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	<updated>2026-07-25T02:11:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://d20futurepath.com/index.php?title=Basics&amp;diff=11682</id>
		<title>Basics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Basics&amp;diff=11682"/>
		<updated>2026-07-23T02:43:53Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a starting place for all the rules of the game. If you are new to Pen and Paper and roleplaying styles of games, you may wish to review the [[New_too_P%26P|New to P&amp;amp;P]] page.&lt;br /&gt;
&lt;br /&gt;
Are you an experienced player? The [[Whats Different]] page is a good place to learn about what makes this system &#039;&#039;&#039;D20+&#039;&#039;&#039; so different from normal D20, as well as other things that stand out about this ruleset/game.&lt;br /&gt;
&lt;br /&gt;
If you are a &#039;&#039;&#039;Player&#039;&#039;&#039; (Meaning you do not intend to run the game or be the storyteller), then it is recommended that you either [[Character_Creation_and_Advancement|make a new Character]] or pick a [[Starter_Characters|Starter Character]]. We provide a Character Sheet [https://drive.google.com/uc?export=download&amp;amp;id=1cZ3PPchkXAgTSWTHKsONEIWNrg8PhN2P here]! &lt;br /&gt;
&lt;br /&gt;
After making a Character, you may want to review concepts like [[Combat]] and [[SkillsBasics|Skills]].&lt;br /&gt;
&lt;br /&gt;
If you intend to run a game as the &#039;&#039;&#039;Game Master&#039;&#039;&#039; or &#039;&#039;&#039;GM&#039;&#039;&#039; (that means that you are the storyteller and manage the game for the players), then it is recommended that you familiarize yourself with all the pages under the &#039;Rules&#039; category. A GM should also be familiar with all the different [[Skills]] and how they are used. You may then want to look at the pages under the &#039;Campaign Setting&#039; section.&lt;br /&gt;
&lt;br /&gt;
As you read on, you may find sections that are in boxes like the one below. These are usually used to explain something outside of the rules. For example, we would record something on a physical Character Sheet. Or perhaps a snippet of &#039;flavor text.&#039;&lt;br /&gt;
&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below is a full Table of Contents:&lt;br /&gt;
{{Template:Table of Contents}}&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=11681</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=11681"/>
		<updated>2026-07-23T02:43:50Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* What you need */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. Download [https://drive.google.com/uc?export=download&amp;amp;id=1cZ3PPchkXAgTSWTHKsONEIWNrg8PhN2P here]! &lt;br /&gt;
:* &#039;&#039;&#039;Note&#039;&#039;&#039;: The Character sheet is form-fillable when you download it.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, to the right of the &amp;quot;Future Path&amp;quot; title, is a series of blanks with the titles directly below each blank. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet below the &#039;Character Class and Levels&#039; section, which is directly below the &#039;Character Name&#039; at the top right corner of the first page.&lt;br /&gt;
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&lt;br /&gt;
=== Size and Speed ===&lt;br /&gt;
&lt;br /&gt;
Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species default walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Base at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Base speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise.&lt;br /&gt;
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Editing Character Sheet: Size is found at the top of the first page, right after the &#039;Species&#039; box and before the &#039;Gender&#039; box. Further below that section, past the &#039;DR&#039; boxes, is the section dedicated to Speed. There, you can record your tactical movement speeds. &lt;br /&gt;
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=== Tech Proficiency Level ===&lt;br /&gt;
&lt;br /&gt;
Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page under the large box titled &#039;Character Description and Background&#039;. All Proficiencies are denoted with boxes that are checked off to indicate what Tech Level the Character understands.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
&lt;br /&gt;
=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
&lt;br /&gt;
It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet:  Homeworld is located at the top of the first page, to the right of the &#039;Character Path/Level and Professions&#039; section, or directly below the &#039;Player&#039; section. While Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page. Are all on the same row, one after another, in order after the Species and Size boxes. Below these boxes is a large box for &#039;Character Description and Background.&#039; This is a good place to provide a short extra explanation of appearance. &lt;br /&gt;
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&lt;br /&gt;
== Proficiency Levels ==&lt;br /&gt;
&lt;br /&gt;
This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
&lt;br /&gt;
; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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Editing Character Sheet: This is located on the first page near the top, just below the &#039;SPEED&#039; section and &#039;Character Description and Background&#039; box. There are 4 square boxes that are underlined. Fill in all the boxes under and before the Character&#039;s Tech Level provided by the Species. All other Proficiency levels are located further down the page, in different sections near what they&#039;re associated with.&lt;br /&gt;
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&lt;br /&gt;
; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
&lt;br /&gt;
; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
&lt;br /&gt;
; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
&lt;br /&gt;
; Item Use Proficiency Levels: This always starts out at zero.&lt;br /&gt;
&lt;br /&gt;
==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
&lt;br /&gt;
The choices, in summary, are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top right of the Character Sheet are a couple of different sections for writing down things such as Character and Player Name. There is also a section titled: &amp;quot;Character Paths/Level and Professions&amp;quot;. Here, you will enter the Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
&lt;br /&gt;
=== Advantage Die ===&lt;br /&gt;
&lt;br /&gt;
[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. It can be recorded on the Character Sheet in the box next to &#039;Advantage Die&#039; located near the top left side of the first page. Next to the Ability scores under the &#039;INITIATIVE&#039; and &#039;HP&#039; boxes.&lt;br /&gt;
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&lt;br /&gt;
=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox in the top-left corner of their ability square. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hit Die ===&lt;br /&gt;
&lt;br /&gt;
Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, under the &#039;Future Path&#039; title, is the &#039;HP&#039; section, which has the &#039;Hit Die&#039; and &#039;Total Hit Points&#039; followed by the &#039;DR&#039; boxes. For now, just fill in the &#039;Hit Die&#039; box with the die provided by the chosen Path.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Path Features ===&lt;br /&gt;
&lt;br /&gt;
A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
&lt;br /&gt;
Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
&lt;br /&gt;
==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are 15, 14, 13, 12, 10, 8. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
&lt;br /&gt;
The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The Ability Scores section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column that starts with STR and ends with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to fill out the SCORE for now. &lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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Editing Character Sheet (Ability Modifier): To the right is a table titled &amp;quot;Ability Score Modifiers&amp;quot;. The math for this is also: &amp;quot;(Ability Score / 2) - 5 [round result down]&amp;quot;. Normally, we wait to fill this out until you have picked your species, which is the next step. The reason for this is to avoid having to erase and rewrite the score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
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! Alternate Rules for rolling Ability scores.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
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The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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== Calculating Health ==&lt;br /&gt;
&lt;br /&gt;
Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. More a review on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
&lt;br /&gt;
The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
&lt;br /&gt;
As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top left of the character sheet, just below the &#039;Future Path&#039; title letters. A player can record both their Hit Die and their current HP (Hit Points). The large empty box just below the Hit Points section, labeled &#039;Wounds/Current HP&#039;, is where to record damage received during combat.&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
&lt;br /&gt;
All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is a 10 + Wisdom Modifier. &lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &#039;PASS. PERCEPTION&#039; box just above the &#039;SKILLS&#039; section and below the Ability Scores.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how the initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): Your Initiative is located below the &amp;quot;HP&amp;quot; and &amp;quot;Wounds/Current HP&amp;quot; sections just above &#039;Advantage Die&#039;. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): To the left of the first page, below the Ability Score section of the Character Sheet, there is the Skills list. Notably, the largest section of the sheet. The Skills list has multiple columns: two checkboxes, Skill Name, Ranks, Ability Mod, Skill Die, and Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your favored skills. &lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by 1/2 your Character Level, rounded up. The Language skill is special in that all Characters have it as a Favored skill and doesn&#039;t have a level limitation.&lt;br /&gt;
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Editing Character Sheet: Once a skill Rank is earned, you can record the Skill Rank under the &#039;Ranks&#039; column of the &#039;SKILLS&#039; section next to the name of the skill you ranked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the bottom below the &#039;SKILLS&#039; section, there is an explanation of which die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the &#039;Skill Die&#039; column, which is just right of the &#039;Ranks&#039; column. &lt;br /&gt;
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=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for &amp;quot;Techniques&amp;quot;. Here, you can record both Talents and Feats that your character gains over time. &lt;br /&gt;
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===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
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==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Robot_Companions&amp;diff=11680</id>
		<title>Robot Companions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Robot_Companions&amp;diff=11680"/>
		<updated>2026-07-23T02:42:05Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Here are the rules for Robot Companions. Robot Companions are 1 of 3 types of [[Hero Companions]]. The others are [[Animal Companions]] and [[Hero_Companions#NPCs|NPCs]] or Non-Playable Characters. &lt;br /&gt;
&lt;br /&gt;
The Character Sheet for Robot Companions is located [https://drive.google.com/uc?export=download&amp;amp;id=1VPDY84bUtpuraah8ZJbO074L4QBLUksf here!]&lt;br /&gt;
&lt;br /&gt;
== Robot Attributes ==&lt;br /&gt;
&lt;br /&gt;
To create a new customized Robotic companion, select one option for each attribute in the order they are listed below. Then pick 3 skills to be favored skills from the skill list for Robots. Lastly, select 1 Feat from the Robotic Feats. If the Robotic companion is a higher level then level up the creature 1 level at a time.&lt;br /&gt;
&lt;br /&gt;
=== Chassis Size ===&lt;br /&gt;
&lt;br /&gt;
The chassis size refers to the overall size of the robot. In this case, however, &amp;quot;large&amp;quot; does not mean the robot occupies 4 squares. It does mean, however, that even friendly combatants cannot move through a square occupied by a large robot. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Creature Size Table&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Size&lt;br /&gt;
! AC Bonus&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Ability Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tiny&#039;&#039;&#039; || +2 || d4 || 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small&#039;&#039;&#039; || +1 || d6 || 10&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Medium&#039;&#039;&#039; || +0 || d8 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large&#039;&#039;&#039; || -1 || d10 || 11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Robot Point Buy System ====&lt;br /&gt;
All robots start with the default Attribute points of Str 9, Dex 9, Con 10, Wisdom 3, Int 8, Cha 5. This adjusts point buy. Example: To go from 3 to 4 would cost one point. Going from 4 to 5 would cost 2 points, from 5 to 6 would cost 3 points, and so on.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Technology Levels&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Robot &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Bonuses&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Robotic Feat, Software, Robotic Feature&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2 +1|| Subroutine&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d4 +1|| Attack Improvement or Armor Improvment (AC+1)&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4 +2|| Ability Score +1&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4 +2|| Subroutine, Feature Improvement &lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6 +2|| Extra Damage, Robotic Feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6 +3|| Advanced Robotic Feature, Software Program/Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8 +3|| Attack Improvement or Armor Improvment (AC+1)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8 +3|| Ability Score +2 *OR* Feature Improvement&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 +4|| Feature Improvement *OR* new Robotic Feature &lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d8 +4|| Robotic Feat, Subroutine&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10 +4|| Extra Damage&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10 +5|| Attack or Armor Improvement, Software Program/Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10 +5|| Ability Score +2 *OR* Feature Improvement&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12 +5|| Subroutine, Robotic Feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12 +6|| Feature Improvement &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12 +6|| Attack Improvement or Armor Improvment (AC+1) &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d6 +6|| Extra Damage, Software Program/Upgrade&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d6 +7|| Ability Score +1, Subroutine&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d6 +7|| Attack or Armor Improvment, Feature Improvement &lt;br /&gt;
|}&lt;br /&gt;
This is similar to the Creature Type for Animal Companion rules. It provides &#039;&#039;&#039;Natural AC Modification&#039;&#039;&#039;, &#039;&#039;&#039;Ability Modifications&#039;&#039;&#039; and &#039;&#039;&#039;Special Features&#039;&#039;&#039;. It implies the underlying technologies involved in making the Robot move and computing its surroundings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mechanical Tech&#039;&#039;&#039;:&lt;br /&gt;
**Description: This is the most common form of robotics. Powered by electricity, its servos&#039; bodies are all made of metallic compounds and use artificial modern polymers, composites, and alloys to build its usually rigid frame.&lt;br /&gt;
**Natural AC: +1&lt;br /&gt;
**Attribute Mods: +1 to Strength &lt;br /&gt;
**Specials: Gains Kinetic DR 1 and Thermal DR 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic Based Tech&#039;&#039;&#039;:&lt;br /&gt;
**Description: This uses bioengineering to create organic machinery. The device may still have metallic parts, such as armor, or even electronic components, such as a computer, though these are not required. However, most of its components, especially its servos and mode of locomotion, are constructed from organic compounds and powered by biological means.&lt;br /&gt;
**Natural AC: +1&lt;br /&gt;
**Attribute Mods: +1 to Dexterity and +1 to Constitution&lt;br /&gt;
**Specials: Gains Electrical DR 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cybernetic&#039;&#039;&#039;: (Biologic/Mechanical Hybrid)&lt;br /&gt;
**Description: Biologic/Mechanical Hybrid. A weird combination of Biological processes and mechanical systems. Often, this implies that its servos and body are made of a combination of metals and organic (carbon-based) parts. This usually means that its movement is powered by gears and motors, as well as by organic chemical processes. &lt;br /&gt;
**Natural AC: +0&lt;br /&gt;
**Attribute Mods: +2 to either Strength or Dexterity, and +1 to Constitution.&lt;br /&gt;
**Specials: Gains Kinetic DR 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hydraulic Plasma Tech&#039;&#039;&#039;:&lt;br /&gt;
**Description: This is based on the ability to wield the 4th state of matter effectively. Using super accurate, fast, and extremely strong hydraulics that, for their size, go beyond normal hydraulic systems using normal matter. Issues with heat and pressure exist, but that has always been a problem with hydraulics. A Plasma Tech Robot gains its movement and control from manipulating plasma. Anyone with the knowledge to do such a thing in a compact robot will also have advanced computational skills. These robots are generally the highest quality.&lt;br /&gt;
**Natural AC: +0 (+1 if built at Tech Level 4)&lt;br /&gt;
**Attribute Mods: +2 to Strength, +1 to Dexterity.&lt;br /&gt;
**Specials: This requires Tech 3. If this is built at Tech 4, then add +1 to the AC. Gains Kinetic DR 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanotech / Nanocomposite&#039;&#039;&#039;:&lt;br /&gt;
**Description: An advanced chassis constructed from programmable matter and microscopic nanites capable of fluid reconfigurations and self-assembly.&lt;br /&gt;
**Natural AC: +0&lt;br /&gt;
**Attribute Mods: +2 to Dexterity and -1 to Strength.&lt;br /&gt;
**Specials: Self-Repairing Nanites: Outside combat, the robot heals at twice the normal rate. Inside combat, it automatically regenerates 1 HP at the start of its turn as long as it has at least 1 HP remaining. Fluid Form: Once per encounter as a move action, the robot can temporarily dissolve and squeeze through tight gaps as if it were two sizes smaller without taking squeezing penalties. Electrical Weakness 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Photonic / Hard-Light Tech&#039;&#039;&#039;:&lt;br /&gt;
**Description: An advanced chassis composed of solid-state hard-light projectors and crystal focusing matrices. Often resembles a translucent, glowing geometric construct.&lt;br /&gt;
**Natural AC: +2 against ranged attacks, +0 against melee attacks.&lt;br /&gt;
**Attribute Mods: +2 to Intelligence, +1 to Dexterity, and -2 to Constitution.&lt;br /&gt;
**Specials: Refraction Array: Gains Thermal DR 2 and is immune to sight-based blindness and laser-based gaze attacks. Kinetic Weakness 2.&lt;br /&gt;
&lt;br /&gt;
=== Locomotion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Robotic Locomotion Table&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Locomotion&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Active Flight&#039;&#039;&#039; || 60ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gliding/Hovering&#039;&#039;&#039; || 40ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quadrupedalism&#039;&#039;&#039; || 40ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rolling&#039;&#039;&#039; || 40ft (20ft off-road)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bipedal/Multipedal&#039;&#039;&#039; || 30ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tracked/Treaded&#039;&#039;&#039; || 30ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This describes how the robot moves through space and provides the base speed for movement in combat. Robots can be given more than one form of locomotion, but only one is their primary form of locomotion, which also determines their combat speed. This is based on the Animal&#039;s Locomotion rules and simply adds to and modifies those existing rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Active Flight&#039;&#039;&#039;: Flying in difficult terrain (i.e., in a storm) has a lower base DC of 10 instead of 15.&lt;br /&gt;
*&#039;&#039;&#039;Gliding/Hovering&#039;&#039;&#039;: Unlike most flying animals, these machines can easily hover in place like a helicopter. They also, like Active Flight, have a lower DC when flying in difficult terrain.&lt;br /&gt;
*&#039;&#039;&#039;Rolling&#039;&#039;&#039;: This is normally 40ft, but only on paved or artificial surfaces (streets, sidewalks, hallways). In an off-road situation, this is reduced to 20ft even if it isn&#039;t in difficult terrain.&lt;br /&gt;
*&#039;&#039;&#039;Bipedal/Multipedal&#039;&#039;&#039;: Humanoid bipeds or insectoid multi-legged platforms. Bipedal platforms have forelimbs that can act as basic manipulators (holding gear, opening doors), while insectoid multi-legged configurations gain Advantage on checks to resist being tripped or knocked prone.&lt;br /&gt;
*&#039;&#039;&#039;Tracked/Treaded&#039;&#039;&#039;: Heavy rubber or alloy tank treads. The robot does not take movement penalties when crossing rough or off-road terrain. Gains a +2 bonus on checks to resist being shoved or forced backward.&lt;br /&gt;
&lt;br /&gt;
=== Software/Programs/Apps ===&lt;br /&gt;
&lt;br /&gt;
Software, Programs, and Apps are similar to Natural Characteristics for Animals. These are abilities that do not, in and of themselves, improve over time, but they can help define the robot&#039;s intended function when it is built.&lt;br /&gt;
&lt;br /&gt;
;Skill Programs: (Make a new skill available) This adds the ability of a new skill to the Robot that is not part of the Starting Skills for Robots. With the exception of: Athletics or Profession. These skills a robot cannot learn.&lt;br /&gt;
;Skill Upgrade: This provides a +1 Misc Bonus to the Skill check in question at levels 1, 5, 10, 15, 20. Apply Misc Bonus retroactively.&lt;br /&gt;
;Task Prioritizer Upgrade: Allows a task/device to be prioritized, giving more computational time to complete its function or objective successfully. Pick a Skill or Hard Point to improve. This can be selected more than once. Provide a +1 Misc Bonus to that check. If it is a weapon, then either pick +1 to accuracy *OR* +1 to damage.&lt;br /&gt;
;Assistance Protocol Upgrade: Enables the Robot to provide and receive aid while doing skill checks. Without it, a Robot cannot be helped or provide help on skill checks.&lt;br /&gt;
;Medical Triage Program: Unlocks the ‘Medical’ skill if not already unlocked. Provides a +1 Misc Bonus to Medical. Provides a +1 HP healed on successful Medical checks per Robot level.&lt;br /&gt;
;Medical Support Program: If the Robot is within 5ft of its owner when the owner does a Medical check, the Robot provides its Advantage die to the roll as a simple action. If successful, it also provides a +1 to recovered HP per Robot level.&lt;br /&gt;
;Medical Upgrade: (Requires either Medical Triage or Medical Support) Gain another Advantage Die to the associated check. If successful, add that result to the HP recovered.&lt;br /&gt;
;Tactical Awareness Program: The Robot’s passive perception now counts as the owner&#039;s passive perception if the Robot&#039;s is higher. A Robot’s successful perception check counts for the owner if the owner fails. This means that the Robot is not surprised or is made aware of an enemy, the owner is also aware and not caught flat-footed.&lt;br /&gt;
;Tactical Defense Program: The Robot must be within 5ft of its owner. The robot can position itself to take the brunt of area-of-effect damage, such as from a grenade, as a reaction. This automatically means the owner only takes ½ damage on a failed save, and no damage on a successful save (matching standard Evasion rules). This also means the owner can now do Dexterity saving throws even when the grenade lands on their own square. As long as the robot is within 5ft, the owner also cannot be flanked.&lt;br /&gt;
;Tactical Offense Program: The Robot gets to add its Advantage die to weapon damage. (Only once this doesn’t extend to Extra Damage)&lt;br /&gt;
;Tactical Support Program: If the Robot is within 5ft of its owner, the Robot adds its Advantage die to the owner&#039;s accuracy check as a Simple action.&lt;br /&gt;
;Infiltration Program: The Robot gains the Skill ‘Stealth’. It can move stealthily without taking any penalties. It gains a +1 Misc bonus to Stealth checks. The Robot gains advantage on checks opposing or targeting unaware targets if successfully in stealth mode. This includes other machines. &lt;br /&gt;
;Infiltration Support Upgrade: (Requires the Stealth skill) The Robot provides a Stealth bonus to all allies within a 10ft radius if it is successfully stealthy. The Bonus is +1 for every 2 it beats the opposing Perception check.&lt;br /&gt;
;Universal Translator App: The robot runs real-time linguistic decryption and acoustic analysis databases. The robot gains the Language skill as a favored skill. If the robot encounters an unknown alien dialect or ancient script, it can decipher it using a DC 15 Study or Knowledge check. Additionally, the owner gains Advantage on Diplomacy and Bluff checks when communicating through the robot&#039;s real-time translation interface.&lt;br /&gt;
;Electronic Warfare App: The robot broadcasts sensor noise, static, or overflowing data packets to disrupt enemy targeting. Once per encounter as a standard action, the robot makes a Computer Use check opposed by a target&#039;s Wisdom saving throw. If successful, the target is jammed, taking Disadvantage on all ranged attacks and sensor sweeps for 1 round.&lt;br /&gt;
;LiDAR Mapping App: The robot utilizes active LiDAR and sonar sweeps to map the surrounding terrain in real-time. The owner gains Advantage on Survival and Navigation checks to avoid getting lost or trapped. Additionally, the party gains a +1 initiative bonus when fighting in any room or corridor that the robot has already fully scanned.&lt;br /&gt;
;Overclocking App: An emergency override program that bypasses safety protocols to push the robot’s actuators and processing core beyond safe limits. Once per encounter as a simple action, the owner can trigger this program. For 3 rounds, the robot gains +10ft speed, +1 Accuracy on all attacks, and its Advantage die increases by one step (e.g., 1d4 to 1d6). When the program ends, the robot takes 1d6 Kinetic/Internal damage that bypasses any damage resistance (DR) it possesses.&lt;br /&gt;
&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are where Robots excel over Animal companions in terms of customization and reconfigurable abilities. These are mounting points on the robot&#039;s chassis that can carry everything from a Weapon to a Medical Kit to a scanner. The number and size of the hardpoints are determined by the chassis size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hard Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Chassis Size&lt;br /&gt;
! Num and Size of Hard Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tiny&#039;&#039;&#039; || 1 Small&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small&#039;&#039;&#039; || 2 Small&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medium&#039;&#039;&#039; || 1 Small, 1 Medium &amp;lt;br /&amp;gt; or 3 Small&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large&#039;&#039;&#039; || 1 Small, 1 Large &amp;lt;br /&amp;gt; or 2 Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Weapon Hard Point: Weapon size determines the max Weapon level that can be mounted to a Hard Point. &#039;&#039;&#039;Small&#039;&#039;&#039; (Levels 0 - 2), &#039;&#039;&#039;Medium&#039;&#039;&#039; (Levels 0 - 5), &#039;&#039;&#039;Large&#039;&#039;&#039; (Levels 0 - 8). Follow the [[Weapons]] rules for creating a weapon. A clunky weapon takes up two slots (whichever extra slot is available, the second slot&#039;s size does not matter). A robot cannot use Archaic weapons. A Robot takes a -1 to both Accuracy and Damage on weapons with the Exotic attribute.&lt;br /&gt;
;Medical Hard Point: This can be a specialized hardpoint that uses a Medical Kit/First Aid Kit as ammo. It requires physical contact with the target and gains the skill Medical. The Masterworked level of the Medical Hard Point + the Masterworked level of the Robot Chassis equals the Skill Rank Level. Dexterity is used in place of Wisdom as the associated ability score for these skill checks.&lt;br /&gt;
;Professional Kit Hard Point: Medical Hard Point is an example of a Professional Kit Hard Point. This uses a Professional Kit to unlock a usable skill. Each time the skill is used the Kit takes one use like it was ammo. The Skill Rank is determined on the Masterworked Level of the Professional Kit HardPoint + the Masterworked level of the Robot Chassis. There are some kits that are not associated with a Skill but a task. This works the same but allows the task to act like a Skill check. This may result in combining multiple actual Skills into one special task/action skill for the robot. If the combined skills have different Ability scores, use the highest score for the Robot.&lt;br /&gt;
;Surveillance Hard Point: This provides the Study/Perception skill and allows the Robot to perform basic surveillance operations and be able to report and/or react to what it sees.&lt;br /&gt;
;Scanner Hard Point: This can be any of the Scanner Items in the General Equipment. This makes the Robot the one with access to the skills associated with the scanner, so it can assist another player performing the skill as a helper. It doesn’t grant the Robot the ability to do the Skill itself.&lt;br /&gt;
;Single Use Item Hard Point: Equipment such as medical equipment/poisons, and so on. This serves as a delivery system for a Syringe or Grenade and can carry a number of rounds depending on its Hard Point size. Small = 3, Medium = 5, Large = 7. &lt;br /&gt;
;Multi Use Item Hard Point: This is Equipment ranging from a Container to a Force Field Emitter. It allows the item to be activated by the Robot. It can also be activated and used by the robot&#039;s owner if the owner is adjacent to the Robot.&lt;br /&gt;
;Emulation of Animal Attack Hard Point: This emulates a Natural Attack from the Animal Natural Attack section. If the attack includes Poison as a secondary effect, that will have to be supplied with the number of uses available: 3 for Small, 5 for Medium, and 7 for Large. Treat the Hard Point size as the Animal Size when determining the damage die.&lt;br /&gt;
;Power Link Hard Point: An auxiliary generator linkage and power-routing matrix that can feed energy to external systems, tools, and weapons. Small: can run any Small or Medium energy weapon, tool, or console indefinitely using a physical cable link. Medium: can recharge up to 2 standard energy cells per hour of downtime, or act as an auxiliary shield booster, granting an adjacent ally a +2 temporary shield bonus. Large: serves as a heavy mobile generator capable of powering a vehicle engine, a ship subsystem, or a standard outpost console. Additionally, it grants the owner Advantage on Repair and Craft (Electronic) checks made on items adjacent to the robot.&lt;br /&gt;
&lt;br /&gt;
=== Robotic Features ===&lt;br /&gt;
&lt;br /&gt;
Robotic Features are passive bonuses to a Robot that improve over time due to the Feature-specific A.I learning to utilize the feature within the provided chassis. Robots gain a Feature at level 1 and possibly more as they level up. Robotic features improve at specific levels as dictated by the Technology Levels Table (typically up to 5 times total: at levels 1, 5, 10, 15, 20 or similar progression depending on player choices).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Robotic Features Table&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Robotic Feature&lt;br /&gt;
! Requirements&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Improvements (1, 5, 10, 15, 20)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sturdy Frame&#039;&#039;&#039; || a masterwork mechanical skill, or chemical for a Synthetic || +1 Kinetic DR per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autonomous Repairing&#039;&#039;&#039; || Synthetic or Cybernetic || The ability to repair damage to Hit Points every round. +1 HP per round for every improvement.&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Electrified Movement&#039;&#039;&#039; || Mechanical, Cybernetic or Hydraulic || +1 to the Dexterity score at every improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mechanized Precision&#039;&#039;&#039; || Mechanical or Cybernetic || +1 to weapon proficiency advantage rolls per improvement. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artificial Strength&#039;&#039;&#039; || Mechanical or Hydraulic || +1 to Strength score at every improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Advanced Sensors&#039;&#039;&#039; || - || +1 Misc Bonus to Perception. This also includes Passive Perception.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Plating&#039;&#039;&#039; || - || +1 to AC on every other improvement starting at 1. So at levels 1, 10, and 20.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thermal Insulation&#039;&#039;&#039; || Mechanical, Cybernetic or Hydraulic || +1 to Thermal DR per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corrosion Resistance&#039;&#039;&#039; || Masterwork Chemical Skill || +1 to Chemical DR per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Non-conductive Components&#039;&#039;&#039; || Synthetic || +1 to Electrical DR per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resilient Tissue&#039;&#039;&#039; || Synthetic or Cybernetic || +1 to Constitution per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infrared/Thermal Optics&#039;&#039;&#039; || - || Upgraded thermal lenses and processing software. Grants thermal-vision, allowing the robot to see in complete darkness by heat signatures (ignores smoke/foliage concealment). Grants a +1 to Perception per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Modular Interface&#039;&#039;&#039; || - || Expandable software directories and ports. Unlocks 1 extra Subroutine (trick) or Software App slot per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strobe Spotlight&#039;&#039;&#039; || - || High-intensity LED cone spotlight. Emits bright light in a 30ft cone. Flash blind (once per encounter): adjacent targets must succeed on a Dexterity save (DC 10 + Dexterity Mod) or be Dazed for 1 round. Spotlight cone range increases by +15ft and flash DC by +1 per improvement.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Subroutines ===&lt;br /&gt;
&lt;br /&gt;
These are similar to Animal Tricks. They can be &#039;learned&#039; using the &#039;Adaptive Behavioral Learning Algorithm&#039; that all general A.I. robots have.&lt;br /&gt;
&lt;br /&gt;
;Aid: The Companion can use the &#039;Aid Another&#039; action. They can only aid in Skill checks, and only in those they themselves can perform. They can also now be aided by their owner.&lt;br /&gt;
;Attack On Sight: Unlike the normal attack command, this is similar to the Guard trick except that it is simpler. If the creature encounters a person or thing they do not know they instantly attack. If the owner is with the robot, they roll initiative alongside it. If the owner acts before the robot, they can attempt a DC 15 [[Computer_Use|Computer Use]] (or Charisma) check as a reaction to command it to stand down before it attacks. Otherwise, the robot may get a surprise round if it sees the target before the target sees it.&lt;br /&gt;
;Guard: Similar to Attack On Sight, except the robot will simply attempt to look menacingly and block people or things from passing by. They will only attack if they are attacked.&lt;br /&gt;
;Watch: Similar to Guard, but the robot attempts to remain stealthy (using Stealth) and raises an alarm (such as flashing lights, sirens, or local network alerts) when an unknown target comes within range using its Perception skill.&lt;br /&gt;
;Bombard: (Requires Flying or Glide) This is an advanced version of the [[Techniques#Combat_Techniques|Charge]] combat technique. It allows the creature to keep moving after a charge attack. It also allows the creature to attack by dropping an object on top of the enemy target if it was handed to them by their owner. Dropping an object requires a standard ranged attack using the robot&#039;s Dexterity modifier.&lt;br /&gt;
