & archaic attacks
Blastweave Jacket 75 cr +3 +5 -1 15% 20 stops all attacks
Reflec Jacket 25 cr +3 +5 -1 15% 20 stops energy & archaic attacks
Synthweave Jacket 25 cr +3 +5 -1 15% 20 stops kinetic & archaic attacks
Blastweave Suit* 300 cr +4 +4 -2 20% 25 stops all attacks
Reflec Suit* 100 cr +4 +4 -2 20% 25 only stops energy & archaic attacks
Synthweave Suit* 100 cr +4 +4 -2 20% 25 only stops kinetic & archaic attacks
Medium Armor
Medium Armor Cost Armor Bonus Max Dex Armor Check Penalty Arcane Spell Failure Speed Weight Notes
Blastweave coat 150 cr +4 +3 -2 20% -10 20 stops all attacks
Reflec armored coat 50 cr +4 +3 -2 20% -10 20 only stops energy & archaic attacks
Synth-leather coat 50 cr +4 +3 -2 20% -10 20 only stops kinetic & archaic attacks
Light composite plasteel armor* 150 cr +5 +3 -4 25% -10 30 stops all attacks
Light composite reflec armor* 50 cr +5 +3 -4 25% -10 30 only stops energy & archaic attacks
Light composite synthweave armor* 50 cr +5 +3 -4 25% -10 30 only stops kinetic & archaic attacks
Composite plasteel suit* 450 cr +6 +2 -5 30% -10 40 stops all attacks
Composite reflec suit* 150 cr +6 +2 -5 30% -10 40 only stops energy & archaic attacks
Composite synthweave suit* 150 cr +6 +2 -5 30% -10 40 only stops kinetic & archaic attacks
Plasteel breastplate* 600 cr +6 +3 -5 25% -10 30 stops all attacks
Reflec breastplate* 200 cr +6 +3 -5 25% -10 30 only stops energy & archaic attacks
Ballistic breastplate* 200 cr +6 +3 -5 25% -10 30 only stops kinetic & archaic attacks

(*) - may be sealed for +100 cr

Armor Modifications

Lightened for +1000/Light; +4000/Medium; +9000/Heavy; +1000/Shield (as mithral)
Reinforced for +5000/Light; +10000/Medium; +15000/Heavy (DR 1/-; 2/-; 3/-) (as adamantine)
Fitted for +150 (-1 check Penalties) (as masterwork)

Goods & Services

Other goods are priced as is, usually at ½ weight
Lightening is available as per armor (so ¼ weight) (+50/lb)

Psi-tech

Magic Items are priced as is.

Technology

Cybertech - characters are not limited by slots and implant is only measured against Con. Cybertech comes in different grades which modify implantation values and costs. Feats are available to increase implant limits. Exceeding implant values does not cause non-function of implants, but causes cyber-psychosis instead.