;Deliver: The robot can take a given object and travel across great distances and time to deliver it to a person, place, or thing, requiring a DC 10 Survival (or Computer Use/Navigate) check per day of travel.&lt;br /&gt;
;Detect: The robot is trained to detect the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements that may indicate potential dangers or secret passages. When commanded, the robot uses its Perception skill to try to pinpoint the source of anything it finds unusual in a room or location. Note that because the robot is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the robot&#039;s attention, and it cannot attempt the same Perception check more than once in this way. They gain an advantage with Perception and Study checks when attempting to detect something about a place or object.&lt;br /&gt;
;Distract: The robot can attempt to grab the attention of a target opponent using the Feint combat technique.&lt;br /&gt;
;Fake Malfunction: This Robot will attempt to appear non-operational. This gives the robot the ability to [[Disguise]] itself as being damaged in some way that will make the onlooker not consider it a threat. To see through this deception, it is a Wisdom check DC12 + (1/4th Level Robot round down)&lt;br /&gt;
;Get Help: With this trick, a trainer can designate a number of creatures up to the robot&#039;s Intelligence score as “help.” When the command is given, the robot attempts to find one of those people and bring them back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.&lt;br /&gt;
;Identify: This Robot can attempt to identify a given Object or Phrase as if it had the Knowledge skill. Robots have extensive databases of information, so they have access to all of it, as if they were trained to 2 ranks. This also includes Crafting skills for the sake of identifying the object.&lt;br /&gt;
;Lie: Normally, Robots cannot lie. All A.I. is built with certain rules, and one of them is that it cannot lie. Any A.I that is able to change outgoing information in order to deceive a living person is considered Illegal. The Robot will become illegal if taught the Lie function. This provides the Bluff skill as a Class Skill with a +2 Misc Bonus and 1 Rank.&lt;br /&gt;
;Monitor: The Robot can monitor communications systems and electronic systems for any changes or for a specific piece of information, such as a phrase, picture, email attachment, password... etc. This acts like a Perception check. However, if communications are encrypted, then the Robotic can only be aware that they exist.&lt;br /&gt;
;Urban Tracking: The robot gains an Advantage on Survival checks while in an urban environment.&lt;br /&gt;
;Stay: The robot stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.&lt;br /&gt;
;Rescue Protocol: The robot is programmed to drag unconscious or helpless allies out of active combat zones. When commanded, the robot moves to an adjacent down, helpless, or unconscious ally, secures them (using a free action), and uses its move action to drag them up to half its speed away from hostile targets.&lt;br /&gt;
&lt;br /&gt;
== Robot Skills ==&lt;br /&gt;
&lt;br /&gt;
Robot companions have a limited skill list to choose from. Some skills not on these lists can be learned/trained, or otherwise gained as the companion levels up. By default, the companions do not have access to the same skills as normal characters.&lt;br /&gt;
&lt;br /&gt;
Below are the Skills available to a Robot. More skills can be obtained via Hard Points, Software Upgrades, or Subroutines. At level 1, a Robot gains 3 of these skills as favored. Then, at each level, a Robot gains 1 additional skill point to spend (unlike characters or animal companions, a robot&#039;s Intelligence modifier does not affect its skill point progression).&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Study]]&lt;br /&gt;
*[[Language]] (Robot starts with 1 basic language. Selecting this skill again instantly grants 5 ranks in a new language of choice)&lt;br /&gt;
*[[Computer Use]]&lt;br /&gt;
*[[Craft]] (pick one type)&lt;br /&gt;
*[[Disable Device]]&lt;br /&gt;
*[[Knowledge]] (Pick one type)&lt;br /&gt;
&lt;br /&gt;
== Robot Feats ==&lt;br /&gt;
&lt;br /&gt;
At level 1 Robot companions gain 1 Feat. Additional feats can be earned as the companion levels up.&lt;br /&gt;
&lt;br /&gt;
* Go to the &#039;&#039;&#039;[[RoboticFeats|Robotic Feats]]&#039;&#039;&#039; page for a complete list of Robotic Feats.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Animal_Companions&amp;diff=11679</id>
		<title>Animal Companions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Animal_Companions&amp;diff=11679"/>
		<updated>2026-07-23T02:41:36Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Here are the rules for Animal Companions. Animal Companions are 1 of 3 types of [[Hero Companions]]. The other&#039;s are [[Robot Companions]] and [[Hero_Companions#NPCs|NPCs]] or Non-Playable Characters. &lt;br /&gt;
&lt;br /&gt;
The character sheet for Animal Companions is located [https://drive.google.com/uc?export=download&amp;amp;id=1Ti-L8kJQr06XojhFZiHdy2YrgrBXu0eq here!]&lt;br /&gt;
&lt;br /&gt;
== Animal Attributes ==&lt;br /&gt;
&lt;br /&gt;
To create a new customized Animal creature, you should pick stats in the following order for a level 1 creature. Then, if the creature is a higher level, then level up the creature 1 level at a time. It is best to follow the order presented below, then go to the [[#Animal Skills|Animal Skills]] and [[#Animal Feats|Animal Feats]] section.&lt;br /&gt;
&lt;br /&gt;
=== Creature Mature Size ===&lt;br /&gt;
&lt;br /&gt;
Mature size refers to the size the animal will reach once it has matured. Lifecycles will determine the starting size, which has to be smaller. No companion can be larger than large without special rules. For more about maturity, review the [[#Lifecycles|Lifecycles]] section. Size determines many of the creature&#039;s base stats. Their &#039;&#039;&#039;Size AC Bonus&#039;&#039;&#039;, &#039;&#039;&#039;Hit Die&#039;&#039;&#039;, &#039;&#039;&#039;Ability Theme Scores&#039;&#039;&#039; via a modified point buy system. Please review the size table to the right.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Creature Size Table&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Size&lt;br /&gt;
! AC Bonus&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Ability Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tiny&#039;&#039;&#039;* || +2 || d4 || 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small&#039;&#039;&#039; || +1 || d6 || 10&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Medium&#039;&#039;&#039; || +0 || d8 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large&#039;&#039;&#039; || -1 || d10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gigantic&#039;&#039;&#039;** || -2 || d12 || 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;*&#039;&#039;&#039; Not possible to be the adult Mammal size&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;**&#039;&#039;&#039; Procure Difficulty +1, requires Xenophile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Animal Point Buy System ====&lt;br /&gt;
All animals start with Str 10, Dex 10, Con 10, Wisdom 5, Int 2, Cha 8. This changes the cost of buying a point. Example: Going from 5 to 6 would cost 1 point, as going from 10 to 11 would. Going from 6 to 7 would cost 2 points, from 7 to 8 would cost 3 points, and so on.&lt;br /&gt;
&lt;br /&gt;
=== Creature Types ===&lt;br /&gt;
&lt;br /&gt;
Type implies the classification or grouping of the animal companion, e.g., Mammal or Reptile. Each type provides a &#039;&#039;&#039;Natural AC Modification&#039;&#039;&#039;, &#039;&#039;&#039;Ability Modifications&#039;&#039;&#039;, and &#039;&#039;&#039;Special Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mammal&#039;&#039;&#039;&lt;br /&gt;
** Description: Warm-blooded higher vertebrates that nourish their young with milk and have the skin usually more or less covered with hair.&lt;br /&gt;
** Natural AC Mod: No bonus&lt;br /&gt;
** Ability Theme Mod: +2 to either Str/Dex, while -2 to either Wis/Int/Cha, OR +1 to either Wis/Int/Cha without the +2 to Str/Dex.&lt;br /&gt;
** Special Features: Cannot gain flight as Primary Locomotion has to learn it. Gains +1 skill point.&lt;br /&gt;
* &#039;&#039;&#039;Reptile&#039;&#039;&#039;&lt;br /&gt;
** Description: They are distinguished by having dry scaly skin and typically laying soft-shelled eggs on land.&lt;br /&gt;
** Natural AC Mod: +1 for Tiny/Small, +2 for Medium/Large, +3 for Gigantic&lt;br /&gt;
** Ability Theme Mod: +1 to either Str/Con&lt;br /&gt;
** Special Features: Cannot gain flight as Primary Locomotion at level 1; it must be learned later. If the companion possesses an attack that inflicts Bleed or Poison, increase the damage or DC of that effect by +1.&lt;br /&gt;
* &#039;&#039;&#039;Amphibian&#039;&#039;&#039;&lt;br /&gt;
** Description: Ectothermic vertebrates that typically transition from an aquatic larval stage to a terrestrial adult stage.&lt;br /&gt;
** Natural AC Mod: -1&lt;br /&gt;
** Ability Theme Mod: +1 to Con. +2 to either Dex/Con/Wis&lt;br /&gt;
** Special Features: Gains Swimming locomotion for free at level 1; this does not count toward its starting locomotion limit. &lt;br /&gt;
* &#039;&#039;&#039;Avian&#039;&#039;&#039;&lt;br /&gt;
** Description: A feathered vertebrate adapted for flight. &lt;br /&gt;
** Natural AC Mod: +1 when flying.&lt;br /&gt;
** Ability Theme Mod: +1 to either Str/Dex/Con OR +1 to either Wis/Int/Cha&lt;br /&gt;
** Special Features: Either Active Flight by default and then a sec Locomotion just at 1/2 speed or Gliding with a second Locomotion at full speed.&lt;br /&gt;
* &#039;&#039;&#039;Arthropod&#039;&#039;&#039;&lt;br /&gt;
** Description: Invertebrate animal having an exoskeleton, a segmented body, and paired jointed appendages, including insects, arachnids, myriapods, and crustaceans.&lt;br /&gt;
** Natural AC Mod: +1 &lt;br /&gt;
** Ability Theme Mod: +2 to either Dex/Con with -1 to Str AND -1 to either Wis/Int/Cha. -1 to Cha. &lt;br /&gt;
** Special Features: Gains the Hard Shell, Hyper Awareness, or Natural Reflexes Natural Feature at level 1 for free.&lt;br /&gt;
* &#039;&#039;&#039;Aquatic&#039;&#039;&#039;&lt;br /&gt;
** Description: An animal that spends all or most of its life in water, and is capable of breathing underwater. &lt;br /&gt;
** Natural AC Mod: +1 while in a liquid&lt;br /&gt;
** Ability Theme Mod: +1 to Con with -1 to Str. +2 to either Wis/Int/Cha with a -1 to either Str/Dex/Con.&lt;br /&gt;
** Special Features: Swimming only locomotion by default. Can choose to gain a Land-based Locomotion (1/2 speed) at creation for the cost of either -1 Skill Point OR -2 Attribute points of choice.&lt;br /&gt;
* &#039;&#039;&#039;Plant&#039;&#039;&#039;&lt;br /&gt;
** Description: Carbon-based vegetative organisms utilizing photosynthesis or organic decomposition for energy.&lt;br /&gt;
** Natural AC Mod: +1&lt;br /&gt;
** Ability Theme Mod: +2 to Con with -2 to Dex.&lt;br /&gt;
** Special Features: Does not need standard food (requires light/water or organic waste). Thermal Weakness 2. Can learn Spit attacks as a natural weapon representing spore launching or acid-spraying.&lt;br /&gt;
* &#039;&#039;&#039;Ooze&#039;&#039;&#039;&lt;br /&gt;
** Description: Simple, single-celled, or colonial organisms lacking rigid internal structures or distinct organs, such as jellies or slimes.&lt;br /&gt;
** Natural AC Mod: -2&lt;br /&gt;
** Ability Theme Mod: +2 to Con with -2 to Dex AND -2 to either Wis/Int/Cha.&lt;br /&gt;
** Special Features: Amorphous Frame (Immune to critical hits, precision damage, and flanking). Corrosive attacks (Can choose to inflict Chemical damage with their natural attacks). Cannot take flight or jumping locomotion.&lt;br /&gt;
* &#039;&#039;&#039;Annelid&#039;&#039;&#039;&lt;br /&gt;
** Description: Soft-bodied, segmented invertebrates that typically travel by burrowing or slithering, such as worms or leeches.&lt;br /&gt;
** Natural AC Mod: No bonus&lt;br /&gt;
** Ability Theme Mod: +1 to Str and +1 to Con with -2 to Cha.&lt;br /&gt;
** Special Features: Vibration Sense (Gains Blindsight vibration detection up to 30ft, but is blind to light). Burrowing locomotion speed is 10ft (instead of 5ft) and does not count against its starting locomotion limit.&lt;br /&gt;
* &#039;&#039;&#039;Silicon-Based&#039;&#039;&#039;&lt;br /&gt;
** Description: Exotic organisms whose biology is based on silicon-oxygen chains, often resembling living minerals or crystals.&lt;br /&gt;
** Natural AC Mod: +2&lt;br /&gt;
** Ability Theme Mod: +2 to Con with -2 to Dex AND -1 to Cha.&lt;br /&gt;
** Special Features: Environmental Immunity (Immune to the effects of vacuum, toxic atmospheres, and standard organic poisons or diseases). Kinetic DR +1. Sonic Weakness 2.&lt;br /&gt;
&lt;br /&gt;
=== Lifecycles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Maturing Levels&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Animal &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Bonuses&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Animal Feat, Natural Characteristic, Natural Feature&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2 +1|| Animal Trick&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d4 +1|| Natural Attack Improvement&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4 +2|| Ability Score +2&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4 +2|| Animal Trick, Natural Simple Improvement &lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6 +2|| Extra Damage, Animal Feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6 +3|| Advanced Natural Feature &lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8 +3|| Natural Attack Improvement  &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8 +3|| Ability Score +2&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 +4|| Animal Trick, Natural Simple Improvement&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d8 +4|| Animal Feat&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10 +4|| Extra Damage&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10 +5|| Natural Attack Improvement, Natural Advanced Improvement&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10 +5|| Ability Score +2 &lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12 +5|| Animal Trick, Natural Simple Improvement &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12 +6|| Animal Feat &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12 +6|| Natural Attack Improvement &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d6 +6|| Extra Damage&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d6 +7|| Ability Score +2, Animal Trick, Natural Advanced Improvement&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d6 +7|| Natural Attack Improvement, Natural Simple Improvement &lt;br /&gt;
|}&lt;br /&gt;
This refers to how a creature ages through their life. Starting at level 0, which can include either an egg or a newborn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Maturing&#039;&#039;&#039;&lt;br /&gt;
** Description: The creature goes through 2 main phases of life: Childhood (levels 1–7) and Adulthood (level 8+). A creature may have an infancy stage (pre-level 1) and a senior stage of life (level 20+).&lt;br /&gt;
** Rules: The creature size through level 7 is one size smaller than its mature size. Its Hit Die is 1 level lower as well during childhood (minimum d4). Childhood companions use their childhood size for size-based AC and Attack modifiers, but use their normal point-buy attributes. Once a Maturing creature reaches level 8 and becomes an adult, it grows to its mature size, its Hit Dice are retroactively re-rolled using its adult Hit Die size, and it gains a +1 to Con and another 2 attribute points to spend on either Str/Dex/Wis/Int/Cha. It also unlocks either a new Natural Attack or a new Natural Feature.&lt;br /&gt;
* &#039;&#039;&#039;Amphibian&#039;&#039;&#039;&lt;br /&gt;
** Description: These creatures spend a portion of their early life either on land or at sea. Then, at a mature stage, their bodies undergo metamorphosis into a creature capable of inhabiting a different environment.&lt;br /&gt;
** Rules: This Metamorphosis can occur in early life (level 4), midlife (level 10), or late life (level 16). This transition allows the creature to gain a new locomotion, and the player chooses whether to lose the previous locomotion entirely or retain it at 1/2 speed. The creature gains a new Natural Feature to live in a completely new and otherwise deadly environment, such as breathing underwater, breathing in extreme altitudes, or resisting extreme pressures and temperatures. This includes a DR 1 to any one damage type and +1 attribute point to spend on either Str/Dex/Wis/Int/Cha.&lt;br /&gt;
* &#039;&#039;&#039;Metamorphosis&#039;&#039;&#039;&lt;br /&gt;
** Description: This is when a creature completely changes into something totally new. The creature can change up to 2 different sizes.&lt;br /&gt;
** Rules: For every size difference, there is 1 level when the creature is in a helpless state, such as a cocoon or some sort of hibernation. During these levels, the creature levels up as if it were still its original self, but cannot interact with the world unless specified otherwise. While in this helpless state, the companion is considered helpless in combat (AC becomes 5 + Dex modifier, and adjacent attackers can execute coup de grace attacks) but gains **Hardness 5** due to its protective shell. It can be carried by a Medium or larger ally. The resulting creature that comes out of the Metamorphosis is a whole new creature. It follows the creation rules outlined on this page, except that it is built at a higher level. This implies that its Hit Die is retroactively updated to the higher die value, and its attribute points are completely re-spent based on its new, larger size. Metamorphosis can happen in early or mid-life (level 4 or 10, respectively). The new creature must retain the Metamorphosis Lifecycle attribute, and it gains a bonus Natural Attack and Natural Feature.&lt;br /&gt;
* &#039;&#039;&#039;Fission&#039;&#039;&#039;&lt;br /&gt;
** Description: This creature matures by dividing its cellular structure, allowing it to temporarily split into multiple smaller, coordinated entities, such as slimes or amoebas.&lt;br /&gt;
** Rules: As a full-round action once per encounter, the companion can split its body into two identical clones. Each clone is one size smaller than the original (minimum Tiny) and possesses exactly half of the companion&#039;s current HP and Advantage Die tier. They act on the same initiative, share the same command checks, and must remain within 60 feet of each other. If a clone is reduced to 0 HP, it dissolves, and the companion permanently loses that maximum HP until they rest. The clones can merge back into a single creature as a full-round action if they are adjacent.&lt;br /&gt;
&lt;br /&gt;
=== Locomotion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Locomotion Table&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Locomotion&lt;br /&gt;
! Speed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bi-pedal&#039;&#039;&#039; || 30ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tripedalism&#039;&#039;&#039; || 30ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quadrupedalism&#039;&#039;&#039; || 40ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Active Flight&#039;&#039;&#039; || 60ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gliding&#039;&#039;&#039; || 40ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Undulation&#039;&#039;&#039; || 30ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jumping&#039;&#039;&#039; || 20ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Swimming&#039;&#039;&#039; || 30ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Burrowing&#039;&#039;&#039; || 5ft&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This is a description of how the animal moves around in its space, establishing its base combat speed. A companion&#039;s creature type dictates its starting locomotion. Secondary locomotions can be gained during character creation (via specific creature type options), through metamorphic lifecycle changes, or by selecting specific feats during leveling. A companion can possess multiple modes of locomotion, but only its designated Primary Locomotion determines its default combat speed.&lt;br /&gt;
&lt;br /&gt;
Below are some notes on the different modes of locomotion:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bi-pedal / Tripedalism&#039;&#039;&#039;: The companion&#039;s freed forelimbs can be used as basic manipulators capable of carrying objects, opening doors, or holding items, though they cannot operate weapons or perform complex tasks unless trained.&lt;br /&gt;
* &#039;&#039;&#039;Quadrupedalism&#039;&#039;&#039;: x2 carrying capacity for its Strength and size.&lt;br /&gt;
* &#039;&#039;&#039;Active Flight / Gliding&#039;&#039;&#039;: Requires a DC 15 Handle Animal or Athletics check to maintain control when flying in high winds, storms, or other turbulent aerial terrain.&lt;br /&gt;
* &#039;&#039;&#039;Undulation&#039;&#039;&#039;: This is sidewinding, concertina, or rectilinear forms of movement used by snakes, worms, and similar species.&lt;br /&gt;
* &#039;&#039;&#039;Jumping&#039;&#039;&#039;: Instantly gains the [[Jumper]] feat.&lt;br /&gt;
* &#039;&#039;&#039;Swimming&#039;&#039;&#039;: This covers a very broad range of movement through liquids. By default, land motion is possible at 5ft speed.&lt;br /&gt;
* &#039;&#039;&#039;Burrowing&#039;&#039;&#039;: Burrowing is limited to loose soil, dirt, sand, mud, or clay. Burrowing through solid rock or reinforced steel is impossible without special features.&lt;br /&gt;
&lt;br /&gt;
=== Natural Attack ===&lt;br /&gt;
These are natural attack abilities that animals either have at birth or can learn over time. The size of the creature also helps to determine the damage die. All attacks can also have special effects that the creature can learn as tricks as they level up.&lt;br /&gt;
&lt;br /&gt;
{{Template:Natural Attacks}}&lt;br /&gt;
&lt;br /&gt;
Below are some notes for Natural Attacks. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trample&#039;&#039;&#039;: This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller.&lt;br /&gt;
* &#039;&#039;&#039;Slam&#039;&#039;&#039;: The target of this attack has to be the same size or smaller.&lt;br /&gt;
* &#039;&#039;&#039;Whip&#039;&#039;&#039;: This is a melee attack with a Reach effect. By default, the Reach effect is 5ft. This can be extended.&lt;br /&gt;
* &#039;&#039;&#039;Spit&#039;&#039;&#039;: This is considered a Ranged attack and not a Melee attack.&lt;br /&gt;
&lt;br /&gt;
For more on the Natural Attacks and their effects the [[Natural Attacks]] page.&lt;br /&gt;
&lt;br /&gt;
=== Natural Characteristics ===&lt;br /&gt;
&lt;br /&gt;
A Natural Characteristic is an attribute of an Animal that they have at birth and that sticks with them through their life. Unlike Natural Features, which a Creature can have multiple of them and improve over time.&lt;br /&gt;
&lt;br /&gt;
;Carrier: Or Beast of Burden. These animals can carry heavy loads on their backs and/or pull heavy loads. Often, they were ridden in ancient civilizations.&lt;br /&gt;
* This Animal can be ridden by any creature its size or smaller. It has twice the carrying capacity of a creature of its Strength and size, and 3 times the pull capacity. Gains a free Slam or Trample attack (or its improvement if already possessed).&lt;br /&gt;
;Tracker: Keen senses allow them to find prey even after the target has long since left the area. Sometimes these animals will hunt a single animal for days.&lt;br /&gt;
* This Animal gains a +1 Misc Perception bonus that only applies in the wild. +1 Survival Bonus that increases to +2 at 10th level when tracking prey. Gains the Trick Hunt/Track for free.&lt;br /&gt;
;Ambusher: These animals like to take their prey by surprise, and either use their surroundings to mask their approach or even change themselves to hide in plain sight. &lt;br /&gt;
* This Animal gains Sneak attack. Sneak attack acts like a Bonus Natural Attack that automatically succeeds if its main attack is successful against an unaware or flanked enemy. The Bonus damage is the Creature&#039;s Advantage Die. &lt;br /&gt;
;Aggressor: These animals are often very wild and more difficult to tame. They are aggressive and predatory and can be extremely intimidating. &lt;br /&gt;
* Double the price of the animal, and the Procure Diff is +1. Gains an [[Improved_Natural_Attack]] Feat for free at levels 1 and 10.&lt;br /&gt;
;Defender: Loyal to their master, trainer, or friend. These creatures stay awake while their friend sleeps, look left when the friend looks right, and try to make sure nothing surprises them. These creatures make excellent pets for those most paranoid.&lt;br /&gt;
* Hero always has Luck when rolling Perception checks against enemy combatants. Pick one of the following as a free Trick: Guard, Watch, Detect, Menace.&lt;br /&gt;
;Supporter: Attentive and loving to their master. These creatures seem to have a talent for empathy and a sixth sense about emotions in other species that most creatures lack. They often bond with people at birth and create lifelong relationships. They provide Emotional, Mental, and even physical support.&lt;br /&gt;
* Hero gains a Morale Bonus in the form of Advantage when dealing with Feints, Distractions, Psionic attacks, saving throws, and any Wisdom saving throws against Frightened, Cowering, or Panicked (which they receive whenever that condition is placed upon the Hero, even if the rules say the Character cannot normally save). The Animal also learns the trick Aid for free.&lt;br /&gt;
;Scouter: Excellent sense of direction, these animals often have a territory they hunt on that goes for 100s of miles, and maybe gone from their nest for days or even weeks. These creatures love to roam and are often curious by nature. &lt;br /&gt;
* +1 Perception and Survival Bonus when attempting not to get lost in the wild. +2 at level 10. Passive Perception +1. Gains the trick Get Help for free. &lt;br /&gt;
;Enforcer: These creatures are often highly trainable yet predatory and carnivorous. They can be trained to strictly obey and only go so far in an attack, making them great at taking control of an opponent without having to commit to deadly force.&lt;br /&gt;
* Gains the Trick Guard for free. Gains another Trick of choice for free. Gains 1 more Favored Skill. Gains +1 starting Skill Point. Gains the [[Advanced Combat Techniques]] Feat for free.&lt;br /&gt;
;Pack Hunter: Pack-oriented animals that thrive on cooperation, coordination, and flanking tactics alongside their handler or pack-mates, such as wolves, hyenas, or velociraptors.&lt;br /&gt;
* Gains Pack Tactics (gains a +1 bonus to attack rolls for every ally adjacent to the target). Additionally, when the companion is flanking an enemy, it grants the flanking bonus to all allies attacking that target, regardless of their position. Gain the trick Aid for free.&lt;br /&gt;
;Survivor: Incredibly hardy animals adapted to toxic wastes, radiation zones, or post-apocalyptic ruins, capable of digesting anything and resisting deadly poisons, such as vultures, alien rats, or swamp beasts.&lt;br /&gt;
* The companion is completely immune to natural diseases, biological poisons, and radiation. It gains Advantage on saving throws against extreme environmental hazards (high heat, extreme cold, or toxic gases). It can digest inorganic materials or decayed waste without harm. Gains the trick Fetch for free.&lt;br /&gt;
&lt;br /&gt;
=== Natural Features ===&lt;br /&gt;
&lt;br /&gt;
Natural Features are passive bonuses to an animal that improve over time. Animals gain a Feature at level 1 and possibly more as they level up. For Animals, there are two types of Natural Feature, &#039;&#039;&#039;Simple&#039;&#039;&#039; and &#039;&#039;&#039;Advanced&#039;&#039;&#039;. The difference has to do with which levels they gain improvements on and when those improvements become available. Advanced Features are not available until level 7, while simple improvements are available starting at level 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Natural Features Table&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Natural Feature&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Simple Improvements (1, 5, 10, 15, 20)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hyper Awareness&#039;&#039;&#039; || +1 Perception Misc Mod and +1 Passive Perception per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Graceful Motion&#039;&#039;&#039; || +1 to Dex score per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Raw Speed&#039;&#039;&#039; || +10ft speed per improvement. Also gains +1 Dex at level 10.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Night Eyes&#039;&#039;&#039; || Night vision. Gains Sneak Attack advantage in darkness (remains vulnerable to standard sight-based blindness).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Echo Location&#039;&#039;&#039; || +1 Perception Mod. Can see objects in total darkness using auditory sonar. Ignores sight-based blindness and gaze attacks, but is completely nullified if the creature is Deafened or in a zone of magical silence.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Local Adaptation&#039;&#039;&#039; || DR +1 to one damage type per improvement. Players must provide a description of the physical adaptation.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Climber&#039;&#039;&#039; || Climb speed is the same as base speed. Gains +1 AC while climbing (this feature does not scale at higher improvement levels). Ignores the climbing disadvantage while attacking.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Teachable&#039;&#039;&#039; || +1 Trick at each improvement level.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Camouflage&#039;&#039;&#039; || +1 Misc Mod to Stealth. Stealth becomes a favored skill. +1 to Stealth Misc Mod for every improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bioluminescence&#039;&#039;&#039; || Can emit light (bright light 15ft, dim light 30ft) at will as a Simple action. Once per encounter, can overload organs to release a blinding flash: adjacent enemies must make a Dex save (DC 10 + Con Mod) or be Dazed for 1 round. Each improvement increases light radius by +10ft and flash DC by +1.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Advanced Improvements (7, 13, 19)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hard Shell&#039;&#039;&#039; || +1 Natural AC per improvement; reduces movement speed by 5ft for every 2 AC gained.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tough Skin&#039;&#039;&#039; || Gains DR +1 for Kinetic/Electrical (no Thermal/Chemical protection) per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Natural Reflexes&#039;&#039;&#039; || Gains Advantage on all Dex saves. Gains +1 Dex every other improvement, starting with the first one.&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Large Girth&#039;&#039;&#039; || Gains Advantage on all Con saves. Gains +1 Con every other improvement, starting with the first one.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wild Rage&#039;&#039;&#039; || Gains the Rage ability for 1d4 + (1 per improvement) rounds. During rage, the creature gains Strength, Dexterity, and DR boosts based on its current improvement level (Lvl 7: +4 Str, +2 Dex, DR 1; Lvl 13: +5 Str, +3 Dex, DR 1; Lvl 19: +6 Str, +4 Dex, DR 2). While raging, attacks use 1 higher die tier, and the creature gains Advantage on Strength, Dexterity, and Constitution saving throws.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brute Strength&#039;&#039;&#039; || Gains +1 Str per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Influencer&#039;&#039;&#039; || Gains the Animal Tricks: Get Help, Menace, Distract, and Disway. Gains Advantage on all these tricks. Can provide a +1 Morale bonus to all saving throws of the companion owner.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rapid Healing&#039;&#039;&#039; || Regrows wounds rapidly. Outside combat, heals at twice normal rate. In combat, automatically recovers HP at the start of its turn as long as it has at least 1 HP remaining (Lvl 7: +1 HP/round; Lvl 13: +2 HP/round; Lvl 19: +3 HP/round).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Animal Tricks ===&lt;br /&gt;
&lt;br /&gt;
Animals have a sense of self and a primal intelligence that can act as both an advantage and a disadvantage. Animals do not instantly obey the commands of their owners unless you have the Companion feats or are otherwise specified. This is in part because they simply may not want to, and in part because they may not understand. Getting them to understand what you want and instilling the knowledge that you, the owner, know best is all part of training an animal companion to learn new tricks.&lt;br /&gt;
&lt;br /&gt;
;Aid: The Companion can use the &#039;Aid Another&#039; action. They can only aid in Skill checks, and only in those they themselves can perform. They can also now be aided by their owner.&lt;br /&gt;
;Attack On Sight: Unlike the normal attack command, this is similar to the Guard trick except that it is simpler. If the creature encounters a person or thing they do not know they instantly attack. If the owner is with the animal, they roll initiative alongside it. If the owner acts before the animal, they can attempt a DC 15 [[Handle_Animal|Handle Animal]] (or Charisma) check as a reaction to stop the animal from attacking. Otherwise, the animal may get a surprise round if it sees the target before the target sees it.&lt;br /&gt;
;Entertain: The creature gains the Perform skill as a favored skill and gains a +1 misc bonus on Perform checks. They can aid their owner in Perform checks, Profession checks (if the profession is in entertainment), and also in checks attempting to distract.&lt;br /&gt;
;Guard: Similar to Attack On Sight, except the animal will simply attempt to look menacingly and block people or things from passing by. They will only attack if they are attacked.&lt;br /&gt;
;Combat Technique: Allows the animal to use a Combat Technique from the [[Techniques#Combat_Techniques|Techniques]] page.&lt;br /&gt;
;Watch: Similar to Guard, but the animal attempts to remain stealthy (using its Stealth skill) and raises an alarm (such as barking, growling, or screeching) when an unknown person or thing comes within view or hearing range using its Perception skill.&lt;br /&gt;
;Bombard: (Requires Flying or Glide) This is an advanced version of the [[Techniques#Combat_Techniques|Charge]] combat technique. It allows the creature to keep moving after a charge attack. It also allows the creature to attack by dropping an object on top of the enemy target if it was handed to them by their owner. Dropping an object requires a standard ranged attack using the animal&#039;s Dexterity modifier.&lt;br /&gt;
;Bury/Hide Object: (Requires Intelligence or Wisdom at 8 or higher) The animal will attempt to hide a given object either by burying it or placing it under debris. The animal rolls a Dexterity or Survival check (or Stealth check) to determine how well hidden the object is, which sets the DC for others to find it. The animal must succeed on a DC 10 Survival or Wisdom check once per day to locate and retrieve the object again.&lt;br /&gt;
;Deliver: The animal can take a given object and travel across great distances and time to deliver it to a person, place, or thing, requiring a DC 10 Survival check per day of travel.&lt;br /&gt;
;Detect: The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal&#039;s attention, and it cannot attempt the same Perception check more than once in this way. They gain an advantage with Perception and Study checks when attempting to detect something about a place or object.&lt;br /&gt;
;Distract: The animal can attempt to grab the attention of a target opponent using the Feint combat technique.&lt;br /&gt;
;Dissuade: The animal can attempt to discourage a target from attacking itself or its owner. The animal makes an Intimidate check opposed by the target&#039;s Wisdom saving throw. If successful, the target is discouraged from attacking the animal or its owner for 1 round (choosing other targets if available). If the only possible targets are the animal or its owner, this trick has no effect.&lt;br /&gt;
;Fetch: The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.&lt;br /&gt;
;Feign Death: The animal can fall prone and go completely limp on command, pretending to be dead or disabled. Enemies must succeed on a Sense Motive check (opposed by the animal&#039;s Bluff check, made with a +4 bonus) or believe the creature is deceased and ignore it in favor of active threats. The animal can spring up from this state as a free action, gaining Advantage on its first attack roll in that round.&lt;br /&gt;
;Flee: The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so or if it thinks it&#039;s safe. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers, as it allows the animal to evade capture and later return to help free its friends.&lt;br /&gt;
;Get Help: With this trick, a trainer can designate a number of creatures up to the animal&#039;s Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring them back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.&lt;br /&gt;
;Hunt/Track: This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal&#039;s handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid of another action to assist Survival checks made by its handler for these purposes.&lt;br /&gt;
;Menace: A menacing animal attempts to keep a creature you indicate from moving. The animal makes an Intimidate check opposed by the target&#039;s Wisdom saving throw. If successful, the target is menaced. If the target attempts to move from its current space or take a hostile action, the animal immediately gains an opportunity attack. If the target complies and remains still, the animal ceases attacking but continues to menace.&lt;br /&gt;
;Rescue: The animal is trained to drag or carry incapacitated or helpless allies away from danger. When commanded, it moves to an adjacent ally who is down, helpless, or unconscious, grabs them (using a free-action grapple that does not harm the ally), and uses its move action to drag them up to half its speed away from hostile targets.&lt;br /&gt;
;Stay: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.&lt;br /&gt;
;Throw Rider: The animal can attempt to fling a creature riding it to the ground. Treat this as a Trip combat technique. An animal that knows both the Throw Rider and Guard tricks can be trained to automatically attempt to throw anyone other than its trainer who attempts to ride it.&lt;br /&gt;
&lt;br /&gt;
== Animal Skills ==&lt;br /&gt;
&lt;br /&gt;
Animal companions have a limited skill list to choose from. Some skills not on these lists can be learned/trained, or otherwise gained as the companion levels up. By default, the companions do not have access to the same skills as normal Characters.&lt;br /&gt;
&lt;br /&gt;
Below are the Skills available for an Animal companion. More skills can be obtained while leveling. At level 1 an Animal gains 3 of these skills as favored. Then at each level, an animal gains 1 + Int mod (minimal 1) worth of Skill points to spend.&lt;br /&gt;
*[[Acrobatics]]&lt;br /&gt;
*[[Athletics]]&lt;br /&gt;
*[[Bluff]]&lt;br /&gt;
*[[Diplomacy]]&lt;br /&gt;
*[[Intimidate]]&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Sense Motive]]&lt;br /&gt;
*[[Stealth]]&lt;br /&gt;
*[[Survival]]&lt;br /&gt;
&lt;br /&gt;
== Animal Feats ==&lt;br /&gt;
&lt;br /&gt;
At level 1 Animal companions gain 1 Feat. Additional feats can be earned as the companion levels up.&lt;br /&gt;
&lt;br /&gt;
* Go to the &#039;&#039;&#039;[[AnimalFeats|Animal Feats]]&#039;&#039;&#039; page for a complete list of Animal Feats.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=11678</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=11678"/>
		<updated>2026-07-23T02:40:12Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
This page is for rules on buying, building, repairing, upgrading, and selling of Space Ships within the Future Path universe. For rules on combat in a space ship go [[Combat#Space_Combat|here]]. For rules on traveling and exploration with space ships go [[Transportation|here]]. For space ship weapons and other equipment, go [[Ship_Equipment|here]]&lt;br /&gt;
&lt;br /&gt;
For the Character Sheet PDF file, go [https://drive.google.com/file/d/1946b8G1GyLHkqxxtlHCQjD3H0RdOR54a/view?usp=sharing here!]&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
SpaceShips are like a Character on their own. Ships have their own [https://drive.google.com/file/d/1IYHAdMoRqraZYeJ8FPzs4SxzBuUJuCaZ/view?usp=drive_link Character Sheet]. Just as Heroes/Characters have [[Ability_Themes|Ability Scores/Themes]] SpaceShips have &lt;br /&gt;
[[Space_Ships#The_6_Core_System_Attributes_of_Space_Ships|6 Core System Attributes]], which affect all the different aspects of the ship. The foundation of a spaceship is the &amp;quot;[[Space_Ships#The_Ship_Core|Core]]&amp;quot; which determines the Tech Level of the ship and which type of [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] it can use. The Core level determines how many points can be spent on the [[Space_Ships#The_6_Core_System_Attributes_of_Space_Ships|6 Core System Attributes]]. The 6 C.S.A has an impact on [[Space_Ships#Secondary_Ship_Attributes|Secondary Ship Attributes]]. A SpaceShip also has a [[Space_Ships#Space_Craft_Categories|Size]] which impacts [[Space_Ships#Secondary_Ship_Attributes|Secondary Ship Attributes]] and also determines the number of [[Space_Ships#Hard_Points|Hard Points]] and [[Space_Ships#Bays|Bays]]. A ship can be generic or have a style/theme referred to as a [[Space_Ships#Hull_Configurations|Hull Configuration]], which can modify attributes. Lastly, a ship may also have [[Space_Ships#Ship_Quirks|Quirks]], which can add flavor and uniqueness to a ship. &lt;br /&gt;
&lt;br /&gt;
Although not a direct aspect of the ship, the crew is an important component and helps determine what the ship can do. Crew can take on [[Space_Ships#Ship_Positions|positions]] aboard the ship to improve its performance.&lt;br /&gt;
&lt;br /&gt;
== Ship Conflict Resolution ==&lt;br /&gt;
&lt;br /&gt;
When using and interacting with Spaceships, Players will roll different dice to confirm the success of an action. This uses 2d10 and replaces rolling the d20. This system also replaces the Advantage Die for the Spaceship. Rolling should be the same as normal Character rolling, with the following rule changes.&lt;br /&gt;
 &lt;br /&gt;
# Replace the d20 with 2d10s&lt;br /&gt;
# The d10s can &#039;&#039;&#039;Explode&#039;&#039;&#039;. If a d10 lands on 10, keep that value, then roll again and add the next result. d10s only explode once.&lt;br /&gt;
# Critical failure happens when only 1s are rolled. &lt;br /&gt;
# Critical success happens when at least 1 die explodes, and the final result is greater than 20. Example: The player rolls 2d10 and gets a 10 and 5. The d10 with a 10 gets rerolled. It lands on a 6. Then it is 10 + 5 + 6 = 21, and thus is a critical success.&lt;br /&gt;
# Advantages still work the same way; disadvantages cancel out advantages, and vice versa; and the max total is 3. However, instead of an Advantage die, each Advantage gained counts as 1d10+2. &lt;br /&gt;
# When calculating advantage, only the top two d10s are taken from the d10s pool. So a roll with one advantage would be 3d10 + 2, and take the top 2d10s, and once the final result is calculated, add 2. Determine critical success before adding the +2.&lt;br /&gt;
# All modifiers are based on the Spaceship&#039;s static systems or attributes, and no additional dice are rolled. &lt;br /&gt;
# When using a Skill, check if the Skill is at all trained, gain +1 to the total, and another +1 for each Compatency level above novice the Skill has.&lt;br /&gt;
&lt;br /&gt;
A Player rolls using the 2d10 system whenever the target DC or opposing check is modified by the Spaceship&#039;s Core System Attributes or Secondary Attributes. This usually means that everything a Character uses a Ship function, or when targeting or affecting a Spaceship.&lt;br /&gt;
&lt;br /&gt;
;A Note about Damage: When dealing damage, the Weapon&#039;s Officer uses the &#039;&#039;&#039;Battle Damage&#039;&#039;&#039; system, which uses d10s as well, but uses a &#039;&#039;&#039;Battle Damage Difficult Check (BD-DC)&#039;&#039;&#039;. To learn more about it, visit the [[Giving_and_Receiving_Damage_in_Space_Ships|Giving and Receiving Damage in Space Ships]] page.&lt;br /&gt;
&lt;br /&gt;
== Obtaining a Ship ==&lt;br /&gt;
&lt;br /&gt;
You can see a full list of Space Ships on the [[Space_Ship_Examples|Space Ship Examples]] page. If you wish to learn more about customization and crafting of Spaceship as well as its many functions and abilities, review the rules below.&lt;br /&gt;
&lt;br /&gt;
== The Ship Core ==&lt;br /&gt;
&lt;br /&gt;
The Core is the Reactor, Power Distribution, and Sub-System of a SpaceShip. The Core powers the 6 Core System Attributes (CSAs). Many civilizations have built various kinds of Cores. For example: Nuclear reactors, Fusion Reactors, Anti-matter reactors, Black-hole reactors. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring to superconducting materials and even sub-space wireless power transmission.&lt;br /&gt;
&lt;br /&gt;
The Tech Level of a Core is the basic way to categorize them and understand how well they can affect 6 C.S.As, ie; how powerful the Engines, Sensors, and so on can be. Core Tech Level also determines how advanced the [[Space_Ships#Space_Ship_FTL_Drive|FTL drive]] can be.&lt;br /&gt;
&lt;br /&gt;
The Tech Level of the Ship Core also determines the maximum size a ship can be. Tech Level 1 ships maximum size is Large, Tech Level 2 is Gargantuan, and Tech Level 3 and 4 are both Colossal, or they can build all sizes.&lt;br /&gt;
&lt;br /&gt;
== The 6 Core System Attributes of Space Ships ==&lt;br /&gt;
The 6 CSAs affect most other ship attributes and statistics. These sub-systems and their stats will be reviewed below in the [[Space_Ships#Secondary_Ship_Attributes|Secondary Attributes]] section. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
! Max Size&lt;br /&gt;
! Cust. /&amp;lt;br &amp;gt;Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10 || Large || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15 || Gargantuan || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 20 || Colossal || 2&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 25 || Colossal || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These 6 Core.System.Attributes are the galactic modern standard for shipbuilding. They represent the foundation of a ship and its main functions. All other subsystems and functions are affected by the performance of the 6 Core System Attributes. A ship&#039;s Core can only handle so much power flowing through it. So the 6 C.S.A. have to be balanced to avoid overloading the Ship Core. This is represented by the point-buy system, and the number of points available to spend is shown in the table to the right.&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Engines are the heart of a ship. These do not affect a ship&#039;s FTL speed. However, it does help a ship&#039;s mobility in combat and its ability to outrun other ships with weaker engines.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: Provides a bonus to Ship&#039;s Tracking DC equal to the Engine&#039;s Modifier.&lt;br /&gt;
:* &#039;&#039;&#039;Notes&#039;&#039;&#039;: This helps the ship&#039;s Pilot perform piloting functions of the ship. &lt;br /&gt;
; Weapons:&lt;br /&gt;
: Ship&#039;s need to protect themselves in the wild depths of space. A ship&#039;s weapon system uses equipment mounted in hardpoints. An upgraded Weapon system provides the means of hitting the enemy harder.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: Allows for a Weapon&#039;s Officer to re-roll successful d10s up to the modifier value. This also increases the repair DC for battle damage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Core System Attribute Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
| 19||21&lt;br /&gt;
|-&lt;br /&gt;
| 20||25&lt;br /&gt;
|}&lt;br /&gt;
; Structure:&lt;br /&gt;
: How solid the ship&#039;s internals are. Shield&#039;s are not everything! Armor is necessary to keep you safe from the vacuum of space. Armor will not fail you when the power goes out. &lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: This adds to the total number of required successful d10s to do battle damage. However, it also lowers the ship&#039;s Tracking DC by the modifier value.&lt;br /&gt;
; Shields:&lt;br /&gt;
: How strong a ship&#039;s shields are. Shields are a staple of spaceships. It is the ability to reflect some of the incoming damage. Many upgrades can be made to shields to help them defend themselves more effectively. The stronger the shields, the easier it is to detect a ship.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: This adds to the number that needs to be meet or beat on a d10 for it to be considered successful and count toward battle damage. For every +2 for this modifier, it lowers the Detection DC of the ship by 1 unless the shields are turned off.&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Ships may be built by the finest steels and alloys a civilization can fabricate, but they are run by Electronics. Advanced computer technology that provides the ship with improved functionality, as well as defensive and offensive cyberwarfare capabilities.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: This can provide a bonus directly to certain Ship Functions like Hacking. This also adds a bonus to the DC a hacker will need to be to enter and stay undetected.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Sensors are a ship&#039;s way of perceiving the universe. Sensors are used to scan for objects and to find out information about them, or to scan for shield weakness. This is also part of the system that performs communications.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: This has multiple functions. A Sensor/Comms Officer can roll for a Weakness Scan against an enemy ship&#039;s Tracking DC. If successful, the Sensor Modifier is added to all d10&#039;s rolled by the Weapon&#039;s Officer. If a ship is stealth-ed, it may be required to perform a Scan against the ship&#039;s Detection DC to determine if the Weapons can even lock onto the enemy ship. The Sensors can also be used to determine specific information about an enemy ship or Jam signals.&lt;br /&gt;
&lt;br /&gt;
== Secondary Ship Attributes ==&lt;br /&gt;
Besides the 6 Core Ship Attributes, there are Secondary Attributes. &lt;br /&gt;
&lt;br /&gt;
* Below are stats that can be affected by the 6 Core Ship Attributes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Reflectors (Shields):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Damage Resistance (Resistance):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Battle Damage Defense:&lt;br /&gt;
|-&lt;br /&gt;
| A ship&#039;s Shield or Damage Reflector score by default is 4. It can be affected by improving the ship Shield&#039;s attribute. The Shield Mod is added to the Damage Reflector total. The higher the Reflector total, the higher the d10 roll result has to be in order for that roll to count as a success.  || The Damage Resistance comes from the ship&#039;s Structure Mod. The better the ship&#039;s structure, the higher the d10 rolls needed to inflict Battle Damage. By default, the Damage Resistance is 4, and a Weapon&#039;s officer needs 4 successful d10s to do Battle Damage. || This is the combination of Resistance (Structure) and Reflectors (Shields). The default is 4, 4, or 4 Resistance and 4 Reflectors. Which means that an attacker would have to roll 4 d10s that meet or beat a 4 to deal Battle Damage.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Repair DC Bonus (Battle Damage Bonus):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Tactical Mobility:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| The Repair DC Bonus is equal to the Weapon&#039;s Mod. It is added to the Battle Damage Repair DC that is determined by the Battle Damage Die. Whenever enough successful d10s are rolled against a ship in combat, that ship receives Battle Damage. The Battle Damage Die is rolled to determine the effect, if any, that happens, as well as the DC to repair that damage. The Weapon&#039;s Mod of a ship is added to the Repair DC.|| This represents a bonus to how well the ship can move in combat. It comes from the Ship&#039;s Engine&#039;s Mod. However, a ship is only as good as the person piloting it, and thus, the maximum possible Tactical Mobility score is the Pilot&#039;s Pilot Skill Die level. (Skill Die level is equal to the Skill Rank + Ability Modifier). The Tactical Mobility score comes from the ship&#039;s Engines. It is what is added to most Pilot functions. A ship&#039;s Tracking DC is 10 + (Tactical Mobility + Shield Mod) - Structure Mod +/- Size Mod. It is important not only to have good Engines but also a good Pilot behind those Engines. || Initiative determines who goes first in a stand-off. It can also determine the order in which damage is dealt out in different combat phases. The total is: (Engines + Sensors) - Structure. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Passive Sensors:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Stealth DC:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| This is based on the Sensor Mod. It is 10 + Sensor Mod. A Ship&#039;s Detection DC is used against this, or a Sensor Scan to see if it is detected. Anything with a Detection DC at or below a Ship&#039;s passive sensors is automatically detected, and the ship&#039;s crew should be made aware of it. || This by default is the Detection DC + Electronic&#039;s Mod (if positive) and is used whenever a ship runs in Stealth or Silent operation. This means a Ship&#039;s Shields are disabled. (It takes 1 round to turn them back on). It also means a ship cannot send out any signals or perform any scans of its own, just receive signals or messages. It also means a ship cannot use any Ship function that requires Engines. A Ship can still move, but only slowly.  ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Below are Attributes that are provided by default from the Hull [[Space_Ships#Hull_Sizes|Size]]/[[Space_Ships#Hull_Configurations|Configuration]]. However, some modifications can be made by characters, such as installing upgrades.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Movement Speed:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | FTL Engine/Speed:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| This is the default sub-light speed of the ship. Speed is measured in how far a ship can go from a stopped position to a fixed point in space within 3 seconds. Normally, this is 4 squares in size. Plus 1 square for each Engine Mod. || FTL stands for Faster Than Light. An FTL Engine allows the ship to travel faster than the speed of light. There are multiple different engines noted [[Space_Ships#Space_Ship_FTL_Drive|here]]. A ship can only have a drive that corresponds with its CORE Tech level. || Normally, a ship&#039;s Size and weight are determined by its hull size. But more information about ship Dimensions and specific weight can be recorded here.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Crew:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Passenger Capacity:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| A ship will need a crew, and members of that crew will need to fill in Ship Positions in order to perform Ship Functions. This is a place to record the different members of a ship and their duties. || This is the number of living average-sized creatures that can be onboard without taxing life support. The default value is specified by the Hull Size, but can be increased with improvements. || This is how many Cargo Units can be held by a ship before the Movement Speed and Tactical Mobility are hindered. The default is specified by the Hull Size of a ship. However, a Cargo Bay can add more space. By default, it is 1/2 the default Cargo space. A Unit is a generic measurement that implies 100lbs and/or 1 square foot of volume.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Hull/Configuration (Design Specs):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Hard Points/Bays/Customization Slots:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Name:&lt;br /&gt;
|-&lt;br /&gt;
| A place to record Ship Hull Size, Hull Configuration, whether or not this is Military or Civilian design, and any Quarks regarding the ship. This can also include custom designs, for example, a Lepidoian Battle Cruiser instead of just &#039;Battle Cruiser&#039;. || This is a place to record how many Hard Points, Bays, and Customization Slots the ship has. || Every ship has to have a Name. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Sizes ==&lt;br /&gt;
&lt;br /&gt;
The Hull Size is what lays out the &#039;&#039;&#039;Secondary Attributes&#039;&#039;&#039; for a spaceship. These secondary attributes may be modified by either the 6 Core Ship Attributes, [[Space_Ships#Hull_Configurations|Hull Configuration]], or [[Ship_Equipment|Ship Equipment]], but their foundation starts with the Hull Size. Hull Size also determines the &#039;&#039;&#039;Average Base Price&#039;&#039;&#039; of the craft.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:99%&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Tracking DC&amp;lt;br /&amp;gt;(Size Mod)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Detection &amp;lt;br /&amp;gt;DC&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Battle &amp;lt;br /&amp;gt; Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Sq ft /&amp;lt;br /&amp;gt;Num of Squares&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pass.&amp;lt;br /&amp;gt;Cap.&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Avg.&amp;lt;br /&amp;gt; Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cargo &amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cust. /&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Cost /&amp;lt;br &amp;gt; Procure Diff&lt;br /&gt;
! Hard&amp;lt;br /&amp;gt; Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Cost /&amp;lt;br &amp;gt; Procure Diff&lt;br /&gt;
! Hard&amp;lt;br /&amp;gt; Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 8 (-2) || 6 || 5 || ~512,000+ ft / ~1,024 sq || 2000 || ~65,536 Tons || 65,000 Units || +3 ||  2.9 Billion / 4 || 10 || 8 || 972 Million / 4 || 8 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 8 (-2) || 7 || 4|| ~128,000+ ft / ~256 sq || 500 || ~16,384 Tons || 16,000 Units || +2 || 972 Million / 3 || 9 || 7 || 324 Million / 3 || 7 || 9 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 9 (-1) || 8 || 4 || ~32,000+ ft / ~64 sq || 120 || ~4096 Tons || 4,000 Units || +2 || 324 Million / 3 || 8 || 5 || 108 Million / 2 || 6 || 8  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| 9 (-1) || 9 || 3 || ~8,000+ ft / ~16 sq || 32 || ~1,024 Tons || 1,000 Units || +2 || 108 Million / 2 || 7 || 4 || 36 Million / 1 || 5 || 7 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 10 (0) || 9 ||3 || ~4,000+ ft / ~8 sq || 16 || ~512 Tons || 510 Units || +1 || 36 Million / 2 || 6 || 3 || 12 Million / 0  || 4 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| 11 (+1) || 9 || 2 || ~2,000+ ft / ~4 sq || 8 || ~256 Tons || 250 Units || +1 ||  12 Million / 1 || 6 || 2 || 4 Million / 0 || 4 || 5 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 11 (+1) || 10 || 2 || ~500+ ft / ~1 sq || 4 || ~64 Tons || 64 Units || +1 || 1.9 Million / 1 || 5 || 1 || 640,000 / 0 || 3 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 12 (+2) || 11 || 1 || ~125 ft / 16 per sq || 2  || ~16 Tons || 16 Unit || +0 || 480,000 / 1 || 3 || 0 || 160,000 / 0 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 12 (+2) || 12 || 0 || &amp;lt;75 ft / 256 per sq  || 1  || ~4 Tons || 4 Units || +0 || 240,000 / 0 || 2 || 0 || 80,000 / 0  || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:99%&amp;quot;&lt;br /&gt;
! Table: Column key for Space Craft Size table.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Size: The &#039;&#039;&#039;Size Modifier&#039;s&#039;&#039;&#039; act like they do for creatures of the same size. They either add or take away from the total Tracking DC. This effects combat as well. A larger ship may have a harder time hitting a smaller ship. Learn more about ship combat [[Combat#Space_Combat|here]]. Size is also what predetermines the majority of the base stats of the ship.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Tracking DC:  A ship&#039;s Tracking DC is 10 + (Tactical Mobility + Shield Mod) - Structure Mod +/- Size Mod.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Detection DC: This determines how hard it is for other ships to &#039;&#039;&#039;see&#039;&#039;&#039; the ship. If the Detection DC is at or below another ship&#039;s Passive Sensor Score, then the ship is visible to their sensors and its location and basic information are known.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Battle Damage: This is how much damage a ship can take before it becomes disabled. A ship can only receive one Battle Damage a round unless a critical happens. Also, with two rounds of successful Repair checks done by an Engineer, the Battle Damage can be repaired. The Repair DC is determined by the Battle Damage Die. More on that in the combat rules.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Sq ft: Anything more than ~1,024,000 Square Feet in size is considered Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe, no craft of that magnitude could perform Faster Than Light travel without help from external sources. Also, attacking a ship or structure of that size would be considered as attacking a station, and thus different modifiers apply.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Passenger Capacity: (Pass. Cap.) This is not a hard limit. But the default number of people the ship&#039;s life support can handle is permanent. This number can be raised with passenger bays. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Cargo Capacity: The &#039;&#039;&#039;Cargo Capacity&#039;&#039;&#039; is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100 Lbs and has an average volume of 1x1x1ft. Exceeding this unit amount will overburden the ship. This will cut Combat Speed in half. The maximum a ship can actually carry is twice the Unit amount. However, that is if there are no passengers other than the necessary crew. As every spare room and every hallway would be filled with cargo containers. This can be increased with cargo bays.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Cust. Bonus: &#039;&#039;&#039;Customization Bonus&#039;&#039;&#039;. This is a bonus added to the total &#039;&#039;&#039;Customization Points&#039;&#039;&#039; for a ship. Customization points are determined by Tech Level and Crafter level. Although Hull Configuration can also change the number of Customization Points, usually by removing some. They allow for [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Upgrades and Modifications]] to be installed. Upgrades and Modifications usually require Bays or Hard Points. However, a Customization Point can satisfy this requirement. Items that expressly require a Hard Point or Bay cannot use a customization point. Examples of these items are [[Ship_Equipment#Ship_Weapons|Weapons]] and [[Ship_Equipment#Ship_Bays|Ship Bays]].&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Military vs Civilian Ships: Military Ship are more expensive and have more Hard Points in comparison to a Civilian ship of the same size. However, Civilian ships have considerably more Bays. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hull Configurations&#039;&#039;&#039; are an attempt at giving a spacecraft a more specialized purpose. However, it is not a requirement for shipbuilding. A ship can have no specific Configuration and thus be a generic build. Below is a table with different Hull Configurations and their descriptions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Hull Configurations&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Barges:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport vessel. Many different corporations create different configurations for hauling everyday goods, people, or extremely volatile substances. Many young adventurers found themselves starting out aboard a barge. Not the most heroic place to start out with, but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy, making them a dime a dozen, and the Hull is pretty customizable. This attracts all sorts of different types of people. Many a raider or pirate uses a heavily modified Barge Hull as a weapon against other ships of its kind in lawless space.&lt;br /&gt;
:*Average Size: Medium (Small - Large)&lt;br /&gt;
:*Average Cost / Procure Diff: 12 Million / 0 &lt;br /&gt;
:*Dis-Advantages: -2 to Engines, -1 To Weapons, -2 Hard Points, -1 Bay (Taken up by an extra Cargo Space)&lt;br /&gt;
:*Advantages: Cargo Space is one ship size modifier higher. Super common Bonus -1 to Procure Diff and 50% less time/cost to repair. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: A standard in most military fleets, these larger, heavier counterparts to the Cruiser are powerful, heavy-hitting machines of war. While BattleShips dominate the heavens with an impressive presence of power. The Battle Cruiser is what gives a military its flexibility. Smaller and generally faster, these ships are used by most militaries as a counter to smaller ships and as a less expensive way to deal with small-scale pirates and bandits.  &lt;br /&gt;
:*Average Size: Large&lt;br /&gt;
:*Average Cost / Procure Diff: 120 Million / 3 &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is one size lower, Passenger Cap is 8, -5 Attribute Points, -1 Customization point (Minimum 1)&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Engines, +1 Non-Weapon Hard Point, Can pick one Ship Function to have by default without taking up Customization Points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other Battle Ships and to group up to take on larger objects. Considered necessary for any large-scale conflict in space, these expensive, massive machines are a must-have.&lt;br /&gt;
:*Average Size: Huge (or in some cases Gargantuan)&lt;br /&gt;
:*Average Cost / Procure Diff: 384 Million / 4 &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity and Passenger Cap is one size smaller, -5 Attribute Points, -1 Customization Point (Minimal 1)&lt;br /&gt;
:*Advantages: +2 Weapons, +1 Structure, +1 Engines, Gains one more Ship Function of your choice for free. +1 Hard Point (Weapon Only)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Capital:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: So massive they are sometimes mistaken for stations, these epic craft seem to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus, some consider them nothing more than propaganda and expensive fear machines. Most Capital ships are used as Command ships or Super Carries, not for ships but for soldiers. They are an excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Average Size: Colossal&lt;br /&gt;
:*Average Cost / Procure Diff: 3.2 Billion / 5 &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Engines, -2 Hard Points, -1 Customization Point (Minimal 1)&lt;br /&gt;
:*Advantage: +1 Bays, +2 Sensors, +2 Electronics. Passenger capacity is: 864. These ships have a special Position called &#039;&#039;&#039;Supreme Commander&#039;&#039;&#039;. A command can utilize its leadership bonus for all ships under its control in that solar system. This cannot double as the ship captain. Choose any one Ship Function to be installed at no cost.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Carriers:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Carriers are the ships that make a large fleet mobile. It can also provide flexibility in combat by deploying an array of ship and drone types. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers, which are Capital-class Carriers that can hold larger numbers of ships or people and also double as Command Ships.&lt;br /&gt;
:*Average Size: Gargantuan (Huge - Colossal)&lt;br /&gt;
:*Average Cost / Procure Diff: 1.2 Billion / 4&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Engines, -4 Hard Points, -1 Bay, -1 Customization Point (Minimal 1)&lt;br /&gt;
:*Advantages: +2 Sensors, +2 Electronics, Built-in Repair Facility for ships of two sizes and smaller. &lt;br /&gt;
:*Misc: Can carry, deploy, and repair ships two sizes or smaller. If avg. The size of Gargantuan is such that it can hold up to two 6 large ships by default without any additional hangar bays. (12 Medium, 24 Small, 96 Tiny, 384 Diminutive, 1,536 Fine). Additional Hanger Bays or Drone Bays grant a +1 ship count. If more bays are added, the ship can start to hold a single ship of only 1 size smaller. This ship has a special &#039;&#039;&#039;Field Commander&#039;&#039;&#039;. A Field Commander can provide his or her leadership bonus to all ships under his or her care. (Command bonuses do not stack; take which one is larger)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Cruisers:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: A smaller, lightweight version of the Battle Cruiser. However, the purpose is the same. They are flexible combat vessels. Common in both Military and police forces, and is usually seen as the first response to aggressive outlaws. Considered by police forces as their solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military, however, sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Average Size: Medium&lt;br /&gt;
:*Average Cost / Procure Diff:  40 Million / 2 &lt;br /&gt;
:*Dis-Advantages: -3 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point or +1 Bay (Pick one), +2 Engines or +2 Electronics (Pick one). Pick a Ship Function for this ship to have by default for free.&lt;br /&gt;
&lt;br /&gt;
: There are also non-military applications for hulls similar to cruisers. Everything from a VIP&#039;s personal transportation to a luxury liner. The rich would much rather distance themselves from a fancy customized barge for their travels. After all, anybody can afford one of those. Demilitarized older-model cruisers are often sold by militaries to other governments or individuals for a variety of reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Average Size: Medium&lt;br /&gt;
:*Average Cost / Procure Diff: 10 Million / 0 &lt;br /&gt;
:*Dis-Advantages: -1 Structure, -1 Hard Point, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Sensors. Passenger Bay is in a luxurious style and can accommodate up to 16 passengers. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Drones:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Drones come in all shapes, sizes, and uses. From military to personal hobbyists, these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses, from complementing a ship&#039;s systems to serving as part of a Carrier fleet that can deploy swarms of drones to strike an enemy in coordinated attacks. However, many people have drones for personal use. It also helps that drones with self-defense A.I. are usually not illegal in most of the Ring, and thus many people use them to help deter outlaws.&lt;br /&gt;
:*Average Size: Fine (Fine - Small)&lt;br /&gt;
:*Average Cost / Procure Diff: 100,000 / 0*&lt;br /&gt;
:*Advantage: Can be used without a pilot. Can be programmed to defend or attack a selected target.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system and can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds Tracking DC advantages against projectile attacks. Drones require a Drone Bay for deployment and control. Drones can also be designed to repair, mine, salvage, and retrieve.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Destroyers:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
These ships were meant to ask the question: &amp;quot;How much firepower can one medium ship truly have?&amp;quot; They are geared for a single task. A way to help counter smaller swarms of ships. While similar in size and speed to a cruiser, these ships are rarely seen in use by anyone except the military. They are designed to back a massive bunch for their size. Made on the cheap, considering their firepower, and have a minimalist crew. Squads of these craft are usually used to complement attack fleets that target smaller craft. The idea being that the Destroyer will be specifically fitted for smaller craft while still having the armor of a medium-sized craft.&lt;br /&gt;
:*Average Size: Medium&lt;br /&gt;
:*Average Cost / Procure Diff: 38 Million / 3 &lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium-sized craft. Procure Diff +1, -3 Attribute Points, -1 Bay, Weapon Hard Points are geared for &#039;Small&#039; weapon size. &lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; +1 to Targeting for free. These ships do not take penalties for targeting smaller craft. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed that the precursors to the Dreadnought were super-heavy battleships designed as &amp;quot;Station buster&amp;quot;. Stations had all the space for enhanced defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack, a powerful energy cannon was developed. So powerful that the ships of the time had to be gutted to make room to house just a single one of these cannons. However, it was quickly discovered that these weapons also solved another problem. It allowed for a flexible planetary bombardment system. Before ships had to be fitted with weapons and charges specific to the planet and its unique environment (Air pressure, density, chemical structure, and weather patterns), the energy cannon could, on the fly, tweak these attributes, a feature originally designed to keep shields from changing to better deflect its powerful blast. The terror of seeing massive-scale death raining down from Gargantuan floating hulks of metal in the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of other Dreadnoughts as well as Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive force from Nuclear or antimatter, which produced radial explosions that were indiscriminate in who they affected. Dreadnoughts were the first mobile form of focus weaponry, which had the counterintuitive effect of bringing these larger-scale ships into everyday combat. &lt;br /&gt;
:*Average Size: Gargantuan (Huge - Colossal)&lt;br /&gt;
:*Average Cost / Procure Diff: 3 Billion / 5&lt;br /&gt;
:*Dis-Advantages: -2 Engines, -5 Ability Points, -4 Hard Points, -3 Bays.&lt;br /&gt;