Arm Slot Cybertech Price Weight Implant Install DC Source
Cybernetic arm 4,750 cr 9 lbs. 2 28 TG
Implanted weaponry 10,000 cr (special) 1 lb. 2 26 TG
Body Slot Cybertech Price Weight Implant Install DC Source
Dermal plating (mark I) 4,000 cr 5 lbs. 2 24 TG
Cyberfiber muscles (mark I) 8,000 cr 10 lbs. 2 24 TG
Thoracic nanite chamber (mark I) 8,000 cr 5 lbs. 2 24 TG
Wirejack tendons (mark I) 8,000 cr 10 lbs. 2 24 TG
Biofilter 16,000 cr 2 lbs. 3 25 TG
Dermal plating (mark II) 16,000 cr 5 lbs. 4 26 TG
Cyberfiber muscles (mark II) 32,000 cr 10 lbs. 4 28 TG
Thoracic nanite chamber (mark II) 32,000 cr 5 lbs. 4 28 TG
Wirejack tendons (mark II) 32,000 cr 10 lbs. 4 28 TG
Dermal plating (mark III) 36,000 cr 5 lbs. 4 28 TG
Dermal plating (mark IV) 64,000 cr 5 lbs. 8 30 TG
Cyberfiber muscles (mark III) 72,000 cr 10 lbs. 8 36 TG
Thoracic nanite chamber (mark III) 72,000 cr 5 lbs. 8 36 TG
Wirejack tendons (mark III) 72,000 cr 10 lbs. 8 36 TG
Dermal plating (mark V) 100,000 cr 5 lbs. 10 32 TG
Brain Slot Cybertech Price Weight Implant Install DC Source
Skillslot 2,000 cr 1 lb. 1 30 TG
Frenzychip 36,400 cr 1 lb. 1 32 TG
Ears Slot Cybertech Price Weight Implant Install DC Source
Cybernetic ears 4,000 cr 1 lb. 1 28 TG
Eyes Slot Cybertech Price Weight Implant Install DC Source
Cybernetic eyes 4,000 cr 1 lb. 1 28 TG
Head Slot Cybertech Price Weight Implant Install DC Source
Cranial bomb 4,500 cr 1/2 lb. 1 25 TG
Legs Slot Cybertech Price Weight Implant Install DC Source
Cybernetic legs 8,500 cr 12 lbs. 4 28 TG
Body Slot Cybertech Price Weight Implant Install DC Source
Cyberart 100 cr 1 lb. 0 20 TG

Pharmaceuticals

Pharmaceutical Price Source
Baseline 225 cr TG
Cardioamp 455 cr TG
Cureall 140 cr TG
Hemochem (Grade I) 25 cr TG
Hemochem (Grade II) 50 cr TG
Hemochem (Grade III) 75 cr TG
Hemochem (Grade IV) 100 cr TG
Hemochem (Grade V) 125 cr TG
Hype 25 cr TG
Torpinal 30 cr TG
Vive 20 cr TG
Zortaphen 225 cr TG

Technological Gear - color codes are: white, red, orange, yellow, green, blue, indigo, violet, and black. This is an easier progression to remember.

Item Price Weight Source
Access and Locks
Access card (brown/white) 3 cr TG
Access card (black/red) 10 cr TG
Access card (white/orange) 40 cr TG
Access card (gray/yellow) 90 cr TG
Access card (green/green) 160 cr TG
Access card (red/blue) 250 cr TG
Access card (blue/indigo) 360 cr TG
Access card (orange/violet) 490 cr TG
Access card (prismatic/black) 1,000 cr TG
E-pick (brown) 30 cr 1 lb. TG
E-pick (black) 100 cr 1 lb. TG
E-pick (white) 400 cr 1 lb. TG
E-pick (gray) 900 cr 1 lb. TG
E-pick (green) 1,600 cr 1 lb. TG
E-pick (red) 2,500 cr 1 lb. TG
E-pick (blue) 3,600 cr 1 lb. TG
E-pick (orange) 4,900 cr 1 lb. TG
E-pick (prismatic) 10,000 cr 1 lb. TG
Lock coder (brown) 600 cr 5 lbs. TG
Lock coder (black) 2,000 cr 5 lbs. TG
Lock coder (white) 8,000 cr 5 lbs. TG
Lock coder (gray) 18,000 cr 5 lbs. TG
Lock coder (green) 32,000 cr 5 lbs. TG
Lock coder (red) 50,000 cr 5 lbs. TG
Lock coder (blue) 72,000 cr 5 lbs. TG
Lock coder (orange) 98,000 cr 5 lbs. TG
Lock coder (prismatic) 200,000 cr 5 lbs. TG
Batteries and Power
Battery 100 cr 1 lb. TG
Power cable 500 cr 1 lb. TG
Power receiver 5,000 cr 1 lb. TG
Grenades and Explosives
Arc grenade 750 cr 1 lb. TG
Atom grenade 6,000 cr 1 lb. TG
Bang grenade 250 cr 1 lb. TG
Bio grenade 3,300 cr 1 lb. TG
Concussion grenade 750 cr 1 lb. TG
Cylex 3,600 cr 1 lb. TG
Detonator 500 cr 1 lb. TG
EMP grenade 750 cr 1 lb. TG
Flash grenade 750 cr 1 lb. TG
Flechette grenade 750 cr 1 lb. TG
Fragmentation grenade 750 cr 1 lb. TG
Gravity grenade 2,250 cr 1 lb. TG
Inferno grenade 750 cr 1 lb. TG
Plasma grenade 1,600 cr 1 lb. TG
Soft grenade 750 cr 1 lb. TG
Sonic grenade 1,000 cr 1 lb. TG
Zero grenade 750 cr 1 lb. TG
Implants, Medical Devices, and Nanotech
Chemalyzer 2,500 cr 8 lbs. TG
Clonepod 60,000 cr 95 lbs. TG
Cortex gun (mark I) 30,250 cr 1 lb. TG
Cortex gun (mark II) 60,500 cr 1 lb. TG
Cortex gun (mark III) 90,750 cr 1 lb. TG
Cortex gun (mark IV) 120,000 cr 1 lb. TG
Cortex gun (mark V) 151,250 cr 1 lb. TG
Filter mask 4,500 cr 1 lb. TG
Goo tube 6 cr 1/10 lb. TG
Medlance 500 cr TG
Nanite canister 500 cr 1 lb. TG
Nanite hypogun (brown) 1,000 cr 1 lb. TG
Nanite hypogun (black) 6,000 cr 1 lb. TG
Nanite hypogun (white) 15,000 cr 1 lb. TG
Nanite hypogun (gray) 28,000 cr 1 lb. TG
Nanite hypogun (green) 45,000 cr 1 lb. TG
Nanite hypogun (red) 66,000 cr 1 lb. TG
Nanite hypogun (blue) 91,000 cr 1 lb. TG
Nanite hypogun (orange) 125,000 cr 1 lb. TG
Nanite hypogun (prismatic) 178,000 cr 1 lb. TG
Neurocam 36,000 cr 2 lbs. TG
Skillchip (mark I) 400 cr TG
Skillchip (mark II) 1,600 cr TG
Skillchip (mark III) 3,600 cr TG
Skillchip (mark IV) 6,400 cr TG
Skillchip (mark V) 10,000 cr TG
Trauma pack 1,500 cr 5 lbs. TG
Trauma pack plus 11,250 cr 5 lbs. TG
Veemod (brown) 200 cr TG
Veemod (black) 400 cr TG
Veemod (white) 2,500 cr TG
Veemod (gray) 6,000 cr TG
Veemod (green) 10,000 cr TG
Veemod (red) 12,000 cr TG
Veemod (blue) 20,000 cr TG
Veemod (orange) 30,000 cr TG
Veemod (prismatic) 50,000 cr TG
Veemod goggles 1,000 cr TG
Other Tools and Accessories
Camera 3,000 cr 3 lbs. TG
Chipfinder (brown) 500 cr 4 lbs. TG
Chipfinder (black) 3,000 cr 4 lbs. TG
Chipfinder (white) 7,500 cr 4 lbs. TG
Chipfinder (gray) 14,000 cr 4 lbs. TG
Chipfinder (green) 22,500 cr 4 lbs. TG
Chipfinder (red) 33,000 cr 4 lbs. TG
Chipfinder (blue) 45,500 cr 4 lbs. TG
Chipfinder (orange) 60,000 cr 4 lbs. TG
Chipfinder (prismatic) 76,500 cr 4 lbs. TG
Commset 6,000 cr 2 lbs. TG
Emergency beacon 900 cr 10 lbs. TG
Emergency raft 3,600 cr 10 lbs. TG
Emergency shelter 18,000 cr 15 lbs. TG
Fire extinguisher 6,000 cr 7 lbs. TG
Flashlight 30 cr 1 lb. TG
Force field (brown) 4,000 cr 1 lb. TG
Force field (black) 20,000 cr 1 lb. TG
Force field (white) 40,000 cr 1 lb. TG
Force field (gray) 60,000 cr 1 lb. TG
Force field (green) 80,000 cr 1 lb. TG
Force field (red) 100,000 cr 1 lb. TG
Force field (blue) 120,000 cr 1 lb. TG
Force field (orange) 140,000 cr 1 lb. TG
Force field (prismatic) 220,000 cr 1 lb. TG
Gravity clip 2,000 cr TG
Grippers 100 cr 5 lbs. TG
Hologram generator (brown) 500 cr 1 lb. TG
Hologram generator (black) 1,000 cr 1 lb. TG
Hologram generator (white) 2,000 cr 1 lb. TG
Hologram generator (gray) 4,000 cr 1 lb. TG
Hologram generator (green) 30,000 cr 1 lb. TG
Hologram generator (red) 40,000 cr 1 lb. TG
Hologram generator (blue) 50,000 cr 1 lb. TG
Hologram generator (orange) 60,000 cr 1 lb. TG
Hologram generator (prismatic) 90,000 cr 1 lb. TG
Inertial dampening belt 10,000 cr 2 lbs. TG
Ion tape 100 cr 1 lb. TG
Jetpack 18,000 cr 10 lbs. TG
Laser sight 8,000 cr 1 lb. TG
Lighter 10 cr TG
Magboots 5,000 cr 6 lbs. TG
Motion tracker 10,000 cr 2 lbs. TG
Quantum box 40,000 cr 2 lbs. TG
Radiation detector 2,000 cr 3 lbs. TG
Robojack 30,000 cr 3 lbs. TG
Signal booster 9,000 cr 7 lbs. TG
Signal jammer 10,000 cr 8 lbs. TG
Tracker chip 500 cr TG
Zipstick 20 cr 1 lb. TG