:*Advantages: Has a special super gigantic hyper focused energy cannon. This special weapon can target from 100x the distance of a Huge Weapon. And does 24d10 * 10 damage. However, it takes (1d4 + 2) - Electric Mod Rounds to re-fire. (Minimal 2) Firing this weapon also generates enormous heat and local radiation. Ships deal with this in different ways, but there is no way to cloak or otherwise stealth this ship. Also, warping cannot happen until the weapon has cooled down.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Fighters:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Similar to combat aircraft of the modern world, these machines fly through space instead of the atmosphere. Some can do both, however. Although they are usually only effective in one or the other. These ships usually have only a single pilot, supported by advanced A.I. These craft can deliver a massive punch when grouped. The general tactic is to swarm ships and use precision targeting or advanced electronics to disable and, in some cases, destroy the bigger target. Using numbers as a defense.&lt;br /&gt;
:*Average Size: Fine - Diminutive&lt;br /&gt;
:*Average Cost / Procure Diff: 480,000 / 1&lt;br /&gt;
:*Dis-Advantages: -2 Structure, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Engines. Gains the Feint Ship Function for free.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Frigates:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: A common craft in the Ring. This spaceship is commonly used as a police craft and as VIP transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers, you will find them being sold everywhere. &lt;br /&gt;
:*Average Size: Small (Small - Medium)&lt;br /&gt;
:*Average Cost / Procure Diff: 4-36 Million / 0-2 &lt;br /&gt;
:*Dis-Advantages: -1 to Weapons&lt;br /&gt;
:*Advantages: +1 to Sensors. This super common craft is used for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Freighters:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial-scale cargo transportation ships. Although some have been converted into other things, such as massive traveling carnivals. Like barges, these can be converted to transport just about anything. &lt;br /&gt;
:*Average Size: Huge&lt;br /&gt;
:*Average Cost / Procure Diff: 100 Million / 1&lt;br /&gt;
:*Dis-Advantages: -3 Engines, -2 Attribute Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +2 Bays. 16,000 Units or one size higher. If the ship is a Tech 3 ship, then it comes with the Beam Ship Function by default. This ship is a common work vessel found throughout the universe. It has a 50% reduction in cost and repair costs because it is mass-produced.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Industrial:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Factory in a can. These ships of various sizes are the backbone of the non-planetary or moon-based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must-haves for new settlers in a solar system who hope to use their home&#039;s resources to start a colony or terraform a planet. &lt;br /&gt;
:*Average Size: Large (Medium - Huge)&lt;br /&gt;
:*Average Cost / Procure Diff: 12 - 108 Million / 0 - 1&lt;br /&gt;
:*Dis-Advantages: -2 Engines, -2 Attribute Points, -3 Bays&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Facility and Refinery Facility. If this ship has a Tech 3 Core, then it also comes with Beam Ship Function for free. The ship also comes with the Grapple Function for free. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Shuttles:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Personal transport vehicles. The more versatile, the more expensive. The basic kinds can only fly from station to station. It can only accommodate two passengers. But the more advanced you get, the farther it can carry people to more and more different places. Such as planets, move around as a planet-side craft, or even go under oceans.&lt;br /&gt;
:*Average Size: Tiny (Diminutive - Small)&lt;br /&gt;
:*Average Cost / Procure Diff: 2 Million / 0&lt;br /&gt;
:*Dis-Advantages: -2 Structure, -2 Electronics, -1 Hard Points&lt;br /&gt;
:*Advantages: +4 Engines, +2 Sensors, Basic Auto Pilot installed, so no need for a Pilot (Auto Pilot A.I +1), +1 Passengers for Diminutive, +2 for Tiny, +3 for Small.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Quirks|Quirks/Flaws]], ships can have Quirks/Defects that can add more personality and uniqueness. Any adventurer is going to get some scars and bumps along the way, and his ship is no different. Over time, a ship may start to gain a personality in the eyes of the crew. &lt;br /&gt;
&lt;br /&gt;
These can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can, over time, remove most defects and quirks if they want.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Quirks&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that it&#039;s only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. This quirk is permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy, and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: This ship&#039;s engines and internal components require some encouragement from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: If the ship receives 2 Battle Damage in one round, roll for the second Damage and add the effect. The base DC is still 7, as the normal Critical rules apply, just add a second effect.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Weathered by age or by neglect, this ship is falling apart. Sure, it runs, but for how long? It also looks like a pile of junk. Characters will be constantly on the lookout for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day at sea, the ship has a small chance of something breaking. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm what it was.&lt;br /&gt;
**1-10%: Superficial problem. The ship is just a little more bumpy/noisy than normal.&lt;br /&gt;
**11-20%: A minor problem with the Engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the Weapons. -1 to Weapons until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Structure. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Shields. -1 to Ship Shields.&lt;br /&gt;
**51-60%: A minor problem with the Electronics. -1 to Electronics. On top of it, the lights flicker, and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**61-70%: A minor problem with Sensors. -1 to Sensors. Or sensor blimps often show up with things that aren&#039;t actually there. GM choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal to the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll, except it&#039;s a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is minor, it requires no materials and 1 day of work with no FTL to repair. If the problem is major, it will require materials for repair. If there is no Engineering Bay, the ship will require a facility to assist with the repair. It still only takes 1 day of not FTL.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time, the crew gains the Advanced Jerry Rigging Feat when making repairs to only this ship. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: You do not know how or when, and frankly, you don&#039;t care. You just want these dam pests gone! They are smelly, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have, they all have one thing in common. They know how to stay alive and, most notably, THRIVE on board a spaceship. They do this by living off the ship&#039;s systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers must make Constitution saving throws once a day with a DC 12. If they fail, they become [[Conditions#Nauseated|Nauseated]], and if they are already Nauseated, then they become [[Conditions#-_Sickened|Sickened]]. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship, or, if on board the ship, by 1 day of rest and a successful [[Medical#Treat_Disease_.28DC_15.29|Treat Disease]] check. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likelihood of a stowaway on your ship is nearly nil. And if one does decide to come on board, they have a -10 to stealth. Pests don&#039;t like sharing! Advantage to Communications(Sensors/Comms Officer Function) when dealing with pirates/smugglers. Not only must they sympathize with your problem, but they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Whoever owned this ship deserves to be shot right next to the person who sold the ship to you. For some reason, this ship seems to bring out all the ugly when trekking around space. It seems like whoever owned this before you is wanted in all the systems, and not in a good way. If it&#039;s not pirates, then it&#039;s [[Character_Professions#Tracer|Tracers]], local police, or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct it; it&#039;s up to you. Almost assuredly, this ship&#039;s past is gonna get in your way, and likely when you least expect it.&lt;br /&gt;
* Negative: Disadvantage to communications(Sensors/Comms Officer Function) in GM specific situations. The ship is commonly known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: It&#039;s likely that this ship can open as many doors as it closes. It&#039;s a 50/50% chance the person who knows your ship wants to kill you or pretend to be your friend, and then maybe kill you later.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Wait, what? I thought that was illegal for space ships to have a fully aware AI computer linked to all ship systems. (Especially Weapons) Well, that may be one reason why the ship didn&#039;t tell you right away it was smarter than you. But now you know. Hopefully, it is nice and won&#039;t kill you. (Open the bay doors damit!) Nightmares aside, you are in a deep pile of crock! If authorities find out, they may as well put you in jail. Helping AI is breaking serious rules. On the other note, this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught, most civilizations completely outlaw AI with such freedom and power, with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Engines, Electronics. The ship can drive itself and pretend to be someone onboard. Oh, the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these, or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Overachiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Noisy &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as an electromagnetic field is off alignment. Either way, this ship doesn&#039;t stop humming, whizzing, and ever now and then, for excitement, it jitters. You consistently think that&#039;s the last jitter it will make before the whole thing falls apart like a house of cards. But she is still flying straight. So whatever it is, it must not be important. Annoying as hell but not important.&lt;br /&gt;
* Negative: -2 for Boost Function Rolls.&lt;br /&gt;
* Positives: None&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Battle Scars &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Like a painting, the hull of your ship speaks a thousand words. It seems like each panel tells a story of great adventures and glorious conquests. Or at the very least, oh my gosh, look how close we got to being vaporized! The first option definitely sounds better in a bar! &lt;br /&gt;
* Negative: -1 to Detection DC and +1 to Repair DC for Battle Damage.&lt;br /&gt;
* Positive: Advantage to Communications when using the [[Intimidate|Intimidate]] skill. And possible at the Spacebar while drinking up with locals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Lucky &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: You don&#039;t quite know how, and thinking about it is likely a waste of time. But you guys always seem to get through some of the craziest scraps! Maybe this ship is just good luck!&lt;br /&gt;
* Negative: None&lt;br /&gt;
* Positive: One per day, a player can re-roll a check that uses one of the ship&#039;s Attribute modifiers.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cursed &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: You don&#039;t know why... and that&#039;s why you wish you did, but ever since you&#039;ve been on this ship, things just suck!&lt;br /&gt;
* Negative: Once per day, negate the first Crit that is rolled when rolling for something that uses the ship&#039;s Attribute modifiers.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Expirmental &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: The ship is brand new. Almost too new! The manufacturer apparently hasn&#039;t worked out all the kinks yet! Luckily, they don&#039;t care! And they see you as the sacrificial... rrr I customer they are looking for. This could be a government&#039;s attempt at a new technologically advanced ship or simply a corporation&#039;s latest product. Either case it you are the beta tester.&lt;br /&gt;
* Negative: Once per day, roll a d6. 1: Engines, 2: Weapons, 3: Structure, 4: Shields, 5: Electronics, 6: Sensors. Whatever it lands on for that day, the Attribute Value is a 10. An Engineer must repair it in order for this to go away. The Engineer can take 20 to automatically succeed. Otherwise, the DC is 12 + Tech Level + Hull Size. &lt;br /&gt;
* Positive: If the Engineer chooses to repair the issue, if they critically succeed, they provide a bonus to the broken Attribute Score equal to their Intelligence Modifier.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship FTL Drive ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FTL&#039;&#039;&#039; is short for &#039;&#039;&#039;Faster Then Light&#039;&#039;&#039;. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However, this aspect of the ship doesn&#039;t help much in the terms of combat. The better an FTL drive the faster a ship can get to its destination. They can also make it harder for enemy ships to track or pull your ship out of FTL. &lt;br /&gt;
&lt;br /&gt;
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the [[Transportation|Transportation]] rules.&lt;br /&gt;
&lt;br /&gt;
FTLs are rated by Tech Level. You cannot put an FTL of a higher tech level in a ship with a lower tech level Core. Each ship comes standard with a basic FTL for that Tech Level. This should always be the Jump drive.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Faster Then Light Drives&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | Tech Level 1&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Assisted Jump Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.&lt;br /&gt;
:* Distance Rating: Medium &lt;br /&gt;
:* Warp Factor: 10+&lt;br /&gt;
:* Price: $50,000 / 0&lt;br /&gt;
:* Durability: 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Drive (The Hopper)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called &#039;The Hopper&#039;. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship &#039;hops&#039; from one burst of energy too the next.&lt;br /&gt;
:* Distance Rating: Medium &lt;br /&gt;
:* Warp Factor: 1-4&lt;br /&gt;
:* Price: $150,000 / 0&lt;br /&gt;
:* Durability: +2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | Tech Level 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Assisted Advanced Jump Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate. &lt;br /&gt;
:* Distance Rating: Large &lt;br /&gt;
:* Warp Factor: 10+&lt;br /&gt;
:* Price: $100,000 /0&lt;br /&gt;
:* Durability: 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Drive (The Skimmer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency. &lt;br /&gt;
:* Distance Rating: Large &lt;br /&gt;
:* Warp Factor: 1-7&lt;br /&gt;
:* Price: $300,000 / 0&lt;br /&gt;
:* Durability: +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slip Stream Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This uses a new concept of FTL. It makes a small tear in space that a ship can &#039;slip&#039; into. The ship is protected by a similar &#039;bubble&#039; of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it&#039;s easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.&lt;br /&gt;
:* Distance Rating: Large&lt;br /&gt;
:* Warp Factor: 1-7&lt;br /&gt;
:* Price: $450,000 / 1&lt;br /&gt;
:* Durability: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | Tech Level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Personal Jump Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.&lt;br /&gt;
:* Distance Rating: Medium (With assistance Large)&lt;br /&gt;
:* Warp Factor: 10+&lt;br /&gt;
:* Price: $1,000,000 / 0&lt;br /&gt;
:* Durability: 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Drive (The High Pulse Drive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to &#039;jump&#039; into high Warp almost instantly and just as quickly &#039;jump&#039; out.&lt;br /&gt;
:* Distance Rating: Large &lt;br /&gt;
:* Warp Factor: 1-8&lt;br /&gt;
:* Price: $3,500,000 / 1&lt;br /&gt;
:* Durability: +2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phase Shift Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn&#039;t have mass. This would appear to only make a ship goes at the speed of light if it wasn&#039;t also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting. &lt;br /&gt;
:* Distance Rating: Large &lt;br /&gt;
:* Warp Factor: 1-7&lt;br /&gt;
:* Price: $5,000,000 / 2&lt;br /&gt;
:* Durability: +6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | Tech Level 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Personal Advanced Jump Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Large. &lt;br /&gt;
:* Distance Rating: Large (With assistance Extreme)&lt;br /&gt;
:* Warp Factor: 10+&lt;br /&gt;
:* Price: $10,000,000 / 1&lt;br /&gt;
:* Durability: 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert Warp Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.&lt;br /&gt;
:* Distance Rating: Extreme&lt;br /&gt;
:* Warp Factor: 1-9&lt;br /&gt;
:* Price: $15,000,000 / 2&lt;br /&gt;
:* Durability: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced Slip Stream Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealth by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear. &lt;br /&gt;
:* Distance Rating: Extreme&lt;br /&gt;
:* Warp Factor: 1-8&lt;br /&gt;
:* Price: $25,000,000 / 3&lt;br /&gt;
:* Durability: +8&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A ship can have more then 1 FTL. However a secondary FTL always takes up 1 Bay and 1 Hard Point and cannot be installed using a Customization Point.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are roles that crew members take on that are required for the ship to function to its fullest. Automated systems can only do so much. These different roles are called &#039;&#039;&#039;Ship Positions&#039;&#039;&#039; and they can unlock [[Space_Ships#Officer.2FShip_Functions|Ship Functions]] that would otherwise be unavailable. &lt;br /&gt;
&lt;br /&gt;
There are 2 main positions. Tiny Hull size or smaller ships can combine these positions without taking penalties. However, larger ships require additional positions to be filled by a dedicated person. To learn more about how ship positions effect combat read the [[Combat#Space_Combat|Ship Combat]] section of the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
The 2 main positions are:&lt;br /&gt;
* [[Helm Officer|&#039;&#039;&#039;Helm&#039;&#039;&#039;]]: (Engines) Pilots the ship. Helps to determine the ship&#039;s Tactical Mobility.&lt;br /&gt;
* [[Weapons Officer|&#039;&#039;&#039;Weapons&#039;&#039;&#039;]]: (Weapons) Operates the ships Hard Points. Can make a ship&#039;s weapons more effective. &lt;br /&gt;
&lt;br /&gt;
There are also 5 other positions that are noteworthy.&lt;br /&gt;
* The [[Captain Position|&#039;&#039;&#039;Captain&#039;&#039;&#039;]] is the leader of a ship can use there Leadership skills to help the crew accomplish their tasks.&lt;br /&gt;
* The [[Comms Officer|&#039;&#039;&#039;Communications&#039;&#039;&#039;]] (Sensors) monitors the sensors of a ship and controls all incoming and outgoing transmissions.&lt;br /&gt;
* The [[Chief Engineer|&#039;&#039;&#039;Engineer&#039;&#039;&#039;]] (Structure) is in charge of ship systems and maintenance. They help make sure a ship holds it together during the chaos and strain of combat.&lt;br /&gt;
* The [[Science Officer|&#039;&#039;&#039;Science&#039;&#039;&#039;]] (Electronics) leads  a ship&#039;s Science and Technology division. They can assist in different roles including hacking any ships and finding weaknesses.&lt;br /&gt;
* The [[Medical Officer|&#039;&#039;&#039;Medical&#039;&#039;&#039;]] is in charge of the health of the crew. They can ensure the bridge crew is not impeded during combat.&lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose of storytelling and gameplay. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Officer/Ship Functions ==&lt;br /&gt;
&lt;br /&gt;
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade and/or a Feat from a Character. Functions are listed by the primary position they are associated with. Some Functions can be used by different Crew members although not always to its fullest. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ &#039;&#039;&#039;Ship and Officer Functions&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
; Standard Functions&lt;br /&gt;
----&lt;br /&gt;
* Standard Functions All Crew Can Do:&lt;br /&gt;
** [[Change Position]]: (N/A) This allows a crew member to change there current Officer role or ship position.&lt;br /&gt;
* [[Captain Position|&#039;&#039;&#039;Captain&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Give Command]]: (Officer&#039;s Charisma) The Captain gives a directive and attempts to assist a crew member in following that directive.&lt;br /&gt;
** [[Encourage Crew]]: (Officer&#039;s Charisma) The Captain gives a rousing but quick speech to encourage and focus the crew.&lt;br /&gt;
* [[Science Officer|&#039;&#039;&#039;Science Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Boost|Boost]]: (All except Structure) An action that increases the output of that certain Attribute for the rest of the round or the following one.&lt;br /&gt;
** [[Hack|Hack]] / Counter Hack: (Electronics) Used to attack and disable one of the 6 Core Systems of a target ship.&lt;br /&gt;
* [[Comms Officer|&#039;&#039;&#039;Communications/Sensor Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Scan|Scan]]: (Sensors) The ability to search for or study an object or objects in space.&lt;br /&gt;
** [[Hack|Hack]] / Counter Hack: (Electronics) Used to attack and disable one of the 6 Core Systems of a target ship.&lt;br /&gt;
* [[Helm Officer|&#039;&#039;&#039;Helm&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Fly Offensively/Defensively]]: (Tactical Mobility/Officer&#039;s Pilot Rank) Perform a ship maneuver designed to help the ship&#039;s defense or offense.&lt;br /&gt;
** [[Close/Widen Distance]]: (Engines/Officer&#039;s Pilot Rank) Perform a ship maneuver that attempts to gain distance between a ship or close the gap.&lt;br /&gt;
** [[Pursue/Intercept]]: (Engines/Officer&#039;s Pilot Rank) A ship maneuver that attempts to cut off a ship or race it to a particular point in space.&lt;br /&gt;
** [[Ram|Ram]]: (Engines) The ability to drive a ship directly into another in such a way as to cause the most damage to the opponent ship and the least to itself.&lt;br /&gt;
* [[Weapons Officer|&#039;&#039;&#039;Weapons Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Fire]]: (Weapons) The basic attack action. This uses the offense hard points of a ship to do battle damage to 1 or more targets.&lt;br /&gt;
** [[Bombard|Bombard]]: (Weapons) A tactical maneuver where the weapons are concentrated on a target.&lt;br /&gt;
* [[Chief Engineer|&#039;&#039;&#039;Chief Engineer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Repair]]: (Officer&#039;s Craft Rank, Ship Bays) This is a repair check against Battle Damage dealt to the ship in an attempt to remove the damage.&lt;br /&gt;
** [[Boast|Boast]] (Engines Only): An action that increases the output of Engines for the rest of the round or the following one.&lt;br /&gt;
** Counter [[Hack|Hack]]: (Electronics) An Engineer can attempt to stop a hacker from gaining access to the ship systems, but in there, the current position cannot do hacking.&lt;br /&gt;
* [[Medical Officer|&#039;&#039;&#039;Medical Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** Medical: (Officer&#039;s Medical Rank, Medical Bay) This is the use of Medical skill.&lt;br /&gt;
|width=&amp;quot;30px&amp;quot;|&amp;amp;nbsp;&amp;lt;!--spacer-column--&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
; Advanced Functions&lt;br /&gt;
----&lt;br /&gt;
* Advanced Functions All Crew Can Do:&lt;br /&gt;
** [[Beam|Beam]]: (Electronics) A semi-instant form of transportation where matter is transformed into energy and sent to a new location where it is converted back to matter.&lt;br /&gt;
* [[Captain Position|&#039;&#039;&#039;Captain&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Commanding Presence]]: (Officer&#039;s Charisma) This is granted by a Feat and allows the Commander to provide a passive bonus equal to ½ their Charisma score, rounded up to the player&#039;s rolls.&lt;br /&gt;
** [[Direct Assistance]]: (Officer&#039;s Charisma) The Captain takes a more direct administrative approach to leadership.&lt;br /&gt;
* [[Science Officer|&#039;&#039;&#039;Science Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Cloak]]: (Electronics)  Cloaking implies some form of stealth technology designed to fool Sensor Scans.&lt;br /&gt;
** [[Crypto|Crypto]]: (Electronics) : A way to send or receive protected communications. Similar to Decipher Script.&lt;br /&gt;
* [[Comms Officer|&#039;&#039;&#039;Communications/Sensor Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Sensor Spoofing / Decoy Projection]]: (Electronics/Sensors) The Comms Officer projects false signatures or chaff decoys.&lt;br /&gt;
** [[Crypto|Crypto]]: (Electronics) A way to send or receive protected communications. Similar to Decipher Script.&lt;br /&gt;
** [[Jam|Jam]]: (Electronics) Designed to target a specific component of an opponent&#039;s Sensor Array. Either targeting scanners or other devices and keeping them from functioning.&lt;br /&gt;
* [[Helm Officer|&#039;&#039;&#039;Helm&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Emergency Evasive Thrusters]]: (Engines) Executing sudden, violent evasive maneuvers to avoid threats.&lt;br /&gt;
** [[Feint|Feint]] (Engines, Advanced Flying Defensively) A maneuver meant to fool enemy sensors and pilots.&lt;br /&gt;
** [[Grapple|Grapple]] (Engines) Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Weapons Officer|&#039;&#039;&#039;Weapons Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Concentrated Fire]]: (Weapons) This is a bonus to Targeting Specific ship systems.&lt;br /&gt;
** [[Defensive Fire]]: (Weapons)  This allows the Weapon’s Officer to turn an active weapon system into a point defense system against Missiles and ships 4 sizes smaller or smaller.&lt;br /&gt;
* [[Chief Engineer|&#039;&#039;&#039;Chief Engineer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Overclock Core]]: (Structure/Core) The Chief Engineer intentionally overclocks the reactor to temporarily boost ship systems.&lt;br /&gt;
** [[Cloak|Cloak]]: (Electronics)  Cloaking implies some form of stealth technology designed to fool Sensor Scans.&lt;br /&gt;
** [[Grapple|Grapple]]: (Engines) Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Medical Officer|&#039;&#039;&#039;Medical Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Resuscitation/Life Support]]: (Special Bay) Bring someone back from recent death. (Less than 10 minutes)&lt;br /&gt;
** [[Long/Short Automated Care]]: (Officer&#039;s Medical Rank, Medical Facility) Similar to long-term care from Medical Skill, but done automatically.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The modules that are installed that provide the Advanced Functions take up either a Bay or a Hard Point, and in some cases both.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Accessories Slots ==&lt;br /&gt;
&lt;br /&gt;
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are all the item&#039;s that require Customization Points and/or Hard Points, Bays. These are Weapons, Bays, Ship Function Modules, and other Upgrades. All of these items can be found on the [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The number of Customization Points is determined by Ship Tech Level and Hull Size, and the number of Hard Points and Bays is determined by the Hull Size. However, Hull Configuration may also affect these stats.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon/Bay Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Customization&amp;lt;br /&amp;gt;Slot Bonus&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Hard&amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Hard&amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Huge || +3 || 10 || 8 || 8 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Huge || +2 || 9 || 7 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || +2 || 8 || 5 || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Large|| Large || +2 || 7 || 4 || 5 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || +1 || 6 || 3 || 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Medium || +1 || 6 || 2 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || +1 || 5 || 1 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || Small || +0 || 3 || 0 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine || Small || +0 || 2 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Customization Points&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
[[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Upgrades and Modifications]] may use Customization slots along with Bays or Hard Points. However items that exclusively require a Hard Point or Bay such as [[Ship_Equipment#Ship_Weapons|Weapons]] or [[Ship_Equipment#Ship_Bays|Ship Bays]] cannot use Customization Points.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Hard Points&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Ship_Equipment#Ship_Weapons|Ship Weapons]] page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Bays&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. More information on Ship Bays in the [[Ship_Equipment#Ship_Bays|Ship Bays]] page.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Upgrades &amp;amp; Modifications&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever statistic of a ship from the 6 Core.System.Attributes to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found on the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|here]].&lt;br /&gt;
&lt;br /&gt;
== Space Stations ==&lt;br /&gt;
&lt;br /&gt;
Space Station&#039;s are defined as any artificial construct in space that has no Faster Then Light drive and whose priority is not movement and thus its sub-light engines are designed more for keeping the object in orbit, stationary or emergency movement. It doesn&#039;t have to support life to be a station as it can have other purposes. Anything above 1,024,000 Square Feet cannot have an FTL without special exceptions and thus are by default considered Space Stations. Any Station that is ~1,024,000 Sq FT or larger are broken up into parts. Each part having the minimum Hit Points of a Colossal Hull Size craft.&lt;br /&gt;
&lt;br /&gt;
To determine other stats such as number of people the Station could support, or Hard Points and Bays follow the pattern laid out by the Hull Size for Ships. The number of Hard Points is the same but the number of Bays is +1. Also Stations do not have to all have Huge Weapons mounts. Instead it can mount different sized weapons in order to defend against different size ships. A Huge Hard Point can hold 2 Large Weapons, 3 Medium Weapons, 4 Small Weapons. If the Station is ~1,024,000 Sq FT or larger not all of its Weapons can target a craft at a time only 1/2.&lt;br /&gt;
&lt;br /&gt;
To determine how many lives can be supported on a Station. Take its size and compare it to the amount of people on a similar Hull Size and add a zero. This is because the FTL, sub light Engines and all the supporting systems take up a large amount of space. Also this assumes that at least halve the spare Bays are for personnel. If the Station is larger then any examples in the follow the pattern to estimate the possible number of people.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
=== Designing and Building A Custom SpaceShip ===&lt;br /&gt;
&lt;br /&gt;
Here are some guidelines for building and designing SpaceShips. This is useful when designing a new SpaceShip Character Sheet. &lt;br /&gt;
&lt;br /&gt;
# Determine the Ship Tech Level. If your Character is crafting the ship themselves, this is a hard requirement to determine first. Tech Level determines the ship&#039;s C.S.A. starting point amount, the maximum hull size, the number of customization slots it has, FTL Drive type, and can indirectly increase the ship&#039;s cost.&lt;br /&gt;
# Determine its purpose and thus if it fits with any of the [[Space_Ships#Hull_Configurations|Hull Configurations]]. Hull Configurations may have certain requirements, such as size, so it is best to determine whether the Ship will follow a specific Hull Config.&lt;br /&gt;
# Determine its [[Space_Ships#Hull_Sizes|Hull Size]].&lt;br /&gt;
# Determine ship [[Space_Ships#The_6_Core_System_Attributes_of_Space_Ships|6 Core System Attributes]] and apply any Hull Configuration adjustments.&lt;br /&gt;
# Determine if any of its Primary parts will be Masterworked or have a Classification Level. This affects the price, crafting time, and final 6 Core System Attribute scores.&lt;br /&gt;
# Pick an [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]].&lt;br /&gt;
# Review [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
## Purchase Ship Hard Points and Bays.&lt;br /&gt;
## Don&#039;t forget to purchase Hard Point Ammo!&lt;br /&gt;
## Review [[Ship_Equipment#Ship_Function_Upgrades|Ship Function Upgrades]] keep in mind if your crew has access to Advanced Ship Functions or plans to in the future.&lt;br /&gt;
## Review spending Customization Points where possible like for [[Ship_Equipment#Ship_Attribute_Upgrades|Ship Attribute Upgrades]] or [[Ship_Equipment#Ship_Accessories|Ship Accessories]]&lt;br /&gt;
# With this information, the Player can record the [[Space_Ships#Secondary_Ship_Attributes|Secondary Ship Attributes]].&lt;br /&gt;
# Optionally, review the [[Space_Ships#Ship_Quirks|Ship Quirks]] if you want extra flavor and theme to your Ship.&lt;br /&gt;
&lt;br /&gt;
=== Crafting Rules ===&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Craft Electronics, Craft Mechanics, and Craft Structure.&lt;br /&gt;
&lt;br /&gt;
Building a ship requires a Ship Yard. Making repairs to a ship can be done without being in a shipyard but the ship cannot be in FTL and it takes twice as long as it would normally take in a ship yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A shipyard can have as many as 50 people working on the same ship. Heavy, 500 people. And Super Heavy 5,000 people. Cost may vary based on the GM. The default suggestion is a flat group rate of $10,000 per day for a full crew of 50 (equating to $200 per worker per day), plus a completion bonus equal to 1/1000th of the ship&#039;s cost.&lt;br /&gt;
&lt;br /&gt;
Other players can also help in building a ship. The same rules that apply to building a structure apply. To review the rules go [[Craft|here]]. Repair work can also be divided up. &lt;br /&gt;
&lt;br /&gt;
Building a Weapon or other hard point accessory is also considered like building a structure. With the exception of Diminutive and Fine as they are normal sized weapon rules and thus follow standard weapon crafting rules. Making a hard point requires either a ship yard or an Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on their weapon sizes just like ships. &lt;br /&gt;
*Huge: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Medium: 20 Days&lt;br /&gt;
*Small: 10 Days&lt;br /&gt;
&lt;br /&gt;
Building a Bay requires 20 days for normal-sized bays and 40 days for Large-sized bays. They can be built in any facility capable of constructing a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.&lt;br /&gt;
&lt;br /&gt;
Building an upgrade or other accessory is completely dependent on the item itself. However, installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Crafting Ship Functions&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
It requires a crafting skill of 3 in the correct craft skill. The craft skill is determined by which of the 6 Core System Attributes the Function is associated with. Engines and Weapons are associated with Craft Mechanics. Structure is associated with Craft Structure. Shields, Electronics, Sensors is associated with Craft Electronics. In order to craft a Function with Class 1 the crafter must have 4 ranks in the appropriate skill. For Class 2 the crafter must have 5 ranks and so on. &lt;br /&gt;
&lt;br /&gt;
Only Upgrades for the 6 C.S.A have both Class and Grade. To learn more about upgrades, visit the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Upgrades]] section of the [[Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Crafting FTL Drives&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
FTL drives are considered among the most complex pieces of equipment ever invented. It requires at least 3 ranks in the following 3 crafting skills: Craft Mechanics, Craft Electronics, and Craft Structure. Making an FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go [[Craft|here]]. There are no mastercrafted FTLs.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Master Work Spaceships&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
A ship can be Masterworked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that affect ship building and those again are Craft Electronics, Craft Mechanics, and Craft Structure. That means there is a total of +3 points that can go toward a ship. &lt;br /&gt;
&lt;br /&gt;
A ship cannot be upgraded with Masterworked parts. A ship can only be constructed as such. Each extra point awarded to the ship ups the price by an additional 1/4th the base price.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Scavenger_One_Shot&amp;diff=11677</id>
		<title>Scavenger One Shot</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Scavenger_One_Shot&amp;diff=11677"/>
		<updated>2026-07-22T02:55:45Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Room 3: Cargo Bay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Scavenger_One_Shot_StationView.jpg|1408x768px]]&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: Derelict Delve on Aethelgard-7 ==&lt;br /&gt;
&lt;br /&gt;
This is a tactical and exploration-based one-shot adventure for a crew of Level 1 or 2 characters. It focuses on Ground Combat and various aspects of dungeon crawling, e.g., dealing with traps, figuring out how to proceed through difficult spaces, etc.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
The players are a crew of contract scavengers specializing in &amp;quot;Station Stripping.&amp;quot; The Players do not play as the Captain. A high-paying contract (100,000 ISC) is offered by &#039;&#039;&#039;Dr. Valen Vance&#039;&#039;&#039;, an executive from the Grayling biotechnology corporation &#039;&#039;&#039;Xeno-Synth Systems&#039;&#039;&#039;. The mission is to board &#039;&#039;&#039;Aethelgard-7&#039;&#039;&#039;, a decommissioned communications and monitoring outpost at the system&#039;s edge. The players may keep and sell all salvaged metal and equipment, but they must retrieve specific &amp;quot;cryo-containers&amp;quot; from the cargo bay and download all research data from the mainframe.&lt;br /&gt;
&lt;br /&gt;
In truth, Aethelgard-7 was purchased by the Xeno-Synth Corp to operate a secret laboratory researching a forbidden bio-mechanical nanite pathogen: the &#039;&#039;&#039;Cybertaker Strain&#039;&#039;&#039;. The pathogen escaped, assimilating the staff and even the machines. Xeno-Synth Systems abandoned the station to cover up their illegal research. Now, they want their asset recovered using the expendable scavengers.&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Dr. Valen Vance (Grayling Corp Rep):&#039;&#039;&#039; Cold, demanding, and communicates only via encrypted hologram. He warns the crew not to inspect the research files and to use a special data drive that can plug into the system to extract the data. &amp;quot;...Because you would be unable to otherwise.&amp;quot;&lt;br /&gt;
# &#039;&#039;&#039;Mother-7 (Corrupted Station AI):&#039;&#039;&#039; The station&#039;s central computer. Infected by the nanites, she oscillates between hostile defense subroutines and fragmented, desperate warnings to the crew to escape. &lt;br /&gt;
# &#039;&#039;&#039;Dr. Sarah Lin (Assimilated Station Lead):&#039;&#039;&#039; Vance&#039;s former head researcher, now fully merged with the reactor core and serving as the primary hive host.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD;&lt;br /&gt;
    A[Room 1: The Hangar Dock] --&amp;gt; B(Room 2: Station Foyer);&lt;br /&gt;
    B --&amp;gt; C(Room 2b: Central Hub);&lt;br /&gt;
    C --&amp;gt; D(Room 3: Cargo Bay);&lt;br /&gt;
    C --&amp;gt; E(Room 4: The Core Lab);&lt;br /&gt;
    C --&amp;gt; F(Room 5: The Command Bridge);&lt;br /&gt;
    E --&amp;gt; F;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Opening Story Summary ==&lt;br /&gt;
&#039;&#039;Read the following aloud to the players to start the adventure:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Space is vast, cold, and quiet—until the Captain&#039;s voice barks over the ship&#039;s comms, marking the end of a silent transit. The Captain signed the contract before any of you could voice an objection. A whopping 100,000 ISC from &#039;&#039;&#039;Xeno-Synth Systems&#039;&#039;&#039; to salvage and secure &#039;&#039;&#039;Aethelgard-7&#039;&#039;&#039;, a decommissioned communications and monitoring outpost drifting at the very edge of the system.&lt;br /&gt;
&lt;br /&gt;
The official corporate brief says the station was decommissioned and abandoned. But the pay is far too high for a standard station-stripping run, and the corporate executive, &#039;&#039;&#039;Dr. Valen Vance&#039;&#039;&#039;, was far too eager to hand over a custom, encrypted data drive to extract the mainframe logs—warning you not to look at the files. There is a mystery waiting in the dark of that hull, one that Vance is paying handsomely to keep buried. But as scavengers, you don&#039;t get to ask questions when the Captain has already accepted the credits.&lt;br /&gt;
&lt;br /&gt;
Through the viewport, &#039;&#039;&#039;Aethelgard-7&#039;&#039;&#039; looms—a dead, silent leviathan of steel and Fusion Core Radiator panels drifting against the stars. No beacons flash, no docking return signal, no lights shine through the small circular windows. Only the radiator panels, glowing a faint red, indicate that the station still lives.&lt;br /&gt;
&lt;br /&gt;
Your salvage vessel maneuvers close, aligning with the external docking ring. The thrusters roar one last time, followed by the heavy, shuddering clunk of the clamps locking onto the station&#039;s docking port. The airlock cycle begins, and your ship&#039;s cargo bay doors hiss open. Instantly, sirens blare; you feel air whooshing past you for a quick second before the emergency pressure doors slam shut with a violent clang. Your body flashes in discomfort at the quick change in pressure.&lt;br /&gt;
&lt;br /&gt;
You look through a window to survey the problem. Before you lies the station&#039;s docking bay—a narrow metal walkway hangs suspended over a cavernous, dark bay. Sparks shower from failing overhead conduits, casting erratic shadows across the rusted deck plates. On the opposite side of the walkway, the manual override console for the docking clamps blinks a weak amber warning light, indicating the dock is unsecured. Beyond it, the main hangar doors are jammed half-open, revealing the cold void of space.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rooms ==&lt;br /&gt;
&lt;br /&gt;
=== Room 1: The Docking Bay ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when they are ready for Room 1:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The intercom buzzes. The captain&#039;s voice is barely heard over the popping in your ears. &amp;quot;The main hangar door is jammed! You grunts will have to seal this place, or the station-side airlock won&#039;t open. Use the pressure suits and get to those controls.&amp;quot; Another buzz sounds from the intercom as the captain dismissively hangs up.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
;Overview:&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Close the main hangar doors to complete the docking and allow access to the rest of the station.&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; The power is fluctuating, and the main hangar doors are jammed half-open. When the players try to manually override the docking clamps, the station&#039;s security grid misidentifies them as intruders and deploys a patrol of &#039;&#039;&#039;[[Scavenger One Shot#Corp Security Droids|Corp Security Droids]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Special System Mechanics:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Vacuum and Bulky Suits:&#039;&#039;&#039; Characters without vacuum-sealed armor must wear &#039;&#039;&#039;Emergency Pressure Suits&#039;&#039;&#039; (AC +0, imposes &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; on Dexterity-based skill checks) [[Advantage]].&lt;br /&gt;
:* &#039;&#039;&#039;Suit Puncture:&#039;&#039;&#039; Taking a &#039;&#039;&#039;Major Hit&#039;&#039;&#039; punctures a suit. A character must spend a Simple Action to apply a patch, or take 1d6 Thermal (Cold) damage at the start of each of their turns [[Conditions]].&lt;br /&gt;
&lt;br /&gt;
;Details:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Perception Check&#039;&#039;&#039; - If the Players make a [[Perception]] check of the room while they cross the walkway:&lt;br /&gt;
:* DC 11 - (GM Note: This can be freely provided through Passive Perception if you desire) The player notices damage all over the place. There are many cargo boxes clogging the hangar doors in the second half of the cargo bay, and it appears that a ship ripped itself free of its clamps.&lt;br /&gt;
:* DC 15 - They determine from afar that the console looks damaged but functioning, and that there may be blood on it. This can be seen without a check when a player reaches it.&lt;br /&gt;
:* DC 17 - The player notices a dead Grayling that is still clinging to the metal structure of the station. The player also notices security droids. They appear damaged, and many of them are piled up with boxes that appear to be jamming the door; others are on the walkway on the hangar&#039;s other side, slumped over and apparently off.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Console:&#039;&#039;&#039; - This console looks damaged but is still functioning. A player who approaches it will notice blood that has boiled dry on the console due to rapid decompression.&lt;br /&gt;
:* Hacking the console requires a [[Computer Use]] check (DC 12).&lt;br /&gt;
::* &#039;&#039;&#039;Success&#039;&#039;&#039; causes the doors to reset. They first open all the way, causing many of the containers to float out into space. Then the doors close, forming a seal.&lt;br /&gt;
::* &#039;&#039;&#039;Failure&#039;&#039;&#039; causes all the security droids to activate.&lt;br /&gt;
:* Regardless of the result, the security droids activate, but if it is a success, most of the droids are flushed out the airlock. Only two damaged droids remain. On a failure, many of the droids try to escape the pile-up at the hangar bay door, while some droids (half of the total player count, rounded down) get out and attempt to fly up to the walkway. The rest are pushed out of the hangar bay, and the bay doors close. &#039;&#039;&#039;Note&#039;&#039;&#039;: If a player has a Passive Perception of 14, they can automatically detect that the robots are activating. Otherwise, a player must state that they are watching out for the bots, or the bots get a surprise round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Read the following aloud to the players after combat is finished:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Another buzz sounds off, but to your surprise it isn&#039;t the captain&#039;s voice. You realize this is coming from the station&#039;s intercom. A cold, somewhat robotic, vaguely feminine voice speaks. &amp;quot;Welcome to Aethelgard-7, property of Xeno-Synth Systems Inc. Please leave promptly. The nearest exit should be available. Self-termination is also a quick way to exit if the door malfunctions. Thank you for your cooperation!&amp;quot; Another buzz cuts in, and silence now fills the hangar bay.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corp Security Droids ====&lt;br /&gt;
[[File:Scavenger_One_Shot_CorpSecDroid.jpg|border|right|939x512px]]&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: A dark metallic chassis using a wheel for locomotion and 3 claw-like arms for stabilization. It also has a small jet booster for quick hops. It has a 4th &#039;arm&#039; that has a Shock Baton. These droids appear damaged.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 11&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 (HP is either 3 or 4). Flip a coin or make half have 4 HP and the other half have 5 HP to reflect their damaged state.&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 10/Con 12/Wis 5/Int 8/Cha 5&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Wheel + Booster for short hop flight (Wheel 20ft Base Walk/40ft Run) (Short Hop 50ft up and 15ft forward)&lt;br /&gt;
* &#039;&#039;&#039;Software&#039;&#039;&#039;: Infiltration Program +1 to Stealth checks&lt;br /&gt;
* &#039;&#039;&#039;Features&#039;&#039;&#039;: Sturdy Frame (DR 1)&lt;br /&gt;
* &#039;&#039;&#039;Subroutines&#039;&#039;&#039;: Guard/Attack On Sight&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: Defensive Martial Arts&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception, Study, Computer Use, Stealth +1&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Shock Baton 1d6+1 &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: Shock Baton (Kinetic/Electrical) [Rolls: Accuracy: 1d20 + 1d2 + 1 / Damage: 1d6 + 2]&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: None&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Room 2: Station Foyer ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when they enter Room 2:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;As you step through the station&#039;s heavy inner airlock, the door seals behind you with a reassuring thump, and the atmospheric cyclers groan to life, filling the room with thin, freezing air. You find yourselves in the station&#039;s foyer. Flickering, dim red emergency lights cast long, nervous shadows across the room. Directly ahead, the primary corridor is blocked by a massive, reinforced blast door, locked down tight.&lt;br /&gt;
&lt;br /&gt;
The only way forward is a maintenance access corridor to the side, but it has become a death trap. A breached coolant pipe is venting thick, swirling clouds of freezing cryogenic nitrogen gas across the floor. To make matters worse, a severed overhead conduit has fallen into the breach, sending dangerous, blue arcs of electricity dancing across the metal grates. The path forward is blocked by ice and high voltage.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Overview:&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Clear the side corridor of hazards to proceed deeper into the station.&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; The main blast doors are locked. The side corridor coolant loop is breached, venting freezing gas, and exposed wiring is electrifying the floor.&lt;br /&gt;
;Details:&lt;br /&gt;
If the Players do not make a Perception check, simply inform them of the general problem and remind them that [[Perception]] and [[Study]] checks may be necessary to discover solutions. [[Knowledge#Science|Knowledge Science]] can also be used in place of [[Study]]. If a Player has both [[Study]] and [[Knowledge#Science|Knowledge Science]], they can roll for both and take the highest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Perception Check&#039;&#039;&#039; - If the Players inspect the room to find a way through the coolant loop:&lt;br /&gt;
:* DC 11 - They notice the gas is venting from three distinct valves. To shut it off mechanically, the valves must be turned simultaneously, meaning they must coordinate their efforts.&lt;br /&gt;
:* DC 15 - They notice the electrical conduit is sparking in a slow, rhythmic 3-second cycle. Timing their movement grants Advantage on the Athletics check to leap past it.&lt;br /&gt;
:* DC 17 - They spot a secondary electrical junction panel hidden behind a loose bulkhead plate. A character can attempt to cut the power to the severed conduit from here, resolving the electrical hazard entirely.&lt;br /&gt;
* &#039;&#039;&#039;Study Check&#039;&#039;&#039; - The Players can study the environment and the situation to try to discover new ways to deal with the situation. (A [[Knowledge#Science|Knowledge Science]] check can also be used in place of [[Study]].)&lt;br /&gt;
:* DC 12 - The players note that they can fix the valves so they are easy to turn and that it will require a [[- Mechanical|Craft Mechanical]] check.&lt;br /&gt;
:* DC 14 - If they haven&#039;t noticed with Perception, they will now notice the electrical conduit is sparking in a slow, rhythmic 3-second cycle. Timing their movement grants Advantage on the check to leap past it.&lt;br /&gt;
:* DC 18 - A Player thinks they have pinpointed the correct wiring to disable the electricity in the corridor.&lt;br /&gt;
* &#039;&#039;&#039;Note On Take Ten/Twenty&#039;&#039;&#039;: Since the foyer itself is safe, characters can Take 10 or Take 20 on their Study checks to analyze the hazard before entering it. Doing so automatically succeeds on all Study check potential information. However, taking 20 minutes allows time to pass, which causes the station&#039;s reactor to warm up: the difficulty to cross the electricity increases by +4, and the damage from the coolant leak increases by 1 damage die. Please read the flavor text below if they Take 20, or if the players take too long at &#039;&#039;&#039;Resolving the Hazards&#039;&#039;&#039; (see below).&lt;br /&gt;
&#039;&#039;Read the following aloud to the Players if they take too long&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The station rumbles beneath your feet as if some great beast were awaking within. It stops, and only the sounds of electric sparks and the hissing of coolant can be heard once again. A buzz in your ear precedes the Captain&#039;s next announcement over the comms, &amp;quot;Something just happened. One of the reactors just went extra hot! What are you guys doing in there? Get a move on!&amp;quot; You notice that the electrical sounds are now at a different frequency, and the coolant is hissing even louder than before!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Resolving the Hazards:&#039;&#039;&#039;&lt;br /&gt;
: To clear the coolant leak, the crew has a few options:&lt;br /&gt;
:* &#039;&#039;&#039;Coordinated Shutoff (Valves):&#039;&#039;&#039; Requires three players to turn the valves in sync. The valves appear jammed and even partially frozen over. The characters make a [[SkillsBasics#Cooperative Checks|Cooperative Check]] Strength DC 18 (requiring a majority of participating characters, i.e., 2 out of 3, to succeed). A failure with a NAT 1 on any check will cause that player to be [[Conditions#Fatigue Track|Fatigued]] and the Players must wait a minute before trying again. Each subsequent attempt grants &#039;&#039;&#039;1Ad (Advantage)&#039;&#039;&#039; to the check. On the 3rd try, they succeed no matter the result. However, time has passed, and the electricity trap has become fiercer. If the Players had to try all 3 times, then read the text for Take Ten/Twenty.&lt;br /&gt;
::* &#039;&#039;&#039;Valve Repair (DC 12 Study required):&#039;&#039;&#039; The players realize that they can repair the valves with a [[- Mechanical|Craft Mechanical]] DC 14 check. Each successful repair on a valve reduces the Strength check DC by 4.&lt;br /&gt;
:* &#039;&#039;&#039;Brute Force Run:&#039;&#039;&#039; This is extremely ill-advised. Players can try to run through the corridor. An [[Athletics]] DC 25 is necessary to get through without the cold damaging the character. For every 4 points by which the DC is missed, the character must roll a CON save (DC 15) or take 1d4 cold damage (up to a maximum of 3 times). When doing this, they take &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; on passing through the electrical hazard and ignore any benefit provided by the Perception and Study checks.&lt;br /&gt;
: To deal with the electrical hazard:&lt;br /&gt;
:* &#039;&#039;&#039;Leap Across:&#039;&#039;&#039; A player can leap across the electrified grates with a DC 14 [[Athletics]] or [[Acrobatics]] check. Succeeding at the DC 15 Perception or DC 14 Study check grants &#039;&#039;&#039;1Ad (Advantage)&#039;&#039;&#039; on this roll. Failure causes 1d6 (E) damage.&lt;br /&gt;
:* &#039;&#039;&#039;Junction Panel Disable (DC 17 Perception required):&#039;&#039;&#039; A character can disable the power at the junction panel with a DC 15 [[Sleight of Hand]] check, turning off the electrical arcs safely. A failure results in 1d3 (E) damage.&lt;br /&gt;
:* &#039;&#039;&#039;Cutting the Wires (DC 18 Study required):&#039;&#039;&#039; A character can simply cut the correct wiring to disable the electricity, resolving this trap. The GM can optionally require a DC 5 check (Sleight of Hand or Disable Device) to perform the cut safely.&lt;br /&gt;
&lt;br /&gt;
=== Room 2B: Central Hub ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when they enter Room 2B:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Already tired and shivering from the hazards, you scramble out of the maintenance corridor and stand in the station&#039;s Central Hub, your breath pluming in the cold.&lt;br /&gt;
&lt;br /&gt;
The hub is a circular chamber with four heavy blast doors lining the walls. Overhead, the main lights are dead, leaving the room illuminated only by the faint, amber glow of emergency backup terminals. The silent, empty station stretches out from here in every direction:&lt;br /&gt;
&lt;br /&gt;
The main corridor behind you is fully sealed—a thick steel blast door blocking your way back to the Foyer. The door to the Core Lab is locked down tight. Its access terminal is smashed and burnt out, leaving only a keycard slot blinking a slow, red warning light. The door to the Command Bridge is dark and cold, its control panel completely unpowered and dead. The Cargo Bay door is the only one showing signs of life. Its terminal glows with a steady green light and hums softly, unlocked and ready to open.&lt;br /&gt;
&lt;br /&gt;
Suddenly, without warning, a faint crackling laugh echoes in the chamber. The metallic, malicious sound echoes around this circular room, and you are all unable to determine its source. A cruel voice speaks; &amp;quot;You should have listened to Mother... Mother knows best.&amp;quot; More laughter echoes and then silence.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Overview:&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Determine the direction to take. This room has 4 doors. One leads back to the Foyer, which is unreachable. Then there is a door leading to the Core Lab, another leading to the Command Bridge, and lastly a door leading to the Cargo Bay.&lt;br /&gt;
* &#039;&#039;&#039;Foyer Door:&#039;&#039;&#039; It has already been determined that this way is completely blocked and cannot be, nor should it be, opened.&lt;br /&gt;
* &#039;&#039;&#039;The Core Lab Door:&#039;&#039;&#039; This door is completely locked down. The terminal used to access it has been destroyed, so only the keycard port appears to be working.&lt;br /&gt;
* &#039;&#039;&#039;The Command Bridge:&#039;&#039;&#039; This door is also locked down. The power to this door has been disabled. Its terminal is dead. The Players can try to force entry. The door is tough and cannot be blasted through easily. However, nothing is holding the door down. A Strength check DC 25 could succeed at forcing the door open. A portable power pack could also provide power to the door. At that point, a Computer Use DC 12 is necessary to make the door recognize you and open.&lt;br /&gt;
* &#039;&#039;&#039;The Cargo Bay:&#039;&#039;&#039; Here, the bay door is both powered and unlocked. This should force the Characters to have to go through the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
;Details:&lt;br /&gt;
* &#039;&#039;&#039;Perception Check:&#039;&#039;&#039; A perception check reveals nothing new.&lt;br /&gt;
* &#039;&#039;&#039;Study Check:&#039;&#039;&#039;&lt;br /&gt;
:* DC12 - The Players notice that a key card terminal for the Core Lab Door still appears functional.&lt;br /&gt;
:* DC18 - The Players realize that a portable power station could be jerry-rigged to power the Command Bridge door.&lt;br /&gt;
* &#039;&#039;&#039;Knowledge Mechanic or Electrical:&#039;&#039;&#039;&lt;br /&gt;
:* DC16 - The Players realize that a portable power station could be jerry-rigged to power the Command Bridge door.&lt;br /&gt;
* &#039;&#039;&#039;Computer Use:(Requires Study Check DC12)&#039;&#039;&#039; This is to try to hack the Key Card Terminal. This is a DC25 Computer Use [Expert] check and should be nearly impossible for the players to succeed on.&lt;br /&gt;
:* &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Stating a check&#039;s competency level, i.e., Computer Use [Expert] or Computer User [Novice], is a way to convey to the Players just how hard an action is. You do not necessarily have to say the DC value. Only that it would require an &#039;Expert&#039; to succeed at the listed DC. The lower the competency level of a player&#039;s Computer Use Skill, the higher the DC is for them. These players should be level 1 or 2. Meaning they are novice. So this adds to the DC, making this virtually impossible for them. More on calculating the DC based on competency level [[SkillsBasics#Skill Competency Levels|here]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Taking Ten or Twenty:&#039;&#039;&#039; If the Players decide again to take ten or twenty, the GM should describe the same rumbling feeling and have the captain get on the comms to demand they hurry up in securing the station. However, nothing notable happens. If the GM hasn&#039;t used the text for Take 10/20 from the previous section, feel free to use it here instead.&lt;br /&gt;
&lt;br /&gt;
=== Room 3: Cargo Bay ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when they enter Room 3:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;As the door slides open and you step into the vast, silent cavern of the station&#039;s main Cargo Bay, the air hits you—stale and thick with dust. Massive cargo containers and stacks of metal crates tower around you in the darkness like rusted monoliths. Overhead, high walkways hang silently, casting long, stark shadows.&lt;br /&gt;
&lt;br /&gt;
Arriving at the coordinates listed on the manifest on your datapad, your eyes trace the rows of shipping containers until they lock onto a specific pile in the corner. Stamped with the blue-and-silver corporate seal of Xeno-Synth Systems are the cargo containers you were sent to retrieve. Nearby, a heap of discarded scrap metal and a deactivated maintenance drone chassis lies slumped in the dark; a cargo management terminal blinks a weak, amber status light in the gloom.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Overview:&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Retrieve the client&#039;s containers from their listed manifest location.&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; The crew finds the containers stamped with corporate logo seals in the Cargo Bay.&lt;br /&gt;
* &#039;&#039;&#039;The Twist:&#039;&#039;&#039; The containers are empty decoys rigged with &#039;&#039;&#039;Electric Arc Traps&#039;&#039;&#039; and &#039;&#039;&#039;Gas Grenades&#039;&#039;&#039;. When triggered, the bay doors lock, two corp security droids and and two corrupted Grayling scientists rise from scrap piles to attack.&lt;br /&gt;
* &#039;&#039;&#039;The Resolution:&#039;&#039;&#039; Players can hack the local manifest terminal, DC 10 Computer Use, to discover that the real biological research containers were moved to the Core Lab.&lt;br /&gt;
&lt;br /&gt;
;Details:&lt;br /&gt;
* &#039;&#039;&#039;Perception Check:&#039;&#039;&#039; If the Players choose to perform a Perception check&lt;br /&gt;
:* DC11 - The Player notices a manifest terminal that is operational. Passive Perception would also allow the player to notice this.&lt;br /&gt;
:* DC15 - The Players notice a Trap set on the containers marked on their manifest.&lt;br /&gt;
:* DC17 - They notice two Corp Security Droids are actively hiding in the pile of rubble.&lt;br /&gt;
:* DC19 - They notice two corrupted Graylings hiding behind containers, waiting to ambush the players. Upon discovery, they attack along with the Corp Security Droids..&lt;br /&gt;
:* DC20 - Before or after the battle, this reveals a Mobile Power Station usually used for in-the-field repairs and work. This can be jerry-rigged with Craft Electronics DC11, Knowledge Science DC12, or an Intelligence check DC13 to successfully power the Command Bridge door.&lt;br /&gt;
* &#039;&#039;&#039;Study or Perception Check on the Containers:&#039;&#039;&#039;&lt;br /&gt;
:* If the Players choose to specifically check the Containers, a DC15 Perception check or DC13 Study check will reveal the Trap on the containers.&lt;br /&gt;
:* DC13 Study check of the Console will show the Players the manifest, and also reveal the controls for the Maintenance Droid.&lt;br /&gt;
* &#039;&#039;&#039;Disable Device (Unlock if a Player discovers the trap):&#039;&#039;&#039; A [[Disable Device]] check on the trap with a DC14 will safely remove the trap but also trigger the encounter if it hasn&#039;t already.&lt;br /&gt;
* &#039;&#039;&#039;Triggering the Trap and/or Combat:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when combat is about to start&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
(If they trigger the trap) &amp;quot;Suddenly, grenades fly into the air from the box and a bright blue flash erupts as a bolt of electricity shoots from the container.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(If combat starts) &amp;quot;Just then, out of the rubble pile shoot two Corp Security Droids; they look like their companions from the hangar bay. If that sight wasn&#039;t bad enough, an even more bizarre sight catches your eye: two Graylings in science uniforms pop out of containers in opposite corners of the hangar bay. They point pistols at you. You notice just then that their skin glistens in an unnatural way.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Trap Details&#039;&#039;&#039;: The closest person to the container, or the one opening it, must make a Dex saving throw DC 14 or take 1d4 + 1 (E) damage. The gas grenades go off at the end of the Players&#039; Vanguard phase. The grenades have a diameter of 20ft and automatically cause all people within that range to roll a Conn Save DC 12 or take 1d4 Conn damage. The gas dissipates by the end of the round.&lt;br /&gt;
;Combat Details:&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; During combat, the first time a Player succeeds at damaging a Grayling, the GM should inform them that it appears that the damage dealt is slowly healing, that the glistening skin seems to move around and over the wound. A Knowledge Science or Tech check DC15 will tell the person that this is some sort of hybrid nano/bio technology. It should be obvious to the Players that the Grayling is regenerating lost Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Round 1/Surpise Round:&#039;&#039;&#039; During the first round for the enemies, whether it&#039;s a surprise round or a standard one, the Droids will use their round to get close to the players, while the Graylings will not move but will fire their laser pistols.&lt;br /&gt;
&#039;&#039;At the beginning of Round 2, read the following to the players&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Suddenly, a scratching of metal can be heard over the sounds of the battle. A rumbling as boxes and metal containers of scrap fall down off the rising behemoth of the Maintenance Droid. Its control chair and console glisten with the same strange substance that coats the Graylings&#039; skin. The Maintenance Droid is clearly booting up. It will take a few more seconds, but you get an odd feeling that this mindless machine seems eager to join the battle.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::* &#039;&#039;&#039;Note:&#039;&#039;&#039; The Maintenance Droid is slow and will not enter combat until the next round. GM Note: If the combat is not going well for the enemy and the player is easily winning, have the Droid enter combat at the end of the Rearguard phase of Round 2.&lt;br /&gt;
* &#039;&#039;&#039;Overall Tactics:&#039;&#039;&#039; The Corp Security Droids will try to do melee attacks with their knives while the Graylings will not move even if an enemy gets right on top of them. Once the Maintenance Droid enters combat, it only wants to smash the players. If it cannot do melee, it will pick up a chunk of debris and throw it at the party.&lt;br /&gt;
* &#039;&#039;&#039;Perception Check During combat:&#039;&#039;&#039; If the Players choose to check out their surroundings during combat.&lt;br /&gt;
:* DC12 - They notice that one of the Graylings has a Key Access Card on their lapel.&lt;br /&gt;
:* DC15 - They notice that the maintenance console lights have changed, likely because the Maintenance Droid is being controlled through the console.&lt;br /&gt;
* &#039;&#039;&#039;Computer Use:&#039;&#039;&#039; In combat, if the Players choose to hack into the console, it is a Computer Use DC14 check. They can choose to disable the maintenance droid. By successfully rolling a Computer Use DC 18 or more, they can reprogram the Maintenance Droid to attack enemies, if they are still alive. If not in combat, it&#039;s DC 10, and they can learn that the contents of the Containers were moved to the Core Lab.&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Droid ====&lt;br /&gt;
[[File:Scavenger_One_Shot_Maintenace_Droid.jpg|border|right|939x512px]]&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This massive, hulking Droid stands almost twice as tall as a normal person and has two widely spaced legs for bipedal movement. Its arms are meant not only to pick up smaller objects but also to slide into the sides of large cargo containers to lift them as if it were a forklift. This was clearly not meant for combat. Its control circuitry seems to glisten with a weird substance.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Large&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 9&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: -&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d10 / 20&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 18/Dex 8/Con 10/Wis 5/Int 5/Cha 5&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: -1 (Must always be in Rearguard)&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Software&#039;&#039;&#039;: Skill Upgrade&lt;br /&gt;
* &#039;&#039;&#039;Features&#039;&#039;&#039;: Artificial Strength&lt;br /&gt;
* &#039;&#039;&#039;Subroutines&#039;&#039;&#039;: Aid/Deliver&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: -&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics +1, Perception, Study, Computer Use&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: Improvised Smash 1d6 + 4 [Roll: Accuracy: 1d20 + 4 - (1d2+1) / Damage: 1d6 + 4] This Attack takes disadvantage. Also, it is so slow that the target can attempt to dodge with a Dex Save of DC 14.&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: Improvised Throw Trash 1d8 [Roll: Accuracy: 1d20 - (1d2+1) / Damage: 1d8] This Attack takes disadvantage. Also, it is so slow that the target can attempt to dodge with a Dex Save of DC 14.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corrupted Grayling Scientist ====&lt;br /&gt;
[[File:Scavenger_One_Shot_Graylings.jpg|border|right|939x512px]]&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Short with grey skin, and large dark eyes. Their white lab coats hide more colorful tattoos. However, their skin and tattoos are hard to see through the weird, glittering substance covering most of their body. These Graylings have a sickly and crazed look about them.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 11&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: -&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: 1d6 / 6&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 10/Dex 12/Con 10/Int 17/Wis 15/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: Laser Pistol x2/20 +1 1d8 (T) [100ft] [Rolls: Accuracy: 1d20 + 1d2 + 2 / Damage: 1d8 (T)]&lt;br /&gt;
* &#039;&#039;&#039;Special&#039;&#039;&#039;: They regenerate 1HP per round. If knocked out, the regeneration continues, and once they reach 1 HP, they rise again. In order to stop this, they must take at least 6 negative damage, or burn, or otherwise destroy the bodies.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Room 4: The Core Lab ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when they enter Room 4:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The heavy blast door slides aside to reveal the station&#039;s Core Lab, but the sterile laboratory you expected is gone. Instead, you face a pulsing, bio-mechanical nightmare. Thick, black cables and metallic vines sprawl across the floor, walls, and ceiling like frozen roots, dripping with a glistening, iridescent fluid. The air is warm and smells faintly of ozone and burning synthetic flesh.&lt;br /&gt;
&lt;br /&gt;
At the center of the chamber, bathed in the blinding, erratic glow of the exposed fusion reactor core, stands a horrific silhouette. The upper body of a woman in a shredded research coat is fused directly into the main power junction. Wires and nanite-laced conduits weave through her skin, and her head hangs limp until you step inside. She snaps her head up, her eyes glowing with a cold, artificial light as a massive energy shield crackles to life around her. In the shadows of the machinery, several mutated, jerky figures—assimilated crew members—begin to step forward.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Scavenger_One_Shot_Boss.jpg|border|1408x768px]]&lt;br /&gt;
&lt;br /&gt;
;Overview:&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Defeat the assimilated Dr. Sarah Lin and secure the true cryo-containers.&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; The Core Lab has been transformed into a bio-mechanical nest. Dr. Sarah Lin has been fused into the station&#039;s main power grid, drawing energy from the energy reactor.&lt;br /&gt;
* &#039;&#039;&#039;The Encounter:&#039;&#039;&#039; &#039;&#039;&#039;The Cybertaker Host (Dr. Lin)&#039;&#039;&#039; and a swarm of assimilated crew thralls attack. The Host sweeps the area with mechanical tentacles. If her Shield is disabled, she also uses a breath weapon.&lt;br /&gt;
 &lt;br /&gt;
;Details:&lt;br /&gt;
* &#039;&#039;&#039;Perception Check:&#039;&#039;&#039; If the Players choose to perform a Perception check&lt;br /&gt;
:* DC 12 - The player notices large shield emitters behind the mangled body of Dr. Sarah Lin. These are plugged directly into the reactor and are vulnerable to attack.&lt;br /&gt;