Additional Rules

Hyperspace Navigation

All navigators must be sentient beings with a Con score, as hyperspace navigation requires connection to the Force and intuition.

Warpgates

A warpgate is an existing rift from this universe into another, called Hyperspace, natural or artificial, that leads to a specific destination in this universe over a specific time. This is set when the rift was created.

Intuitive navigators use astral traveler to open warpgates and travel hyperspace. Classes that are considered the best potential navigators:

  • Gifted Blades (lvl 3 min)
  • Marksmen (lvl 1 min)
  • Psions (lvl 1 min)
  • Psychic Warriors (lvl 1 min)
  • Wilders (lvl 1 min)
  • Other psionic manifesters able to cast 2nd level powers (as they can spend a feat on Expanded Knowledge and learn astral traveler)

Other navigators, use psi-tech (crystals, dojres, etc) to open warpgates and travel hyperspace. This only requires the attunement skill to open, enter, and traverse the warpgate. This is considered less optimal as the check can fail and potentially strand the ship for at least 24 hours (roll a 1 on a wand) or cause a mishap (fail 10+ on a crystal)

Rifting

Rifting is opening a rift and entering hyperspace to wherever desired. This requires the astral caravan power which is a level 3 Nomad power. This means a 5th level Nomad or another character capable of manifesting a level 4 power (7th, 8th, 10th, 13th, or 15th level) can learn it. Travel time is determined once in hyperspace based on knowledge: (planes) check. Typical transit time are about a week.

It is possible, though dangerous, to use psi-tech to attempt rifting. A power crystal has a minimum DC of 29 (23 adjusted) with failure causing a mishap. A wand still only requires a 20, but on a 1, fails for 24 hours.

Hyperspace Jump

A hyperspace jump is using planar travel to instantaneously jump to the desired system. This is a level 5 Nomad power, requiring a manifester level of 9 minimum, potentially much higher for other classes (though Marksman and Gifted Blade never get level 6 powers).

As always, psi-tech is available, though dangerous.

Hyperspace Dangers

Each day of transit there is a 1% cumulative chance of an encounter. For each subsequent encounter in a given trip, +20 (to a max of +100) is added to the roll on the hyperspace encounter chart.

System Navigation

Traveling in system uses knowledge: (religion) checks for astrogation to shorten travel times and make the best routes. In-system navigation can be done by computer, droid, sentient, or automation as it represents regular science, not the twisted reality of hyperspace. Travel is simply distance (typically in LS) over ship speed in minutes.

Jumping

Ships can make use of psychoport to make "small" jumps in-system. Substitute LS for miles. Again this requires a psionic character or someone able to use psi-tech. Psychoport is a level 5 Nomad power, requiring very high level manifesters or potentially dangerous activation of psi-tech.

Advanced Jumps

Manifesters or psi-tech capable of greater psychport can jump as far as 50,000 LS (~10 AU) at a time. This is a level 8 Psion/Wilder power.

Jump Gates

The psychoportation circle creates a temporary connection between two points in space up to 50,000 LS apart.

Psionics

Morality

Ability score is not the only thing that determines the maximum level power that may be manifested; the manifester’s position on the morality axis must also be factored in. At Neutral (5), only 1st level powers can be manifested. Each +/- 1 morality allows manifestation of level +2 powers, assuming all other factors also allow it.

The Kai

Morality 1-5

The Sith

Morality 5-9

Powers

Prestige Classes

Gamemastering

Expected Wealth & NPC Gear Values


PC Level Wealth NPC Level Heroic Level Total cr Value Weapons Protection Magic Limited Use Gear Treasure by Encounter**
1 520 cr 100 cr 260 cr 80 cr 80 cr
1 rollx2 2 1 780 cr 200 cr 300 cr 80 cr 200 cr 520 cr
2 2,000 cr 3 2 1,560 cr 700 cr 400 cr 160 cr 300 cr 1,100 cr
3 6,000 cr 4 3 3,300 cr 1300 cr 1,600 cr 200 cr 400 cr 1,600cr
4 12,000 cr 5 4 4,800 cr 1800 cr 2,000 cr 600 cr 400 cr 2,300 cr
5 21,000 cr 6 5 6,900 cr 2,800 cr 2,800 cr 900 cr 400 cr 3,100 cr
6 32,000 cr 7 6 9,300 cr 4,700 cr 3,300 cr 900 cr 400 cr 4,000 cr
7 47,000 cr 8 7 12,000cr 5,400 cr 5,000 cr 1,000 cr 1200 cr 400 cr 5,200 cr
8 66,000 cr 9 8 15,600 cr 6,000 cr 5,000 cr 2,000 cr 1600 cr 1000 cr 6,700 cr
9 92,000 cr 10 9 20,100 cr 7,000 cr 6,000 cr 3,000 cr 2,100 cr 1000 cr 8,500 cr
10 124,000 cr 11 10 25,500 cr 8,000 cr 8,000 cr 6,000 cr 2,500 cr 1000 cr 10,900 cr
11 164,000 cr 12 11 32,700 cr 12,000 cr 9,000 cr 8,000 cr 2,700 cr 1000 cr 14,000 cr
12 216,000 cr 13 12 42,000 cr 17,000 cr 11,000 cr 10,000 cr 3,000 cr 1000 cr 18,000 cr
13 280,000 cr 14 13 54,000 cr 18,000 cr 16,000 cr 14,000 cr 5,000 cr 1000 cr 23,200 cr
14 370,000 cr 15 14 69,600 cr 24,000 cr 21,000 cr 18,000 cr 5,600 cr 1000 cr 30,000 cr
15 480,000 cr 16 15 90,000 cr 34,000 cr 27,000 cr 22,000 cr 6,000 cr 1000 cr 39,000 cr
16 630,000 cr 17 16 117,000 cr 38,000 cr 36,000 cr 32,000 cr 8,000 cr 3,000 cr 50,000 cr
17 820,000 cr 18 17 150,000 cr 48,000 cr 46,000 cr 40,000 cr 13,000 cr 3,000 cr 64,000 cr
18 1,060,000 cr 19 18 192,000 cr 60,000 cr 56,000 cr 56,000 cr 16,000 cr 4,000 cr 82,000 cr
19 1,370,000 cr 20 19 246,000 cr 80,000 cr 70,000 cr 70,000 cr 22,000 cr 4,000 cr 106,000 cr
20 1,760,000 cr 20 318,000 cr 110,000 cr 80,000 cr 88,000 cr 36,000 cr 4,000 cr 134,000 cr

Environment

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