:* DC 14 - The player notices a lapel security key badge hanging off what is left of the Doctor&#039;s lab coat.&lt;br /&gt;
:* DC 16 - The player notices that a control panel operated by one of the corrupted people is active and displays information about the reactor status. It is the reactor control computer!&lt;br /&gt;
* &#039;&#039;&#039;Computer Use (Requires Perception DC 16):&#039;&#039;&#039; A player can use [[Computer Use]] to access the terminal and start turning off the reactor. There are 3 reactors. Each reactor shutdown will disable one of the tentacles Dr. Lin controls and weaken the shield by removing 2 DR and 1 point of HP regeneration from Dr. Lin. After the final reactor is shut down, Dr. Lin&#039;s shield drops completely, all the mechanical tentacles fall still, and her regeneration stops.&lt;br /&gt;
 &lt;br /&gt;
;Tactics:&lt;br /&gt;
The minions all have ranged laser pistols in one hand and a knife in the other. If the players get close for melee, the minion will use the knife. If not, they will use the pistol. They will target whoever is closest without any tactics or care for the environment; they appear mindless.&lt;br /&gt;
 &lt;br /&gt;
Dr. Sarah Lin will use her mechanical tentacles to do ranged touch attacks. These act like a whip, dealing 1d4 - 1 (K) + 1d4 (E) damage. The tentacles are weak and not able to do much, as they were not meant for combat; their main purpose is to electrify the opponent. The Doctor is a boss and thus gains special boss features. They can act in both Vanguard and Rearguard phases. They can also choose to sacrifice the round to act at the top of the round before anybody else. In each phase of combat, Dr. Lin uses 1 of the 4 tentacles to attack. She will focus first on anyone trying to access the console. Second, on anyone who has succeeded at dealing her damage. And lastly, the person who has done the most damage to one of her minions. If someone is at the console, at the start of a round she can choose to act first to use all 4 tentacles to grapple the target. For every tentacle lost, she takes disadvantage. If it looks like she is going to be defeated (all her minions are dead, she has lost her shield, and has less than 1/2 health while the Players are better off), she will try to convince the players that assimilation is better, while secretly enabling a self-destruct. A [[Perception]] or [[Sense Motive]] check (DC 14) reveals the deception.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the GM is so inclined to make combat more difficult, or to account for when the players take too long (such as choosing to Take 10 or Take 20), they can add extra buffs to Dr. Sarah Lin, as if the reactors powering up are enhancing her. Perhaps adding an extra tentacle to destroy or another shield emitter that must go down before the shield drops.&lt;br /&gt;
 &lt;br /&gt;
==== Shield Emitters ====&lt;br /&gt;
These are Items and take Battle Scars under the [[Item Damage]] rules. They have R2/H5/AC 10, and by default there are 2 of them. Remember that an Item can only take 1 Battle Scar per Phase of combat. And that damage is accumulated between players for that Phase.&lt;br /&gt;
 &lt;br /&gt;
==== Dr. Sarah Lin&#039;s Mechanical Tentacles ====&lt;br /&gt;
These are also Items and can take Battle Scars under the [[Item Damage]] rules. They have R2/H5/AC 15, and by default there are 4 of them.&lt;br /&gt;
 &lt;br /&gt;
==== Dr. Sarah Lin Corrupted Human Scientist ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: If you only saw her upper body, you would find her surprisingly beautiful in an almost artificial way. The glistening skin shines and reflects patterns from the light cast all around the room by the reactors. She doesn&#039;t appear as malnourished as the others around her. Her hair of a black/brown color surprisingly still seems well-kept, as if the person standing there still cared about their appearance, which stands in stark contrast to the lower half of her body, which brutally transforms into a web of wires and tubes.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 8&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: -&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d6 / 10&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 10/Dex 6/Con 18/Int 20/Wis 8/Cha 10&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: Breath Weapon (She opens her mouth wide, and a glistening cloud emerges and settles in the air). Anyone within visual range must succeed on a [[SkillsBasics#Ability Checks|Wisdom]] save (DC 11) or be blinded for 1 round. Anyone within 20ft (including the control console) must also make a CON save (DC 15) or become stunned for 1 round.&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: Can attack both phases of combat. Per phase, one Tentacle Whip Ranged 50ft Touch Attack x2/20 1d4 - 1 (K) + 1d4 (E) [Roll: Accuracy: 1d20 + d2 / Damage: 1d4 - 1 (K) + 1d4 (E)] (50ft is meant to include the whole lab and extend slightly into the corridor)&lt;br /&gt;
:* &#039;&#039;&#039;Grapple&#039;&#039;&#039;: This can be done at the top of the round as a special and requires that she sacrifice all other actions in the round. She uses her 4 or whatever remaining tentacles to [[Techniques#Combat Techniques|grapple]] any person at the control console. For every remaining tentacle after the first 1, the Dr. gets advantage on the Grapple strength check. At the start of the next turn, the Dr must choose 1 of the following options.&lt;br /&gt;
::* &#039;&#039;&#039;Shock Grappled Person:&#039;&#039;&#039; If the grapple is still intact, the Dr can do 1d8 (E) damage to the target.&lt;br /&gt;
::* &#039;&#039;&#039;Toss:&#039;&#039;&#039; If the grapple is still intact, the Dr can choose to throw the opponent 20ft back towards the door.&lt;br /&gt;
::* &#039;&#039;&#039;Ignore:&#039;&#039;&#039; She can choose to ignore the target, keeping the grapple but using 2 of the tentacles for other things. Even if she chooses to use her Breath weapon, two of the tentacles will be released. If this happens for a second, the target is automatically freed. This reduces any advantage she may have against opposing Strength checks when the Character tries to escape.&lt;br /&gt;
* &#039;&#039;&#039;Specials&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Each round she regenerates 3HP as long as the reactors are working.&lt;br /&gt;
:* &#039;&#039;&#039;Shield&#039;&#039;&#039;: She has powerful and redundant shield emitters behind her. Providing her with DR6 (A)&lt;br /&gt;
&lt;br /&gt;
==== Human Minions ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Medium height for a human. They appear to be going bold. And their skin is covered in this glistening substance. Their lab coats have cuts and burn marks where it seems they were shot and stabbed. And yet they still stand. Their skin clings to their body as if they are malnourished.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 11&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: -&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d6 / 7&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 12/Int 14/Wis 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: Laser Pistol x2/20 +1 1d8 (T) [100ft] [Rolls: Accuracy: 1d20 + 1d2 + 2 / Damage: 1d8 (T)]&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: Advanced Knife x2/20 1d6 [Roll: Accuracy: 1d20 + d2 / Damage: 1d6 + 1 (K)]&lt;br /&gt;
* &#039;&#039;&#039;Special&#039;&#039;&#039;: They regenerate 2HP per round. If knocked out, the regeneration continues, and once they reach 1 HP, they rise again. In order to stop this, they must be reduced to -6 HP or lower, or their bodies must be burned or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Grayling Minions ====&lt;br /&gt;
These are the same as the Graylings noted [[Scavenger One Shot#Corrupted Grayling Scientist|above]] with two exceptions. One, they now have an optional melee attack, and two, they have 2 regeneration instead of 1.&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: Advanced Knife x2/20 1d6 [Roll: Accuracy: 1d20 - 1d2 / Damage: 1d6 (K)]&lt;br /&gt;
&lt;br /&gt;
=== Room 5: The Command Bridge ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Read the following aloud to the players &#039;&#039;&#039;IF&#039;&#039;&#039; the players enter this room &#039;&#039;&#039;before&#039;&#039;&#039; entering the Core Lab (Room 4):&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Command Bridge is bright, almost straining the eyes against the stark contrast with the station&#039;s dark corridors. A familiar voice comes from one of the console speakers. &amp;quot;Hello, and Welcome to the Command Bridge of the Aethelgard-7 Station. Property of Xeno-Synth Corp. I had hoped you would take my request and depart hastily. Please reconsider your actions and egress from this facility immediately.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when they enter Room 5 &#039;&#039;&#039;after&#039;&#039;&#039; defeating Dr. Lin in the Core Lab (Room 4):&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Stepping onto the Command Bridge, you are greeted by the deafening blare of evacuation klaxons and the frantic pulsing of red emergency strobe lights. Through the wide, sweeping viewports, the starfield outside tilts slowly, and sparks shower from overhead consoles. At the center of the deck, the main command console stands active, its screen flashing with the station&#039;s final logs. Nearby, the heavy security door to the station&#039;s secure armory sits slightly ajar, its lock disengaged by the emergency override. You have only minutes to download the files, grab what you can, and escape before Aethelgard-7 becomes your tomb.&lt;br /&gt;
&lt;br /&gt;
Over the intercom, the station&#039;s AI&#039;s corrupted voice glitches: &#039;Hello, Welcome to Aethe-Aethe-A-A-A-lgard-777-vvnnn. Property of... X... of... Reactor containment failure. Evacuate immediately. Evacuate immediately. I... I... I told you to leeeaaave. This is no place for flesh and blood. Reactor containment failure. Evacuate immediately. Evacuate immediately. You will diiiieeee nooowwww.&#039; The containment warning keeps repeating, but otherwise the AI doesn&#039;t feel the need to speak to you.&lt;br /&gt;
&lt;br /&gt;
Another person does, however; your boss buzzes in your ear. &amp;quot;What in all the Ring is going on in there! The station looks like it is about to explode, and the hangar bay doors just shut closed and will not respond to my request to leave.&amp;quot; He pauses... &amp;quot;Which I was prepping to do so that WHEN you get here I would be ready to instantly lift off.&amp;quot; The AI speaks again. &amp;quot;Containment of nano-machine cyborg experiment is top priority. Muuuuuuuust not allow substance to escape. You flesh and blood not allaaaallllewaaaaa... not allowed to liiiiiiive. Please kindly stop living.&amp;quot;&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Overview:&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Download the station&#039;s research log, salvage remaining high-tech equipment, and escape before the reactor collapses.&lt;br /&gt;
* &#039;&#039;&#039;The Challenges:&#039;&#039;&#039;&lt;br /&gt;
:* If Dr. Lin &#039;&#039;&#039;hasn&#039;t&#039;&#039;&#039; been defeated yet, the console is locked out. It is locked out by &#039;&#039;&#039;BOTH&#039;&#039;&#039; Dr. Lin and &#039;&#039;&#039;Mother-7&#039;&#039;&#039; the AI system. If asked, Mother-7 explains that she doesn&#039;t want these evil experiments set free. To obtain the data, 2 different players will need to succeed on [[Computer Use]] checks (DC 25) simultaneously. If even one fails, the system completely locks up and cannot be tried again. Also, the players cannot take 10/20. If the players somehow succeed, Mother-7 will plead with them not to go through with it and deploy security droids to stop them (4 undamaged droids appear through a heavy security door; this is the door to the armor; see below for more details).&lt;br /&gt;
:* If Dr. Lin &#039;&#039;&#039;has&#039;&#039;&#039; been defeated, special protocols have been activated because of the reactor failure. The consoles are open. When the players try to extract the data, Mother-7 pleads with them not to proceed. The security door to the room with the droids is also open, but the droids do not attack if someone enters; they simply politely ask the players not to panic and to find the nearest available exit for their own safety.&lt;br /&gt;
* &#039;&#039;&#039;Mother-7 (Her story):&#039;&#039;&#039; The AI system is called Mother-7. The station is named Aethelgard-7 because it is the 7th Generation of this station type, and this AI is the 7th-generation model. The company that built the station built it for the local government as a comms and observation facility. Its time has passed, and it was sold to Xeno-Synth Corp, who simply considered the AI part of the purchase and thus didn&#039;t replace it with their own. This AI, however, was built for the local government and had the local citizens in mind, as they were also the ones who operated it during its initial service. She/It sees these people as under her care, even though they no longer live on the station. She hates what the Xeno-Synth Corp has done here and will attempt to stop anyone who tries to take the research off station, especially if it ends up back in the Xeno-Synth Corp&#039;s hands.&lt;br /&gt;
* &#039;&#039;&#039;The Revelation:&#039;&#039;&#039; The downloaded files reveal that Xeno-Synth Corp under Dr. Vance&#039;s administration had taken on a new medical contract to expand a nanite healing system. However, this was just a cover story for further research into advancing a new type of highly integrated cybernetic implant. You also learn that Dr. Vance hired a human scientist named Dr. Sarah Lin and her team to lead the illegal work, possibly for plausible deniability. At some point, Dr. Lin began infecting the station&#039;s staff with the nanomachines. It is unknown if this happened before or after she herself was infected. A [[Knowledge#Culture|Knowledge Culture]] check (DC 12) reveals that advancing cybernetics beyond medical application is illegal in the Grayling government. A [[Knowledge#Culture|Knowledge Culture]] check (DC 14) reveals that Graylings take a lot of pride in their intellectual abilities; it would be extremely scandalous for a Grayling scientist to admit to having alien help, especially from a human. A [[Computer Use]] check (DC 15) reveals that Dr. Vance was not only aware of but also encouraged Dr. Lin&#039;s unorthodox and highly illegal research methods, which was another reason for placing the station so far out of reach.&lt;br /&gt;
&lt;br /&gt;
;Details:&lt;br /&gt;
* &#039;&#039;&#039;Escaping Aethelgard-7:&#039;&#039;&#039; The players will either need to override the locks in the computer system or use [[Diplomacy]] or [[Bluff]] (Intimidate will not work). The AI will know if the players take the research, so if they wish to take the research, they must explain it will be used only to incriminate Xeno-Synth Corp.&lt;br /&gt;
* &#039;&#039;&#039;Perception Check:&#039;&#039;&#039; DC14 reveals a Station map on display showing all the exits and the quickest way to get to each possible exit. A quick glance reveals to the players that there is a 2nd Hangar Bay highlighted. But further questioning of the AI or review of the computer systems will be necessary to determine whether that is an actual way out.&lt;br /&gt;
* &#039;&#039;&#039;Computer Use:&#039;&#039;&#039;\&lt;br /&gt;
:* (Requires Perception DC14) DC5: The Players learn about the private hangar gay detailed in the DC 12 section below.&lt;br /&gt;
:* DC 14: A player learns the full layout of the station, including a secondary private hangar bay accessible through the Cargo Bay. In the hangar is an experimental prototype Cruiser-class Grayling civilian personal luxury transport, upgraded with corporate security in mind. The player learns that this ship is the personal property of Dr. Valen Vance, who loaned it to Dr. Sarah Lin as a corporate perk. The ship requires a full crew of players to activate and fly, and it also requires Dr. Sarah Lin&#039;s personal keycard, which she drops when she dies.&lt;br /&gt;
:* DC 17 is necessary to override the lockdown. The players can try twice before they cannot try again.&lt;br /&gt;
* &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039;&lt;br /&gt;
:* DC 22 to allow the players to leave with the research to be used to incriminate the Xeno-Synth Corp.&lt;br /&gt;
* &#039;&#039;&#039;Bluff:&#039;&#039;&#039;&lt;br /&gt;
:* An opposing [[Bluff]] check against the AI&#039;s [[Sense Motive]] check to swear you will not sell the research but send it to the local government to incriminate them.&lt;br /&gt;
* &#039;&#039;&#039;The Salvage (Reward):&#039;&#039;&#039; In the bridge&#039;s secure armory, the players find:&lt;br /&gt;
:* A [[Laser Pistol#Tactical Laser Pistol|Tactical Laser Pistol]]&lt;br /&gt;
:* A [[Advanced Sword#Frequency Sword|Frequency Sword]]&lt;br /&gt;
:* A [[Improved Ballistic Vest]]&lt;br /&gt;
:* High-grade salvage components worth 10,000 ISC [[Wealth and Money]].&lt;br /&gt;
* &#039;&#039;&#039;Moral Dilemma &amp;amp; Endings:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;The Way Out:&#039;&#039;&#039; If the players discover the prototype cruiser ship, they now have a second means of escape. They no longer need to escape with the scavenger ship and free the captain. If the team cannot unlock the hangar bay doors or convince the AI to do so, they can take this route, but at the cost of the captain&#039;s life. However, a player may convince the AI to let the ship go with a [[Diplomacy]] DC 10, arguing that the captain isn&#039;t the one in possession of the research. (Note: If the GM continues this story outside of the one-shot, it is up to them whether the AI releases the captain anyway. This could create a grudge, leading to a vengeful captain hunting down the player characters in future adventures.)&lt;br /&gt;
::* &#039;&#039;&#039;Take the Ship:&#039;&#039;&#039; Dr. Vance will want the ship back. If the players choose to deliver the containers, he offers an additional 50,000 ISC as a personal thank you for returning his lost property. If the players refuse, regardless of the other options they take, Dr. Vance and Xeno-Synth Corp will send Tracers (Bounty Hunters) after the crew.&lt;br /&gt;
* &#039;&#039;&#039;Option A (Corporate Payout):&#039;&#039;&#039; Deliver the containers and data to Vance. Earn 100,000 ISC, gain &#039;&#039;&#039;+1 Credit Score&#039;&#039;&#039;, but the bio-weapon program continues.&lt;br /&gt;
* &#039;&#039;&#039;Option B (Leaked Files):&#039;&#039;&#039; Leak the files to the local system government. Vance blacklists the crew (&#039;&#039;&#039;-1 Credit Score&#039;&#039;&#039;), but the Local Government rewards them with 5,000 ISC per crew member, celebrates the crew as heroes, and offers them future work.&lt;br /&gt;
* &#039;&#039;&#039;Option C (Black Market Broker):&#039;&#039;&#039; Wipe their tracks, keep the data, and sell the pathogen on the black market. Earn 250,000 ISC on the black market, but corporate bounty hunters will hunt them in the future.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Scavenger_One_Shot&amp;diff=11676</id>
		<title>Scavenger One Shot</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Scavenger_One_Shot&amp;diff=11676"/>
		<updated>2026-07-21T02:46:23Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; SPOILER WARNINGS THIS IS FOR GAME MASTERS ONLY &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; All Artwork is temparory AI Generated Art using Gemini. This will be replaced by paid-for human artwork. &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Scavenger_One_Shot_StationView.jpg|1408x768px]]&lt;br /&gt;
&lt;br /&gt;
== Scavenger One-Shot: Derelict Delve on Aethelgard-7 ==&lt;br /&gt;
&lt;br /&gt;
This is a tactical and exploration-based one-shot adventure for a crew of Level 1 or 2 characters. It focuses on Ground Combat and various aspects of dungeon crawling, e.g., dealing with traps, figuring out how to proceed through difficult spaces, etc.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Premise ===&lt;br /&gt;
The players are a crew of contract scavengers specializing in &amp;quot;Station Stripping.&amp;quot; The Players do not play as the Captain. A high-paying contract (100,000 ISC) is offered by &#039;&#039;&#039;Dr. Valen Vance&#039;&#039;&#039;, an executive from the Grayling biotechnology corporation &#039;&#039;&#039;Xeno-Synth Systems&#039;&#039;&#039;. The mission is to board &#039;&#039;&#039;Aethelgard-7&#039;&#039;&#039;, a decommissioned communications and monitoring outpost at the system&#039;s edge. The players may keep and sell all salvaged metal and equipment, but they must retrieve specific &amp;quot;cryo-containers&amp;quot; from the cargo bay and download all research data from the mainframe.&lt;br /&gt;
&lt;br /&gt;
In truth, Aethelgard-7 was purchased by the Xeno-Synth Corp to operate a secret laboratory researching a forbidden bio-mechanical nanite pathogen: the &#039;&#039;&#039;Cybertaker Strain&#039;&#039;&#039;. The pathogen escaped, assimilating the staff and even the machines. Xeno-Synth Systems abandoned the station to cover up their illegal research. Now, they want their asset recovered using the expendable scavengers.&lt;br /&gt;
&lt;br /&gt;
=== Key Characters ===&lt;br /&gt;
# &#039;&#039;&#039;Dr. Valen Vance (Grayling Corp Rep):&#039;&#039;&#039; Cold, demanding, and communicates only via encrypted hologram. He warns the crew not to inspect the research files and to use a special data drive that can plug into the system to extract the data. &amp;quot;...Because you would be unable to otherwise.&amp;quot;&lt;br /&gt;
# &#039;&#039;&#039;Mother-7 (Corrupted Station AI):&#039;&#039;&#039; The station&#039;s central computer. Infected by the nanites, she oscillates between hostile defense subroutines and fragmented, desperate warnings to the crew to escape. &lt;br /&gt;
# &#039;&#039;&#039;Dr. Sarah Lin (Assimilated Station Lead):&#039;&#039;&#039; Vance&#039;s former head researcher, now fully merged with the reactor core and serving as the primary hive host.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Map &amp;amp; Key Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
{{#mermaid:graph TD;&lt;br /&gt;
    A[Room 1: The Hangar Dock] --&amp;gt; B(Room 2: Station Foyer);&lt;br /&gt;
    B --&amp;gt; C(Room 2b: Central Hub);&lt;br /&gt;
    C --&amp;gt; D(Room 3: Cargo Bay);&lt;br /&gt;
    C --&amp;gt; E(Room 4: The Core Lab);&lt;br /&gt;
    C --&amp;gt; F(Room 5: The Command Bridge);&lt;br /&gt;
    E --&amp;gt; F;&lt;br /&gt;
|&lt;br /&gt;
 config.theme = dark&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Opening Story Summary ==&lt;br /&gt;
&#039;&#039;Read the following aloud to the players to start the adventure:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Space is vast, cold, and quiet—until the Captain&#039;s voice barks over the ship&#039;s comms, marking the end of a silent transit. The Captain signed the contract before any of you could voice an objection. A whopping 100,000 ISC from &#039;&#039;&#039;Xeno-Synth Systems&#039;&#039;&#039; to salvage and secure &#039;&#039;&#039;Aethelgard-7&#039;&#039;&#039;, a decommissioned communications and monitoring outpost drifting at the very edge of the system.&lt;br /&gt;
&lt;br /&gt;
The official corporate brief says the station was decommissioned and abandoned. But the pay is far too high for a standard station-stripping run, and the corporate executive, &#039;&#039;&#039;Dr. Valen Vance&#039;&#039;&#039;, was far too eager to hand over a custom, encrypted data drive to extract the mainframe logs—warning you not to look at the files. There is a mystery waiting in the dark of that hull, one that Vance is paying handsomely to keep buried. But as scavengers, you don&#039;t get to ask questions when the Captain has already accepted the credits.&lt;br /&gt;
&lt;br /&gt;
Through the viewport, &#039;&#039;&#039;Aethelgard-7&#039;&#039;&#039; looms—a dead, silent leviathan of steel and Fusion Core Radiator panels drifting against the stars. No beacons flash, no docking return signal, no lights shine through the small circular windows. Only the radiator panels, glowing a faint red, indicate that the station still lives.&lt;br /&gt;
&lt;br /&gt;
Your salvage vessel maneuvers close, aligning with the external docking ring. The thrusters roar one last time, followed by the heavy, shuddering clunk of the clamps locking onto the station&#039;s docking port. The airlock cycle begins, and your ship&#039;s cargo bay doors hiss open. Instantly, sirens blare; you feel air whooshing past you for a quick second before the emergency pressure doors slam shut with a violent clang. Your body flashes in discomfort at the quick change in pressure.&lt;br /&gt;
&lt;br /&gt;
You look through a window to survey the problem. Before you lies the station&#039;s docking bay—a narrow metal walkway hangs suspended over a cavernous, dark bay. Sparks shower from failing overhead conduits, casting erratic shadows across the rusted deck plates. On the opposite side of the walkway, the manual override console for the docking clamps blinks a weak amber warning light, indicating the dock is unsecured. Beyond it, the main hangar doors are jammed half-open, revealing the cold void of space.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rooms ==&lt;br /&gt;
&lt;br /&gt;
=== Room 1: The Docking Bay ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when they are ready for Room 1:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The intercom buzzes. The captain&#039;s voice is barely heard over the popping in your ears. &amp;quot;The main hangar door is jammed! You grunts will have to seal this place, or the station-side airlock won&#039;t open. Use the pressure suits and get to those controls.&amp;quot; Another buzz sounds from the intercom as the captain dismissively hangs up.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
;Overview:&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Close the main hangar doors to complete the docking and allow access to the rest of the station.&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; The power is fluctuating, and the main hangar doors are jammed half-open. When the players try to manually override the docking clamps, the station&#039;s security grid misidentifies them as intruders and deploys a patrol of &#039;&#039;&#039;[[Scavenger One Shot#Corp Security Droids|Corp Security Droids]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Special System Mechanics:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Vacuum and Bulky Suits:&#039;&#039;&#039; Characters without vacuum-sealed armor must wear &#039;&#039;&#039;Emergency Pressure Suits&#039;&#039;&#039; (AC +0, imposes &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; on Dexterity-based skill checks) [[Advantage]].&lt;br /&gt;
:* &#039;&#039;&#039;Suit Puncture:&#039;&#039;&#039; Taking a &#039;&#039;&#039;Major Hit&#039;&#039;&#039; punctures a suit. A character must spend a Simple Action to apply a patch, or take 1d6 Thermal (Cold) damage at the start of each of their turns [[Conditions]].&lt;br /&gt;
&lt;br /&gt;
;Details:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Perception Check&#039;&#039;&#039; - If the Players make a [[Perception]] check of the room while they cross the walkway:&lt;br /&gt;
:* DC 11 - (GM Note: This can be freely provided through Passive Perception if you desire) The player notices damage all over the place. There are many cargo boxes clogging the hangar doors in the second half of the cargo bay, and it appears that a ship ripped itself free of its clamps.&lt;br /&gt;
:* DC 15 - They determine from afar that the console looks damaged but functioning, and that there may be blood on it. This can be seen without a check when a player reaches it.&lt;br /&gt;
:* DC 17 - The player notices a dead Grayling that is still clinging to the metal structure of the station. The player also notices security droids. They appear damaged, and many of them are piled up with boxes that appear to be jamming the door; others are on the walkway on the hangar&#039;s other side, slumped over and apparently off.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Console:&#039;&#039;&#039; - This console looks damaged but is still functioning. A player who approaches it will notice blood that has boiled dry on the console due to rapid decompression.&lt;br /&gt;
:* Hacking the console requires a [[Computer Use]] check (DC 12).&lt;br /&gt;
::* &#039;&#039;&#039;Success&#039;&#039;&#039; causes the doors to reset. They first open all the way, causing many of the containers to float out into space. Then the doors close, forming a seal.&lt;br /&gt;
::* &#039;&#039;&#039;Failure&#039;&#039;&#039; causes all the security droids to activate.&lt;br /&gt;
:* Regardless of the result, the security droids activate, but if it is a success, most of the droids are flushed out the airlock. Only two damaged droids remain. On a failure, many of the droids try to escape the pile-up at the hangar bay door, while some droids (half of the total player count, rounded down) get out and attempt to fly up to the walkway. The rest are pushed out of the hangar bay, and the bay doors close. &#039;&#039;&#039;Note&#039;&#039;&#039;: If a player has a Passive Perception of 14, they can automatically detect that the robots are activating. Otherwise, a player must state that they are watching out for the bots, or the bots get a surprise round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Read the following aloud to the players after combat is finished:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Another buzz sounds off, but to your surprise it isn&#039;t the captain&#039;s voice. You realize this is coming from the station&#039;s intercom. A cold, somewhat robotic, vaguely feminine voice speaks. &amp;quot;Welcome to Aethelgard-7, property of Xeno-Synth Systems Inc. Please leave promptly. The nearest exit should be available. Self-termination is also a quick way to exit if the door malfunctions. Thank you for your cooperation!&amp;quot; Another buzz cuts in, and silence now fills the hangar bay.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corp Security Droids ====&lt;br /&gt;
[[File:Scavenger_One_Shot_CorpSecDroid.jpg|border|right|939x512px]]&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: A dark metallic chassis using a wheel for locomotion and 3 claw-like arms for stabilization. It also has a small jet booster for quick hops. It has a 4th &#039;arm&#039; that has a Shock Baton. These droids appear damaged.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 11&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: 1&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 (HP is either 3 or 4). Flip a coin or make half have 4 HP and the other half have 5 HP to reflect their damaged state.&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 10/Con 12/Wis 5/Int 8/Cha 5&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Wheel + Booster for short hop flight (Wheel 20ft Base Walk/40ft Run) (Short Hop 50ft up and 15ft forward)&lt;br /&gt;
* &#039;&#039;&#039;Software&#039;&#039;&#039;: Infiltration Program +1 to Stealth checks&lt;br /&gt;
* &#039;&#039;&#039;Features&#039;&#039;&#039;: Sturdy Frame (DR 1)&lt;br /&gt;
* &#039;&#039;&#039;Subroutines&#039;&#039;&#039;: Guard/Attack On Sight&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: Defensive Martial Arts&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Perception, Study, Computer Use, Stealth +1&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Shock Baton 1d6+1 &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: Shock Baton (Kinetic/Electrical) [Rolls: Accuracy: 1d20 + 1d2 + 1 / Damage: 1d6 + 2]&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: None&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Room 2: Station Foyer ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when they enter Room 2:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;As you step through the station&#039;s heavy inner airlock, the door seals behind you with a reassuring thump, and the atmospheric cyclers groan to life, filling the room with thin, freezing air. You find yourselves in the station&#039;s foyer. Flickering, dim red emergency lights cast long, nervous shadows across the room. Directly ahead, the primary corridor is blocked by a massive, reinforced blast door, locked down tight.&lt;br /&gt;
&lt;br /&gt;
The only way forward is a maintenance access corridor to the side, but it has become a death trap. A breached coolant pipe is venting thick, swirling clouds of freezing cryogenic nitrogen gas across the floor. To make matters worse, a severed overhead conduit has fallen into the breach, sending dangerous, blue arcs of electricity dancing across the metal grates. The path forward is blocked by ice and high voltage.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Overview:&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Clear the side corridor of hazards to proceed deeper into the station.&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; The main blast doors are locked. The side corridor coolant loop is breached, venting freezing gas, and exposed wiring is electrifying the floor.&lt;br /&gt;
;Details:&lt;br /&gt;
If the Players do not make a Perception check, simply inform them of the general problem and remind them that [[Perception]] and [[Study]] checks may be necessary to discover solutions. [[Knowledge#Science|Knowledge Science]] can also be used in place of [[Study]]. If a Player has both [[Study]] and [[Knowledge#Science|Knowledge Science]], they can roll for both and take the highest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Perception Check&#039;&#039;&#039; - If the Players inspect the room to find a way through the coolant loop:&lt;br /&gt;
:* DC 11 - They notice the gas is venting from three distinct valves. To shut it off mechanically, the valves must be turned simultaneously, meaning they must coordinate their efforts.&lt;br /&gt;
:* DC 15 - They notice the electrical conduit is sparking in a slow, rhythmic 3-second cycle. Timing their movement grants Advantage on the Athletics check to leap past it.&lt;br /&gt;
:* DC 17 - They spot a secondary electrical junction panel hidden behind a loose bulkhead plate. A character can attempt to cut the power to the severed conduit from here, resolving the electrical hazard entirely.&lt;br /&gt;
* &#039;&#039;&#039;Study Check&#039;&#039;&#039; - The Players can study the environment and the situation to try to discover new ways to deal with the situation. (A [[Knowledge#Science|Knowledge Science]] check can also be used in place of [[Study]].)&lt;br /&gt;
:* DC 12 - The players note that they can fix the valves so they are easy to turn and that it will require a [[- Mechanical|Craft Mechanical]] check.&lt;br /&gt;
:* DC 14 - If they haven&#039;t noticed with Perception, they will now notice the electrical conduit is sparking in a slow, rhythmic 3-second cycle. Timing their movement grants Advantage on the check to leap past it.&lt;br /&gt;
:* DC 18 - A Player thinks they have pinpointed the correct wiring to disable the electricity in the corridor.&lt;br /&gt;
* &#039;&#039;&#039;Note On Take Ten/Twenty&#039;&#039;&#039;: Since the foyer itself is safe, characters can Take 10 or Take 20 on their Study checks to analyze the hazard before entering it. Doing so automatically succeeds on all Study check potential information. However, taking 20 minutes allows time to pass, which causes the station&#039;s reactor to warm up: the difficulty to cross the electricity increases by +4, and the damage from the coolant leak increases by 1 damage die. Please read the flavor text below if they Take 20, or if the players take too long at &#039;&#039;&#039;Resolving the Hazards&#039;&#039;&#039; (see below).&lt;br /&gt;
&#039;&#039;Read the following aloud to the Players if they take too long&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The station rumbles beneath your feet as if some great beast were awaking within. It stops, and only the sounds of electric sparks and the hissing of coolant can be heard once again. A buzz in your ear precedes the Captain&#039;s next announcement over the comms, &amp;quot;Something just happened. One of the reactors just went extra hot! What are you guys doing in there? Get a move on!&amp;quot; You notice that the electrical sounds are now at a different frequency, and the coolant is hissing even louder than before!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Resolving the Hazards:&#039;&#039;&#039;&lt;br /&gt;
: To clear the coolant leak, the crew has a few options:&lt;br /&gt;
:* &#039;&#039;&#039;Coordinated Shutoff (Valves):&#039;&#039;&#039; Requires three players to turn the valves in sync. The valves appear jammed and even partially frozen over. The characters make a [[SkillsBasics#Cooperative Checks|Cooperative Check]] Strength DC 18 (requiring a majority of participating characters, i.e., 2 out of 3, to succeed). A failure with a NAT 1 on any check will cause that player to be [[Conditions#Fatigue Track|Fatigued]] and the Players must wait a minute before trying again. Each subsequent attempt grants &#039;&#039;&#039;1Ad (Advantage)&#039;&#039;&#039; to the check. On the 3rd try, they succeed no matter the result. However, time has passed, and the electricity trap has become fiercer. If the Players had to try all 3 times, then read the text for Take Ten/Twenty.&lt;br /&gt;
::* &#039;&#039;&#039;Valve Repair (DC 12 Study required):&#039;&#039;&#039; The players realize that they can repair the valves with a [[- Mechanical|Craft Mechanical]] DC 14 check. Each successful repair on a valve reduces the Strength check DC by 4.&lt;br /&gt;
:* &#039;&#039;&#039;Brute Force Run:&#039;&#039;&#039; This is extremely ill-advised. Players can try to run through the corridor. An [[Athletics]] DC 25 is necessary to get through without the cold damaging the character. For every 4 points by which the DC is missed, the character must roll a CON save (DC 15) or take 1d4 cold damage (up to a maximum of 3 times). When doing this, they take &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; on passing through the electrical hazard and ignore any benefit provided by the Perception and Study checks.&lt;br /&gt;
: To deal with the electrical hazard:&lt;br /&gt;
:* &#039;&#039;&#039;Leap Across:&#039;&#039;&#039; A player can leap across the electrified grates with a DC 14 [[Athletics]] or [[Acrobatics]] check. Succeeding at the DC 15 Perception or DC 14 Study check grants &#039;&#039;&#039;1Ad (Advantage)&#039;&#039;&#039; on this roll. Failure causes 1d6 (E) damage.&lt;br /&gt;
:* &#039;&#039;&#039;Junction Panel Disable (DC 17 Perception required):&#039;&#039;&#039; A character can disable the power at the junction panel with a DC 15 [[Sleight of Hand]] check, turning off the electrical arcs safely. A failure results in 1d3 (E) damage.&lt;br /&gt;
:* &#039;&#039;&#039;Cutting the Wires (DC 18 Study required):&#039;&#039;&#039; A character can simply cut the correct wiring to disable the electricity, resolving this trap. The GM can optionally require a DC 5 check (Sleight of Hand or Disable Device) to perform the cut safely.&lt;br /&gt;
&lt;br /&gt;
=== Room 2B: Central Hub ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when they enter Room 2B:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Already tired and shivering from the hazards, you scramble out of the maintenance corridor and stand in the station&#039;s Central Hub, your breath pluming in the cold.&lt;br /&gt;
&lt;br /&gt;
The hub is a circular chamber with four heavy blast doors lining the walls. Overhead, the main lights are dead, leaving the room illuminated only by the faint, amber glow of emergency backup terminals. The silent, empty station stretches out from here in every direction:&lt;br /&gt;
&lt;br /&gt;
The main corridor behind you is fully sealed—a thick steel blast door blocking your way back to the Foyer. The door to the Core Lab is locked down tight. Its access terminal is smashed and burnt out, leaving only a keycard slot blinking a slow, red warning light. The door to the Command Bridge is dark and cold, its control panel completely unpowered and dead. The Cargo Bay door is the only one showing signs of life. Its terminal glows with a steady green light and hums softly, unlocked and ready to open.&lt;br /&gt;
&lt;br /&gt;
Suddenly, without warning, a faint crackling laugh echoes in the chamber. The metallic, malicious sound echoes around this circular room, and you are all unable to determine its source. A cruel voice speaks; &amp;quot;You should have listened to Mother... Mother knows best.&amp;quot; More laughter echoes and then silence.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Overview:&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Determine the direction to take. This room has 4 doors. One leads back to the Foyer, which is unreachable. Then there is a door leading to the Core Lab, another leading to the Command Bridge, and lastly a door leading to the Cargo Bay.&lt;br /&gt;
* &#039;&#039;&#039;Foyer Door:&#039;&#039;&#039; It has already been determined that this way is completely blocked and cannot be, nor should it be, opened.&lt;br /&gt;
* &#039;&#039;&#039;The Core Lab Door:&#039;&#039;&#039; This door is completely locked down. The terminal used to access it has been destroyed, so only the keycard port appears to be working.&lt;br /&gt;
* &#039;&#039;&#039;The Command Bridge:&#039;&#039;&#039; This door is also locked down. The power to this door has been disabled. Its terminal is dead. The Players can try to force entry. The door is tough and cannot be blasted through easily. However, nothing is holding the door down. A Strength check DC 25 could succeed at forcing the door open. A portable power pack could also provide power to the door. At that point, a Computer Use DC 12 is necessary to make the door recognize you and open.&lt;br /&gt;
* &#039;&#039;&#039;The Cargo Bay:&#039;&#039;&#039; Here, the bay door is both powered and unlocked. This should force the Characters to have to go through the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
;Details:&lt;br /&gt;
* &#039;&#039;&#039;Perception Check:&#039;&#039;&#039; A perception check reveals nothing new.&lt;br /&gt;
* &#039;&#039;&#039;Study Check:&#039;&#039;&#039;&lt;br /&gt;
:* DC12 - The Players notice that a key card terminal for the Core Lab Door still appears functional.&lt;br /&gt;
:* DC18 - The Players realize that a portable power station could be jerry-rigged to power the Command Bridge door.&lt;br /&gt;
* &#039;&#039;&#039;Knowledge Mechanic or Electrical:&#039;&#039;&#039;&lt;br /&gt;
:* DC16 - The Players realize that a portable power station could be jerry-rigged to power the Command Bridge door.&lt;br /&gt;
* &#039;&#039;&#039;Computer Use:(Requires Study Check DC12)&#039;&#039;&#039; This is to try to hack the Key Card Terminal. This is a DC25 Computer Use [Expert] check and should be nearly impossible for the players to succeed on.&lt;br /&gt;
:* &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Stating a check&#039;s competency level, i.e., Computer Use [Expert] or Computer User [Novice], is a way to convey to the Players just how hard an action is. You do not necessarily have to say the DC value. Only that it would require an &#039;Expert&#039; to succeed at the listed DC. The lower the competency level of a player&#039;s Computer Use Skill, the higher the DC is for them. These players should be level 1 or 2. Meaning they are novice. So this adds to the DC, making this virtually impossible for them. More on calculating the DC based on competency level [[SkillsBasics#Skill Competency Levels|here]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Taking Ten or Twenty:&#039;&#039;&#039; If the Players decide again to take ten or twenty, the GM should describe the same rumbling feeling and have the captain get on the comms to demand they hurry up in securing the station. However, nothing notable happens. If the GM hasn&#039;t used the text for Take 10/20 from the previous section, feel free to use it here instead.&lt;br /&gt;
&lt;br /&gt;
=== Room 3: Cargo Bay ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when they enter Room 3:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;As the door slides open and you step into the vast, silent cavern of the station&#039;s main Cargo Bay, the air hits you—stale and thick with dust. Massive cargo containers and stacks of metal crates tower around you in the darkness like rusted monoliths. Overhead, high walkways hang silently, casting long, stark shadows.&lt;br /&gt;
&lt;br /&gt;
Arriving at the coordinates listed on the manifest on your datapad, your eyes trace the rows of shipping containers until they lock onto a specific pile in the corner. Stamped with the blue-and-silver corporate seal of Xeno-Synth Systems are the cargo containers you were sent to retrieve. Nearby, a heap of discarded scrap metal and a deactivated maintenance drone chassis lies slumped in the dark; a cargo management terminal blinks a weak, amber status light in the gloom.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Overview:&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Retrieve the client&#039;s containers from their listed manifest location.&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; The crew finds the containers stamped with corporate logo seals in the Cargo Bay.&lt;br /&gt;
* &#039;&#039;&#039;The Twist:&#039;&#039;&#039; The containers are empty decoys rigged with &#039;&#039;&#039;Electric Arc Traps&#039;&#039;&#039; and &#039;&#039;&#039;Gas Grenades&#039;&#039;&#039;. When triggered, the bay doors lock, two corp security droids and and two corrupted Grayling scientists rise from scrap piles to attack.&lt;br /&gt;
* &#039;&#039;&#039;The Resolution:&#039;&#039;&#039; Players can hack the local manifest terminal (DC 10 `Computer Use`) to discover that the real biological research containers were moved to the Core Lab.&lt;br /&gt;
&lt;br /&gt;
;Details:&lt;br /&gt;
* &#039;&#039;&#039;Perception Check:&#039;&#039;&#039; If the Players choose to perform a Perception check&lt;br /&gt;
:* DC11 - The Player notices a manifest terminal that is operational. Passive Perception would also allow the player to notice this.&lt;br /&gt;
:* DC15 - The Players notice a Trap set on the containers marked on their manifest.&lt;br /&gt;
:* DC17 - They notice two Corp Security Droids are actively hiding in the pile of rubble.&lt;br /&gt;
:* DC19 - They notice two corrupted Graylings hiding behind containers, waiting to ambush the players. Upon discovery, they attack along with the Corp Security Droids..&lt;br /&gt;
:* DC20 - Before or after the battle, this reveals a Mobile Power Station usually used for in-the-field repairs and work. This can be jerry-rigged with Craft Electronics DC11, Knowledge Science DC12, or an Intelligence check DC13 to successfully power the Command bridge door.&lt;br /&gt;
* &#039;&#039;&#039;Study or Perception Check on the Containers:&#039;&#039;&#039;&lt;br /&gt;
:* If the Players choose to specifically check the Containers, a DC15 Perception check or DC13 Study check will reveal the Trap on the containers.&lt;br /&gt;
:* DC13 Study check of the Console will show the Players the manifest, and also reveals the controls for the Maintenance Droid.&lt;br /&gt;
* &#039;&#039;&#039;Disable Device (Unlock if a Player discovers the trap):&#039;&#039;&#039; A [[Disable Device]] check on the trap with a DC14 will safely remove the trap but also trigger the encounter if it hasn&#039;t already.&lt;br /&gt;
* &#039;&#039;&#039;Triggering the Trap and/or Combat:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when combat is about to start&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
(If they trigger the trap) &amp;quot;Suddenly, grenades fly into the air from the box and a bright blue flash erupts as a bolt of electricity shoots from the container.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(If combat starts) &amp;quot;Just then, out of the rubble pile shoot two Corp Security Droids; they look like their companions from the hangar bay. If that sight wasn&#039;t bad enough, an even more bizarre sight catches the corner of your eye: two Graylings in science uniforms pop out of containers in opposite corners of the hangar bay. They point pistols at you. You notice just then that their skin glistens in an unnatural way.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Trap Details&#039;&#039;&#039;: The closest person to the container, or the one opening it, must make a Dex saving throw (DC 14) or take 1d4 + 1 (E) damage. The gas grenades go off at the end of the Players&#039; Vanguard phase. The grenades have a diameter of 20ft and automatically cause all people within that range to roll a Conn Save DC 12 or take 1d4 Conn damage. The gas quickly dissipates by the end of the round.&lt;br /&gt;
;Combat Details:&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; During combat, the first time a Player succeeds at damaging a Grayling, the GM should inform them that it appears that the damage dealt is slowly healing, that the glistening skin seems to move around and over the wound. A Knowledge Science or Tech check DC15 will tell the person that this is some sorta of hybrid nano/bio technology. It should be obvious to the Players that the Grayling is regenerating lost Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Round 1/Surpise Round:&#039;&#039;&#039; During the first round for the enemies, whether it&#039;s a surprise round or a standard one, the Droids will use their round to get close to the players, while the Graylings will not move but will fire their laser pistols.&lt;br /&gt;
&#039;&#039;After the first round of combat is done, read the following to the players&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Suddenly, a scratching of metal rubbing together can be heard over the sounds of the battle. A rumbling as boxes and metal containers of scrap fall down off the rising behemoth of the Maintenance Droid. Its control chair and console glisten with the weirdness that coats the Graylings&#039; skin. The Maintenance Droid is clearly booting up. It will take a few more seconds, but you get an odd feeling that this mindless machine seems eager to join the battle.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::* &#039;&#039;&#039;Note:&#039;&#039;&#039; The Maintenance Droid is slow and will not enter combat until the next round. (GM Note: If the command is not going well for the enemy and the player is easily winning, change this to the Droid will not go until the end of the Rearguard phase of this round)&lt;br /&gt;
* &#039;&#039;&#039;Overall Tactics:&#039;&#039;&#039; The Corp Security Droids will try to do melee attacks with their knife while the graylings will not move even if an enemy gets right on top of them. Once the Maintenance Droid enters combat, it only wants to smash the players. If it cannot do melee, it will pick up a chunk of debris and throw it at the party.&lt;br /&gt;
* &#039;&#039;&#039;Perception Check During combat:&#039;&#039;&#039; If the Players choose to check out their surroundings during combat.&lt;br /&gt;
:* DC12 - They notice that one of the Graylings has a Key Access Card on a lepal.&lt;br /&gt;
:* DC15 - They notice that the maintenance console lights have changed, likely because the Maintenance Droid is being controlled through the console.&lt;br /&gt;
* &#039;&#039;&#039;Computer Use:&#039;&#039;&#039; In combat, if the Players choose to hack into the console, it is a Computer Use DC14 check. They can choose to disable the maintenance droid. To successfully roll a Computer Use DC 18 or more, they can reprogram the Maintenance Droid to attack enemies if they are still alive. If not in combat, it&#039;s DC 10, and they can learn that the contents of the Containers were moved to the Core Lab.&lt;br /&gt;
&lt;br /&gt;
==== Maintenance Droid ====&lt;br /&gt;
[[File:Scavenger_One_Shot_Maintenace_Droid.jpg|border|right|939x512px]]&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: This massive, hulking Droid stands almost twice as tall as a normal person and has two widely spaced legs for bipedal movement. Its arms are meant not only to pick up smaller objects but also to slide into the sides of large cargo containers to lift them as if it were a forklift. This was clearly not meant for combat. Its control circuitry seems to glisten with a weird substance.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Large&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 9&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: -&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d8 / 16&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 18/Dex 8/Con 10/Wis 5/Int 5/Cha 5&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: -1 (Must always be in Reargruard)&lt;br /&gt;
* &#039;&#039;&#039;Locomotion&#039;&#039;&#039;: Bipedal&lt;br /&gt;
* &#039;&#039;&#039;Software&#039;&#039;&#039;: Skill Upgrade&lt;br /&gt;
* &#039;&#039;&#039;Features&#039;&#039;&#039;: Artificial Strength&lt;br /&gt;
* &#039;&#039;&#039;Subroutines&#039;&#039;&#039;: Aid/Deliver&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039;: -&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics +1, Perception, Study, Computer Use&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: Improvised Smash d6 + 4 [Roll: Accuracy: 1d20 + 4 - (d2+1) / Damage: d6 + 4] This Attack takes disadvantage. Also, it is so slow that the target can attempt to dodge with a Dex Save at DC 14.&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: Improvised Throw Trash d8 [Roll: Accuracy: 1d20 - (d2+1) / Damage: d8] This Attack takes disadvantage. Also, it is so slow that the target can attempt to dodge with a Dex Save at DC 14.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corrupted Grayling Scientist ====&lt;br /&gt;
[[File:Scavenger_One_Shot_Graylings.jpg|border|right|939x512px]]&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Short with grey skin, and large dark eyes. Their white lab coats hide more colorful tattoos. However, their skin and tattoos are hard to see through the weird, glittering substance covering most of their body. These Graylings have a sickly and crazed look about them.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 11&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: -&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d6 / 6&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 10/Dex 12/Con 10/Int 17/Wis 15/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 3&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: Laser Pistol x2/20 +1 d8 (T) [100ft] [Rolls: Accuracy: 1d20 + 1d2 + 2 / Damage: 1d8 (T)]&lt;br /&gt;
* &#039;&#039;&#039;Special&#039;&#039;&#039;: They regenerate 1HP per round. If knocked out, the regeneration continues, and once they reach 1 HP, they rise again. In order to stop this, they must take at least 6 negative damage. Or simply burn or otherwise destroy the bodies.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Room 4: The Core Lab ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when they enter Room 4:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The heavy blast door slides aside to reveal the station&#039;s Core Lab, but the sterile laboratory you expected is gone. Instead, you face a pulsing, bio-mechanical nightmare. Thick, black cables and metallic vines sprawl across the floor, walls, and ceiling like frozen roots, dripping with a glistening, iridescent fluid. The air is warm and smells faintly of ozone and burning synthetic flesh.&lt;br /&gt;
&lt;br /&gt;
At the center of the chamber, bathed in the blinding, erratic glow of the exposed fusion reactor core, stands a horrific silhouette. The upper body of a woman in a shredded research coat is fused directly into the main power junction. Wires and nanite-laced conduits weave through her skin, and her head hangs limp until you step inside. She snaps her head up, her eyes glowing with a cold, artificial light as a massive energy shield crackles to life around her. In the shadows of the machinery, several mutated, jerky figures—assimilated crew members—begin to step forward.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Scavenger_One_Shot_Boss.jpg|border|1408x768px]]&lt;br /&gt;
&lt;br /&gt;
;Overview:&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Defeat the assimilated Dr. Sarah Lin and secure the true cryo-containers.&lt;br /&gt;
* &#039;&#039;&#039;The Situation:&#039;&#039;&#039; The Core Lab has been transformed into a bio-mechanical nest. Dr. Sarah Lin has been fused into the station&#039;s main power grid, drawing energy from the energy reactor.&lt;br /&gt;
* &#039;&#039;&#039;The Encounter:&#039;&#039;&#039; &#039;&#039;&#039;The Cybertaker Host (Dr. Lin)&#039;&#039;&#039; and a swarm of assimilated crew thralls attack. The Host sweeps the area with mechanical tentacles. If her Shield is disabled, she also uses a breath weapon.&lt;br /&gt;
 &lt;br /&gt;
;Details:&lt;br /&gt;
* &#039;&#039;&#039;Perception Check:&#039;&#039;&#039; If the Players choose to perform a Perception check&lt;br /&gt;
:* DC 12 - The player notices large shield emitters behind the mangled body of Dr. Sarah Lin. These are plugged directly into the reactor and are vulnerable to attack.&lt;br /&gt;
:* DC 14 - The player notices a lapel security key badge hanging off what is left of the Doctor&#039;s lab coat.&lt;br /&gt;
:* DC 16 - The player notices that a control panel operated by one of the corrupted people is active and displays information about the reactor status. It is the reactor control computer!&lt;br /&gt;
* &#039;&#039;&#039;Computer Use (Requires Perception DC 16):&#039;&#039;&#039; A player can use [[Computer Use]] to access the terminal and start turning off the reactor. There are 3 reactors. Each reactor shutdown will disable one of the tentacles Dr. Lin controls and weaken the shield by removing 2 DR and 1 point of HP regeneration from Dr. Lin. After the final reactor is shut down, Dr. Lin&#039;s shield drops completely, all the mechanical tentacles fall still, and her regeneration stops.&lt;br /&gt;
 &lt;br /&gt;
;Tactics:&lt;br /&gt;
The minions all have ranged laser pistols in one hand and a knife in the other. If the players get close for melee, the minion will use the knife. If not, they will use the pistol. They will target whoever is closest without any tactics or care for the environment; they appear mindless.&lt;br /&gt;
 &lt;br /&gt;
Dr. Sarah Lin will use her mechanical tentacles to do ranged touch attacks. These act like a whip, dealing 1d4 - 1 (K) + 1d4 (E) damage. The tentacles are weak and not able to do much, as they were not meant for combat; their main purpose is to electrify the opponent. The Doctor is a boss and thus gains special boss features. They can act in both Vanguard and Rearguard phases. They can also choose to sacrifice the round to act at the top of the round before anybody else. In each phase of combat, Dr. Lin uses 1 of the 4 tentacles to attack. She will focus first on anyone trying to access the console. Second, on anyone who has succeeded at dealing her damage. And lastly, the person who has done the most damage to one of her minions. If someone is at the console, at the start of a round she can choose to act first to use all 4 tentacles to grapple the target. For every tentacle lost, she takes disadvantage. If it looks like she is going to be defeated (all her minions are dead, she has lost her shield, and has less than 1/2 health while the Players are better off), she will try to convince the players that assimilation is better, while secretly enabling a self-destruct. A [[Perception]] or [[Sense Motive]] check (DC 14) reveals the deception.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the GM is so inclined to make combat more difficult, or to account for when the players take too long (such as choosing to Take 10 or Take 20), they can add extra buffs to Dr. Sarah Lin, as if the reactors powering up are enhancing her. Perhaps adding an extra tentacle to destroy or another shield emitter that must go down before the shield drops.&lt;br /&gt;
 &lt;br /&gt;
==== Shield Emitters ====&lt;br /&gt;
These are Items and take Battle Scars under the [[Item Damage]] rules. They have R2/H5/AC 10, and by default there are 2 of them. Remember that an Item can only take 1 Battle Scar per Phase of combat. And that damage is accumulated between players for that Phase.&lt;br /&gt;
 &lt;br /&gt;
==== Dr. Sarah Lin&#039;s Mechanical Tentacles ====&lt;br /&gt;
These are also Items and can take Battle Scars under the [[Item Damage]] rules. They have R2/H5/AC 15, and by default there are 4 of them.&lt;br /&gt;
 &lt;br /&gt;
==== Dr. Sarah Lin Corrupted Human Scientist ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: If you only saw her upper body, you would find her surprisingly beautiful in an almost artificial way. The glistening skin shines and reflects patterns from the light cast all around the room by the reactors. She doesn&#039;t appear as malnourished as the others around her. Her hair of a black/brown color surprisingly still seems well-kept, as if the person standing there still cared about their appearance, which stands in stark contrast to the lower half of her body, which brutally transforms into a web of wires and tubes.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 8&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: -&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d6 / 10&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 10/Dex 6/Con 18/Int 20/Wis 8/Cha 10&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: Breath Weapon (She opens her mouth wide, and a glistening cloud emerges and settles in the air). Anyone within visual range must succeed on a [[SkillsBasics#Ability Checks|Wisdom]] save (DC 11) or be blinded for 1 round. Anyone within 20ft (including the control console) must also make a CON save (DC 15) or become stunned for 1 round.&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: Can attack both phases of combat. Per phase, one Tentacle Whip Ranged 50ft Touch Attack x2/20 1d4 - 1 (K) + 1d4 (E) [Roll: Accuracy: 1d20 + d2 / Damage: 1d4 - 1 (K) + 1d4 (E)] (50ft is meant to include the whole lab and extend slightly into the corridor)&lt;br /&gt;
:* &#039;&#039;&#039;Grapple&#039;&#039;&#039;: This can be done at the top of the round as a special and requires that she sacrifice all other actions in the round. She uses her 4 or whatever remaining tentacles to [[Techniques#Combat Techniques|grapple]] any person at the control console. For every remaining tentacle after the first 1, the Dr. gets advantage on the Grapple strength check. At the start of the next turn, the Dr must choose 1 of the following options.&lt;br /&gt;
::* &#039;&#039;&#039;Shock Grappled Person:&#039;&#039;&#039; If the grapple is still intact, the Dr can do 1d8 (E) damage to the target.&lt;br /&gt;
::* &#039;&#039;&#039;Toss:&#039;&#039;&#039; If the grapple is still intact, the Dr can choose to throw the opponent 20ft back towards the door.&lt;br /&gt;
::* &#039;&#039;&#039;Ignore:&#039;&#039;&#039; She can choose to ignore the target, keeping the grapple but using 2 of the tentacles for other things. Even if she chooses to use her Breath weapon, two of the tentacles will be released. If this happens for a second, the target is automatically freed. This reduces any advantage she may have against opposing Strength checks when the Character tries to escape.&lt;br /&gt;
* &#039;&#039;&#039;Specials&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Each round she regenerates 3HP as long as the reactors are working.&lt;br /&gt;
:* &#039;&#039;&#039;Shield&#039;&#039;&#039;: She has powerful and redundant shield emitters behind her. Providing her with DR6 (A)&lt;br /&gt;
&lt;br /&gt;
==== Human Minions ====&lt;br /&gt;
* &#039;&#039;&#039;Appearance&#039;&#039;&#039;: Medium height for a human. They appear to be going bold. And their skin is covered in this glistening substance. Their lab coats have cuts and burn marks where it seems they were shot and stabbed. And yet they still stand. Their skin clings to their body as if they are malnourished.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039;: 11&lt;br /&gt;
* &#039;&#039;&#039;DR&#039;&#039;&#039;: -&lt;br /&gt;
* &#039;&#039;&#039;Hit Die/HP&#039;&#039;&#039;: d6 / 7&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;: Str 12/Dex 12/Con 12/Int 14/Wis 8/Cha 8&lt;br /&gt;
* &#039;&#039;&#039;Initiative&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;&#039;Ranged&#039;&#039;&#039;: Laser Pistol x2/20 +1 1d8 (T) [100ft] [Rolls: Accuracy: 1d20 + 1d2 + 2 / Damage: 1d8 (T)]&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: Advanced Knife x2/20 1d6 [Roll: Accuracy: 1d20 + d2 / Damage: 1d6 + 1 (K)]&lt;br /&gt;
* &#039;&#039;&#039;Special&#039;&#039;&#039;: They regenerate 2HP per round. If knocked out, the regeneration continues, and once they reach 1 HP, they rise again. In order to stop this, they must be reduced to -6 HP or lower, or their bodies must be burned or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Grayling Minions ====&lt;br /&gt;
These are the same as the Graylings noted [[Scavenger One Shot#Corrupted Grayling Scientist|above]] with two exceptions. One, they now have an optional melee attack, and two, they have 2 regeneration instead of 1.&lt;br /&gt;
:* &#039;&#039;&#039;Melee&#039;&#039;&#039;: Advanced Knife x2/20 1d6 [Roll: Accuracy: 1d20 - 1d2 / Damage: 1d6 (K)]&lt;br /&gt;
&lt;br /&gt;
=== Room 5: The Command Bridge ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Read the following aloud to the players &#039;&#039;&#039;IF&#039;&#039;&#039; the players enter this room &#039;&#039;&#039;before&#039;&#039;&#039; entering the Core Lab (Room 4):&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Command Bridge is bright, almost straining the eyes against the stark contrast with the station&#039;s dark corridors. A familiar voice comes from one of the console speakers. &amp;quot;Hello, and Welcome to the Command Bridge of the Aethelgard-7 Station. Property of Xeno-Synth Corp. I had hoped you would take my request and depart hastily. Please reconsider your actions and egress from this facility immediately.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Read the following aloud to the players when they enter Room 5 &#039;&#039;&#039;after&#039;&#039;&#039; defeating Dr. Lin in the Core Lab (Room 4):&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Stepping onto the Command Bridge, you are greeted by the deafening blare of evacuation klaxons and the frantic pulsing of red emergency strobe lights. Through the wide, sweeping viewports, the starfield outside tilts slowly, and sparks shower from overhead consoles. At the center of the deck, the main command console stands active, its screen flashing with the station&#039;s final logs. Nearby, the heavy security door to the station&#039;s secure armory sits slightly ajar, its lock disengaged by the emergency override. You have only minutes to download the files, grab what you can, and escape before Aethelgard-7 becomes your tomb.&lt;br /&gt;
&lt;br /&gt;
Over the intercom, the station&#039;s AI&#039;s corrupted voice glitches: &#039;Hello, Welcome to Aethe-Aethe-A-A-A-lgard-777-vvnnn. Property of... X... of... Reactor containment failure. Evacuate immediately. Evacuate immediately. I... I... I told you to leeeaaave. This is no place for flesh and blood. Reactor containment failure. Evacuate immediately. Evacuate immediately. You will diiiieeee nooowwww.&#039; The containment warning keeps repeating, but otherwise the AI doesn&#039;t feel the need to speak to you.&lt;br /&gt;
&lt;br /&gt;
Another person does, however; your boss buzzes in your ear. &amp;quot;What in all the Ring is going on in there! The station looks like it is about to explode, and the hangar bay doors just shut closed and will not respond to my request to leave.&amp;quot; He pauses... &amp;quot;Which I was prepping to do so that WHEN you get here I would be ready to instantly lift off.&amp;quot; The AI speaks again. &amp;quot;Containment of nano-machine cyborg experiment is top priority. Muuuuuuuust not allow substance to escape. You flesh and blood not allaaaallllewaaaaa... not allowed to liiiiiiive. Please kindly stop living.&amp;quot;&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Overview:&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Download the station&#039;s research log, salvage remaining high-tech equipment, and escape before the reactor collapses.&lt;br /&gt;
* &#039;&#039;&#039;The Challenges:&#039;&#039;&#039;&lt;br /&gt;
:* If Dr. Lin &#039;&#039;&#039;hasn&#039;t&#039;&#039;&#039; been defeated yet, the console is locked out. It is locked out by &#039;&#039;&#039;BOTH&#039;&#039;&#039; Dr. Lin and &#039;&#039;&#039;Mother-7&#039;&#039;&#039; the AI system. If asked, Mother-7 explains that she doesn&#039;t want these evil experiments set free. To obtain the data, 2 different players will need to succeed on [[Computer Use]] checks (DC 25) simultaneously. If even one fails, the system completely locks up and cannot be tried again. Also, the players cannot take 10/20. If the players somehow succeed, Mother-7 will plead with them not to go through with it and deploy security droids to stop them (4 undamaged droids appear through a heavy security door; this is the door to the armor; see below for more details).&lt;br /&gt;
:* If Dr. Lin &#039;&#039;&#039;has&#039;&#039;&#039; been defeated, special protocols have been activated because of the reactor failure. The consoles are open. When the players try to extract the data, Mother-7 pleads with them not to proceed. The security door to the room with the droids is also open, but the droids do not attack if someone enters; they simply politely ask the players not to panic and to find the nearest available exit for their own safety.&lt;br /&gt;
* &#039;&#039;&#039;Mother-7 (Her story):&#039;&#039;&#039; The AI system is called Mother-7. The station is named Aethelgard-7 because it is the 7th Generation of this station type, and this AI is the 7th-generation model. The company that built the station built it for the local government as a comms and observation facility. Its time has passed, and it was sold to Xeno-Synth Corp, who simply considered the AI part of the purchase and thus didn&#039;t replace it with their own. This AI, however, was built for the local government and had the local citizens in mind, as they were also the ones who operated it during its initial service. She/It sees these people as under her care, even though they no longer live on the station. She hates what the Xeno-Synth Corp has done here and will attempt to stop anyone who tries to take the research off station, especially if it ends up back in the Xeno-Synth Corp&#039;s hands.&lt;br /&gt;
* &#039;&#039;&#039;The Revelation:&#039;&#039;&#039; The downloaded files reveal that Xeno-Synth Corp under Dr. Vance&#039;s administration had taken on a new medical contract to expand a nanite healing system. However, this was just a cover story for further research into advancing a new type of highly integrated cybernetic implant. You also learn that Dr. Vance hired a human scientist named Dr. Sarah Lin and her team to lead the illegal work, possibly for plausible deniability. At some point, Dr. Lin began infecting the station&#039;s staff with the nanomachines. It is unknown if this happened before or after she herself was infected. A [[Knowledge#Culture|Knowledge Culture]] check (DC 12) reveals that advancing cybernetics beyond medical application is illegal in the Grayling government. A [[Knowledge#Culture|Knowledge Culture]] check (DC 14) reveals that Graylings take a lot of pride in their intellectual abilities; it would be extremely scandalous for a Grayling scientist to admit to having alien help, especially from a human. A [[Computer Use]] check (DC 15) reveals that Dr. Vance was not only aware of but also encouraged Dr. Lin&#039;s unorthodox and highly illegal research methods, which was another reason for placing the station so far out of reach.&lt;br /&gt;
&lt;br /&gt;
;Details:&lt;br /&gt;
* &#039;&#039;&#039;Escaping Aethelgard-7:&#039;&#039;&#039; The players will either need to override the locks in the computer system or use [[Diplomacy]] or [[Bluff]] (Intimidate will not work). The AI will know if the players take the research, so if they wish to take the research, they must explain it will be used only to incriminate Xeno-Synth Corp.&lt;br /&gt;
* &#039;&#039;&#039;Perception Check:&#039;&#039;&#039; DC14 reveals a Station map on display showing all the exits and the quickest way to get to each possible exit. A quick glance reveals to the players that there is a 2nd Hangar Bay highlighted. But further questioning of the AI or review of the computer systems will be necessary to determine whether that is an actual way out.&lt;br /&gt;
* &#039;&#039;&#039;Computer Use:&#039;&#039;&#039;\&lt;br /&gt;
:* (Requires Perception DC14) DC5: The Players learn about the private hangar gay detailed in the DC 12 section below.&lt;br /&gt;
:* DC 14: A player learns the full layout of the station, including a secondary private hangar bay accessible through the Cargo Bay. In the hangar is an experimental prototype Cruiser-class Grayling civilian personal luxury transport, upgraded with corporate security in mind. The player learns that this ship is the personal property of Dr. Valen Vance, who loaned it to Dr. Sarah Lin as a corporate perk. The ship requires a full crew of players to activate and fly, and it also requires Dr. Sarah Lin&#039;s personal keycard, which she drops when she dies.&lt;br /&gt;
:* DC 17 is necessary to override the lockdown. The players can try twice before they cannot try again.&lt;br /&gt;
* &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039;&lt;br /&gt;
:* DC 22 to allow the players to leave with the research to be used to incriminate the Xeno-Synth Corp.&lt;br /&gt;
* &#039;&#039;&#039;Bluff:&#039;&#039;&#039;&lt;br /&gt;
:* An opposing [[Bluff]] check against the AI&#039;s [[Sense Motive]] check to swear you will not sell the research but send it to the local government to incriminate them.&lt;br /&gt;
* &#039;&#039;&#039;The Salvage (Reward):&#039;&#039;&#039; In the bridge&#039;s secure armory, the players find:&lt;br /&gt;
:* A [[Laser Pistol#Tactical Laser Pistol|Tactical Laser Pistol]]&lt;br /&gt;
:* A [[Advanced Sword#Frequency Sword|Frequency Sword]]&lt;br /&gt;
:* A [[Improved Ballistic Vest]]&lt;br /&gt;
:* High-grade salvage components worth 10,000 ISC [[Wealth and Money]].&lt;br /&gt;
* &#039;&#039;&#039;Moral Dilemma &amp;amp; Endings:&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;The Way Out:&#039;&#039;&#039; If the players discover the prototype cruiser ship, they now have a second means of escape. They no longer need to escape with the scavenger ship and free the captain. If the team cannot unlock the hangar bay doors or convince the AI to do so, they can take this route, but at the cost of the captain&#039;s life. However, a player may convince the AI to let the ship go with a [[Diplomacy]] DC 10, arguing that the captain isn&#039;t the one in possession of the research. (Note: If the GM continues this story outside of the one-shot, it is up to them whether the AI releases the captain anyway. This could create a grudge, leading to a vengeful captain hunting down the player characters in future adventures.)&lt;br /&gt;
::* &#039;&#039;&#039;Take the Ship:&#039;&#039;&#039; Dr. Vance will want the ship back. If the players choose to deliver the containers, he offers an additional 50,000 ISC as a personal thank you for returning his lost property. If the players refuse, regardless of the other options they take, Dr. Vance and Xeno-Synth Corp will send Tracers (Bounty Hunters) after the crew.&lt;br /&gt;
* &#039;&#039;&#039;Option A (Corporate Payout):&#039;&#039;&#039; Deliver the containers and data to Vance. Earn 100,000 ISC, gain &#039;&#039;&#039;+1 Credit Score&#039;&#039;&#039;, but the bio-weapon program continues.&lt;br /&gt;
* &#039;&#039;&#039;Option B (Leaked Files):&#039;&#039;&#039; Leak the files to the local system government. Vance blacklists the crew (&#039;&#039;&#039;-1 Credit Score&#039;&#039;&#039;), but the Local Government rewards them with 5,000 ISC per crew member, celebrates the crew as heroes, and offers them future work.&lt;br /&gt;
* &#039;&#039;&#039;Option C (Black Market Broker):&#039;&#039;&#039; Wipe their tracks, keep the data, and sell the pathogen on the black market. Earn 250,000 ISC on the black market, but corporate bounty hunters will hunt them in the future.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=11675</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=11675"/>
		<updated>2026-07-21T02:09:45Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Picking an Occupation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. Download [https://drive.google.com/file/d/1LzuKrZx6mevtOLY-8M7jnzREWABrjcvk/view?usp=drive_link here]! &lt;br /&gt;
:* &#039;&#039;&#039;Note&#039;&#039;&#039;: The Character sheet is form-fillable when you download it.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
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word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, to the right of the &amp;quot;Future Path&amp;quot; title, is a series of blanks with the titles directly below each blank. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: You can write your Species choice on your character sheet below the &#039;Character Class and Levels&#039; section, which is directly below the &#039;Character Name&#039; at the top right corner of the first page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Size and Speed ===&lt;br /&gt;
&lt;br /&gt;
Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species default walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Base at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Base speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise.&lt;br /&gt;
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Editing Character Sheet: Size is found at the top of the first page, right after the &#039;Species&#039; box and before the &#039;Gender&#039; box. Further below that section, past the &#039;DR&#039; boxes, is the section dedicated to Speed. There, you can record your tactical movement speeds. &lt;br /&gt;
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=== Tech Proficiency Level ===&lt;br /&gt;
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Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page under the large box titled &#039;Character Description and Background&#039;. All Proficiencies are denoted with boxes that are checked off to indicate what Tech Level the Character understands.&lt;br /&gt;
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More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
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=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
&lt;br /&gt;
It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet:  Homeworld is located at the top of the first page, to the right of the &#039;Character Path/Level and Professions&#039; section, or directly below the &#039;Player&#039; section. While Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page. Are all on the same row, one after another, in order after the Species and Size boxes. Below these boxes is a large box for &#039;Character Description and Background.&#039; This is a good place to provide a short extra explanation of appearance. &lt;br /&gt;
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== Proficiency Levels ==&lt;br /&gt;
&lt;br /&gt;
This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
&lt;br /&gt;
; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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Editing Character Sheet: This is located on the first page near the top, just below the &#039;SPEED&#039; section and &#039;Character Description and Background&#039; box. There are 4 square boxes that are underlined. Fill in all the boxes under and before the Character&#039;s Tech Level provided by the Species. All other Proficiency levels are located further down the page, in different sections near what they&#039;re associated with.&lt;br /&gt;
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; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
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; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
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; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
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; Item Use Proficiency Levels: This always starts out at zero.&lt;br /&gt;
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==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
&lt;br /&gt;
The choices, in summary, are as follows:&lt;br /&gt;
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* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
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* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
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* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
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* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
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* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
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Editing Character Sheet: At the top right of the Character Sheet are a couple of different sections for writing down things such as Character and Player Name. There is also a section titled: &amp;quot;Character Paths/Level and Professions&amp;quot;. Here, you will enter the Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
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Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
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=== Advantage Die ===&lt;br /&gt;
&lt;br /&gt;
[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. It can be recorded on the Character Sheet in the box next to &#039;Advantage Die&#039; located near the top left side of the first page. Next to the Ability scores under the &#039;INITIATIVE&#039; and &#039;HP&#039; boxes.&lt;br /&gt;
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=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox in the top-left corner of their ability square. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
&lt;br /&gt;
Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, under the &#039;Future Path&#039; title, is the &#039;HP&#039; section, which has the &#039;Hit Die&#039; and &#039;Total Hit Points&#039; followed by the &#039;DR&#039; boxes. For now, just fill in the &#039;Hit Die&#039; box with the die provided by the chosen Path.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
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A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
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=== A Note about Character Professions ===&lt;br /&gt;
&lt;br /&gt;
Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
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==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are 15, 14, 13, 12, 10, 8. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
&lt;br /&gt;
The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The Ability Scores section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column that starts with STR and ends with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to fill out the SCORE for now. &lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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Editing Character Sheet (Ability Modifier): To the right is a table titled &amp;quot;Ability Score Modifiers&amp;quot;. The math for this is also: &amp;quot;(Ability Score / 2) - 5 [round result down]&amp;quot;. Normally, we wait to fill this out until you have picked your species, which is the next step. The reason for this is to avoid having to erase and rewrite the score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
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! Alternate Rules for rolling Ability scores.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
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The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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== Calculating Health ==&lt;br /&gt;
&lt;br /&gt;
Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. More a review on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
&lt;br /&gt;
The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
&lt;br /&gt;
As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top left of the character sheet, just below the &#039;Future Path&#039; title letters. A player can record both their Hit Die and their current HP (Hit Points). The large empty box just below the Hit Points section, labeled &#039;Wounds/Current HP&#039;, is where to record damage received during combat.&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
&lt;br /&gt;
All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is a 10 + Wisdom Modifier. &lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &#039;PASS. PERCEPTION&#039; box just above the &#039;SKILLS&#039; section and below the Ability Scores.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how the initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): Your Initiative is located below the &amp;quot;HP&amp;quot; and &amp;quot;Wounds/Current HP&amp;quot; sections just above &#039;Advantage Die&#039;. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): To the left of the first page, below the Ability Score section of the Character Sheet, there is the Skills list. Notably, the largest section of the sheet. The Skills list has multiple columns: two checkboxes, Skill Name, Ranks, Ability Mod, Skill Die, and Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your favored skills. &lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by 1/2 your Character Level, rounded up. The Language skill is special in that all Characters have it as a Favored skill and doesn&#039;t have a level limitation.&lt;br /&gt;
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Editing Character Sheet: Once a skill Rank is earned, you can record the Skill Rank under the &#039;Ranks&#039; column of the &#039;SKILLS&#039; section next to the name of the skill you ranked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the bottom below the &#039;SKILLS&#039; section, there is an explanation of which die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the &#039;Skill Die&#039; column, which is just right of the &#039;Ranks&#039; column. &lt;br /&gt;
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=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for &amp;quot;Techniques&amp;quot;. Here, you can record both Talents and Feats that your character gains over time. &lt;br /&gt;
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&lt;br /&gt;
===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
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==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupation]] determines a Character&#039;s starting wealth; it should specify the &#039;Starting Bonus Income&#039; and the &#039;Credit Rating Range&#039;. A Character takes the lowest Credit score and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional ISK (money) equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter Pack as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
&lt;br /&gt;
For Weapons go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. If the Player wishes to customization there own [[Weapons|Weapons]] or [[Armor|Armor]] visit thier respected pages.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
&lt;br /&gt;
Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
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Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
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&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=11674</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=11674"/>
		<updated>2026-07-21T02:05:29Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Summary */&lt;/p&gt;
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Below are the instructions on how to create a Character, as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before, you may wish to review the [[Basics|Getting Started]] page. You can also skip Character Creation and use a [[Starter_Characters#Starter_Character_Sheets|Starter Character]].&lt;br /&gt;
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Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
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Anything in this box-like format will be instructions for editing the Character sheet. &lt;br /&gt;
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&lt;br /&gt;
==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it on paper! A few things you will need first: &lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 dice set. Here is a URL to help get you started [https://www.google.com/search?btnG=1&amp;amp;pws=0&amp;amp;q=d20+Dice+Set&amp;amp;gws_rd=ssl Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. Download [https://drive.google.com/file/d/1LzuKrZx6mevtOLY-8M7jnzREWABrjcvk/view?usp=drive_link here]! &lt;br /&gt;
:* &#039;&#039;&#039;Note&#039;&#039;&#039;: The Character sheet is form-fillable when you download it.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the steps that are explained in more detail in the sections below. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[#A_Character_Idea|1.]]&#039;&#039;&#039; Think of your Character&#039;s names, backstory etc... (optional)&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Species|2.]]&#039;&#039;&#039; Choose a [[Species]]&lt;br /&gt;
::* Species provide features such as Size, Speed, Tech Proficiency, Homeworld, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Proficiency_Levels|3.]]&#039;&#039;&#039; Pick/record starting [[Proficiency_Tree|Proficiency Levels]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Choose_A_Path|4.]]&#039;&#039;&#039; Choose a [[Character_Path|Path]]&lt;br /&gt;
::* The Path provides stats like Advantage Die, Ability Affinity, Hit Die (but not total Hit Points yet)&lt;br /&gt;
::* Path also provides other features that will be explored in the sections below, such as Favored Skills, Talents, Feats, etc.&lt;br /&gt;
:&#039;&#039;&#039;[[#Ability_Themes|5.]]&#039;&#039;&#039; Determine [[Ability_Themes|Ability Theme]] Scores and Modifiers&lt;br /&gt;
:&#039;&#039;&#039;[[#Calculating_Health|6.]]&#039;&#039;&#039; Calculate Ability Score dependent states, IE: [[#Calculating_Health|Health]] (Hit Points), [[#Passive_Perception|Passive Perception]], [[#Initiative|Initiative]]&lt;br /&gt;
:&#039;&#039;&#039;[[#Skills|7.]]&#039;&#039;&#039; Record Favored [[SkillsBasics|Skills]] and Spend starting Skill Points.&lt;br /&gt;
:&#039;&#039;&#039;[[#Talents|8.]]&#039;&#039;&#039; Choose starting Talent from the Character&#039;s Path&lt;br /&gt;
:&#039;&#039;&#039;[[#Feats|9.]]&#039;&#039;&#039; Choose starting Feats, one optional provided by the Path and one from the [[Feats]] page.&lt;br /&gt;
:&#039;&#039;&#039;[[#Picking_an_Occupation|10.]]&#039;&#039;&#039; Pick a [[Occupations|Occupations]] and record Starting ISK/Credit Score&lt;br /&gt;
:&#039;&#039;&#039;[[#Getting_Equipment|11.]]&#039;&#039;&#039; Acquire [[General_Equipment|Equipment]], [[Full_Weapon_List|Weapons]], and [[Armor#Armor_Examples|Armor]]. &lt;br /&gt;
:&#039;&#039;&#039;[[#AC|12.]]&#039;&#039;&#039; Record AC and any additional states that are affected by purchased items.&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often overlooked but important is the simple idea of what you want to role-play. If role-playing is new to you or just not your thing, you can role-play yourself or an &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; version of you. &lt;br /&gt;
&lt;br /&gt;
Feel free to go as in-depth as you like; there is no need to start with a well-formed character. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shenanigans ensued. You can start your character off with as much or as little detail as you like, provided the essential parts of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Consider asking yourself a few questions:&lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment/morals? Is your character good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective, or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
&lt;br /&gt;
You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. If a question like &amp;quot;What is your Character&#039;s name?&amp;quot; causes you to pause and linger too long, unable to come up with an answer, then simply move on to another detail and revisit it later.&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet, to the right of the &amp;quot;Future Path&amp;quot; title, is a series of blanks with the titles directly below each blank. Fill in the first few blanks now. &amp;quot;Character Name,&amp;quot; &amp;quot;Alignment,&amp;quot; and &amp;quot;Player Name&amp;quot; (That&#039;s your name in case you lose your sheet at a group event or something). There are also fields for you to enter &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you feel stuck here, that is okay. If you already know what Class you want to play as, go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
===Qurks/Flaws and other Difficults ===&lt;br /&gt;
One way to add extra flavor to your Character is to add a [[Difficulties|Difficulty]] such as a &#039;&#039;&#039;[[Quirks|Quirk or Flaw]]&#039;&#039;&#039;, which are minor changes mostly for role-playing purposes that give your Character more depth and also something to try to overcome. However, there are also 3 advanced customizations &#039;&#039;&#039;[[Cybernetics]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Mutations]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Psionics]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
Visit the [[Species|Species]] page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM if it&#039;s okay to play an alternate Species.&lt;br /&gt;
&lt;br /&gt;
Species grant Traits to Characters as well as affect appearance and other characteristics. Species Traits can directly affect the Character&#039;s stats or provide special abilities only available to that Species.&lt;br /&gt;
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Editing Character Sheet: You can write your Species choice on your character sheet below the &#039;Character Class and Levels&#039; section, which is directly below the &#039;Character Name&#039; at the top right corner of the first page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Size and Speed ===&lt;br /&gt;
&lt;br /&gt;
Both size and speed are required boxes that are provided by the picked Species, although they can be modified later through Feats, Armor, or other rules. A Character sheet needs to have Size and Speed recorded as there are rules that impact gameplay that rely on these stats. By default a Species &#039;&#039;&#039;Size&#039;&#039;&#039; is &#039;&#039;&#039;Medium&#039;&#039;&#039;. By default, a Species default walk &#039;&#039;&#039;Speed&#039;&#039;&#039; is &#039;&#039;&#039;15ft&#039;&#039;&#039;, and run is twice Base at &#039;&#039;&#039;30ft&#039;&#039;&#039;. Climbing and Swimming are both half Base speed (speed is measured in 5ft increments, and when halving speed, always round up. So 1/2 of 15ft is 10ft. The Burrow speed is always 5ft unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet: Size is found at the top of the first page, right after the &#039;Species&#039; box and before the &#039;Gender&#039; box. Further below that section, past the &#039;DR&#039; boxes, is the section dedicated to Speed. There, you can record your tactical movement speeds. &lt;br /&gt;
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&lt;br /&gt;
=== Tech Proficiency Level ===&lt;br /&gt;
&lt;br /&gt;
Species provide the starting Tech Proficiency level. The default starting Tech Level is 2 if nothing is provided. Unless it is obvious, the species isn&#039;t advanced. To learn about how Tech Level affects a Character and how to utilize it, go [[Tech|here]].&lt;br /&gt;
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Editing Character Sheet: &#039;Tech Proficiency Level&#039; can be found at the top of the first page under the large box titled &#039;Character Description and Background&#039;. All Proficiencies are denoted with boxes that are checked off to indicate what Tech Level the Character understands.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More on Proficiency levels in the next [[Character_Creation_and_Advancement#Proficiency_Levels|section]].&lt;br /&gt;
&lt;br /&gt;
=== Character Description (Homeworld/Gender/Height/Weight/Hair Color/Eyes) ===&lt;br /&gt;
&lt;br /&gt;
It is up to you as to how in-depth you wish to imagine your Character. The species can inform these attributes and help a Player determine the Character&#039;s appearance. Please note the Species &#039;Visual Description&#039; and &#039;Physical Traits&#039; to get an idea of how the Character may appear. &lt;br /&gt;
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Editing Character Sheet:  Homeworld is located at the top of the first page, to the right of the &#039;Character Path/Level and Professions&#039; section, or directly below the &#039;Player&#039; section. While Gender, Height, Weight, Hair Color, and Eyes are found at the top of the first page. Are all on the same row, one after another, in order after the Species and Size boxes. Below these boxes is a large box for &#039;Character Description and Background.&#039; This is a good place to provide a short extra explanation of appearance. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Proficiency Levels ==&lt;br /&gt;
&lt;br /&gt;
This goes over the default starting values of the Character&#039;s [[Proficiency Tree]].&lt;br /&gt;
&lt;br /&gt;
; Tech Proficiency: You should have already filled out this information as part of the [[Character_Creation_and_Advancement#Tech_Proficiency_Level|previous section]]. &lt;br /&gt;
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Editing Character Sheet: This is located on the first page near the top, just below the &#039;SPEED&#039; section and &#039;Character Description and Background&#039; box. There are 4 square boxes that are underlined. Fill in all the boxes under and before the Character&#039;s Tech Level provided by the Species. All other Proficiency levels are located further down the page, in different sections near what they&#039;re associated with.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Melee and Ranged Proficiency Levels: By now, you probably know if you want your character to be better at Range or Melee weapons. You can choose not to focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee, or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this as you plan your character.&lt;br /&gt;
&lt;br /&gt;
; Armor Proficiency Levels: This starts at 2. It is always two unless a [[Species]] or [[Character Professions]] changes it. &lt;br /&gt;
&lt;br /&gt;
; Power Armor Levels: This will always start at 0. Power armor requires a Feat called [[Power Armor Expert]] to start putting levels into it.&lt;br /&gt;
&lt;br /&gt;
; Item Use Proficiency Levels: This always starts out at zero.&lt;br /&gt;
&lt;br /&gt;
==Choose A Path ==&lt;br /&gt;
Paths are in the [[Character_Path|Character Paths]] section. Character Paths represent a Character&#039;s favored Ability and also provide many of the base stats. Nobody starts out instantly as a Field Officer, Starfighter, or Envoy. It takes time to perfect one&#039;s abilities and understand one&#039;s strengths and weaknesses. Be aware that some [[Species]] (such as the Ovex) have a custom Path. Paths do not limit a Character, only help make it easier to go in a particular direction. &lt;br /&gt;
&lt;br /&gt;
The choices, in summary, are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Strength_.28Strong_Hero.29|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
* [[Character_Path#Path_of_No_Path_(The_Freelancer)|Path of No Path]]&lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet: At the top right of the Character Sheet are a couple of different sections for writing down things such as Character and Player Name. There is also a section titled: &amp;quot;Character Paths/Level and Professions&amp;quot;. Here, you will enter the Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what &#039;&#039;&#039;HD&#039;&#039;&#039; and &#039;&#039;&#039;HP&#039;&#039;&#039; means or how health is handled go [[Health and Injury|here]]&lt;br /&gt;
&lt;br /&gt;
=== Advantage Die ===&lt;br /&gt;
&lt;br /&gt;
[[Advantage]] Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is [[Proficiency_Tree|proficient]] with to aid in success. It represents an increased aptitude for certain [[Ability_Scores|abilities]], [[Skills|skills]] and various [[Weapons|weapons]] and [[General_Equipment|equipment]] as the Character levels up. &lt;br /&gt;
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Editing Character Sheet: A Character&#039;s Advantage Die is provided in the Character Path Table. It can be recorded on the Character Sheet in the box next to &#039;Advantage Die&#039; located near the top left side of the first page. Next to the Ability scores under the &#039;INITIATIVE&#039; and &#039;HP&#039; boxes.&lt;br /&gt;
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&lt;br /&gt;
=== Ability Affinity ===&lt;br /&gt;
&lt;br /&gt;
All the Paths, with the exception of &#039;The Path of No Path,&#039; provide a single Ability Theme that the Character has an &#039;Affinity&#039; with. More about filling out your Character&#039;s Ability Theme scores in the [[Character_Creation_and_Advancement#Ability_Themes|next section]].&lt;br /&gt;
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Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. Each has a small checkbox in the top-left corner of their ability square. That box is used to record which abilities you have an affinity with. As you gain new Character Professions, more checkboxes can be filled in as different Professions provide additional Ability Affinities.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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=== Hit Die ===&lt;br /&gt;
&lt;br /&gt;
Your Path provides the Character&#039;s Hit Die. This is used along with the Constitution Ability Theme to determine total health and how much health is gained per level. Once Ability Themes are determined, the &#039;Total Hit Points&#039; can be filled out, but for now, the &#039;Hit Die&#039; box can be filled in.&lt;br /&gt;
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Editing Character Sheet: At the top of the first page, under the &#039;Future Path&#039; title, is the &#039;HP&#039; section, which has the &#039;Hit Die&#039; and &#039;Total Hit Points&#039; followed by the &#039;DR&#039; boxes. For now, just fill in the &#039;Hit Die&#039; box with the die provided by the chosen Path.&lt;br /&gt;
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=== Other Path Features ===&lt;br /&gt;
&lt;br /&gt;
A Character&#039;s Path provides &#039;Favored Skills&#039;, &#039;Skill Points per Level&#039;, &#039;Starting Feat&#039;, and the option of a &#039;Talent&#039; at level one. Each of these will be addressed in the sections below.&lt;br /&gt;
&lt;br /&gt;
=== A Note about Character Professions ===&lt;br /&gt;
&lt;br /&gt;
Character Professions require a Character to be at least level &#039;&#039;&#039;Two&#039;&#039;&#039;. However, it is good to be aware of them and to think about what Class you may want to pick for your Character once they level up. Professions are specializations that better define your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. To review Character Professions, visit the [[Character Professions]] page.&lt;br /&gt;
&lt;br /&gt;
;Suggestion: It may be useful to review what [[Character Professions|Character Professions]] you want before picking a Character Path and/or before selecting your Ability Theme Scores. Each Advanced Class can ignore the Path requirement if the Character meets the [[Character_Creation_and_Advancement#Ability_Scores|Ability Score]] requirement and vice versa.&lt;br /&gt;
&lt;br /&gt;
==Ability Themes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: auto 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: auto; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero; the [[Ability Themes|Ability Theme]] Scores. The Standard Fantasy Scores are 15, 14, 13, 12, 10, 8. The Player can then choose which Ability Theme gets which of the 6 scores. It&#039;s good to already know what you want the Character to be like and what Profession or Professions you hope to gain as you level up, so that you have a good idea where at least some of the scores should go.&lt;br /&gt;
&lt;br /&gt;
The Player can also roll for their Character&#039;s Ability Theme Scores or use the Point Buy system to &#039;buy&#039; the scores. Learn more under the [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|Alternate Ability Score Rules]]&lt;br /&gt;
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Editing Character Sheet (Ability Scores): Read the sections below for the different choices and details on setting up your ability scores. The Ability Scores section of the Character Sheet is on the first page, near the top, just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column that starts with STR and ends with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to fill out the SCORE for now. &lt;br /&gt;
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Once you select, roll, or buy up your ability scores (see alternate rules), you will want to record them on your Character Sheet. Your ability score may also be modified by the [[Species|Species]] you pick. And then once you figure out what your total score is, you may want to record what your modifier is. To the right is a table with the modifiers per ability score.&lt;br /&gt;
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Editing Character Sheet (Ability Modifier): To the right is a table titled &amp;quot;Ability Score Modifiers&amp;quot;. The math for this is also: &amp;quot;(Ability Score / 2) - 5 [round result down]&amp;quot;. Normally, we wait to fill this out until you have picked your species, which is the next step. The reason for this is to avoid having to erase and rewrite the score.&lt;br /&gt;
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=== Alternate Ability Score Rules ===&lt;br /&gt;
It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than for a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead. &lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Alternate Rules for rolling Ability scores.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
During gaming, the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats on average are going to be higher, and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a &amp;quot;Low Fantasy&amp;quot; game, you may have a less powerful character that is closer to the average Joe. &lt;br /&gt;
&lt;br /&gt;
The different systems below accommodate both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things, the tabletop dice roll decides all. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times to end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.&lt;br /&gt;
## You can roll for each Ability one after another, starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they are most needed. &lt;br /&gt;
## The GM may want to change when players re-roll totals that are too low. Or perhaps re-roll totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
## The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. The Player spends the points they receive at level one to buy ability points. The Player automatically starts with 10 in all attributes, which are considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; levels for those abilities. To the right, you can see the &amp;quot;Ability Score Points&amp;quot; table, and a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right, titled &amp;quot;Ability Score Costs,&amp;quot; informs the player how much that Score will cost. A player can also &#039;sell&#039; a point, dropping their score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.  &lt;br /&gt;
## The number of points given to the player to spend can change depending on whether the GM wants to play in a &amp;quot;Low&amp;quot;, &amp;quot;Standard&amp;quot;, &amp;quot;High&amp;quot;, or &amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It is also supposed to represent role-playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Forcing characters to start lower and pay more to advance may help them think not only about the strong parts but also the weaknesses of a character.&lt;br /&gt;
# &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;: The Player can also forgo rolling or point buy and simply be given the &#039;&#039;&#039;Standard Spread&#039;&#039;&#039;. They can then choose where each of the 6 scores goes.&lt;br /&gt;
## Standard Fantasy: 15, 14, 13, 12, 10, 8&lt;br /&gt;
## Low Fantasy: 14, 12, 10, 10, 8, 8&lt;br /&gt;
## High Fantasy: 19, 18, 16, 13, 12, 10&lt;br /&gt;
&lt;br /&gt;
;Note for the GM: Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have their advantages and disadvantages. Some people dislike the point buy because characters are likely to look too much alike. If you are a Strong/Soldier Hero, you know exactly where to spend your points for the most optimal build for that class, and it is likely that all of Strong/Soldiers will look the same. On the one hand, this gives the Player the most control over their character and helps avoid Players who may &amp;quot;Power Roll&amp;quot; for super-high scores. On the other hand, this reduces individuality by creating a more &amp;quot;cookie-cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting and fun, bringing a challenging, different aspect to role-playing. &lt;br /&gt;
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|}&lt;br /&gt;
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== Calculating Health ==&lt;br /&gt;
&lt;br /&gt;
Now that you have rolled up and recorded your Ability scores, you can record your Character&#039;s Hit Points or HP. More a review on how Health is interpreted in Future Path, go to the [[Health and Injury|Health and Injury]] page.&lt;br /&gt;
&lt;br /&gt;
The Character Path informs the character of its &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to their total HP.&lt;br /&gt;
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As they level up, a player can choose between taking the average for the Hit Die + Con Mod or rolling for it using the Hit Die and then adding the Con Mod.&lt;br /&gt;
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Editing Character Sheet (HP): The Hit Points section is located on the first page, near the top left of the character sheet, just below the &#039;Future Path&#039; title letters. A player can record both their Hit Die and their current HP (Hit Points). The large empty box just below the Hit Points section, labeled &#039;Wounds/Current HP&#039;, is where to record damage received during combat.&lt;br /&gt;
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== Passive Perception ==&lt;br /&gt;
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All Characters have a Passive Perception. This is the Character&#039;s awareness of their surroundings. When a Character rolls for a [[Perception]] Skill check, they are actively looking for something. However, Passive Perception is simply a Character&#039;s alertness while doing their daily routine. Passive Perception is a 10 + Wisdom Modifier. &lt;br /&gt;
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Editing Character Sheet: Passive Perception is recorded in the &#039;PASS. PERCEPTION&#039; box just above the &#039;SKILLS&#039; section and below the Ability Scores.&lt;br /&gt;
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==Initiative==&lt;br /&gt;
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Your initiative shows your Character&#039;s quickness, awareness, and willingness to react. Using a bit of luck with a d20 check, a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how the initiative is involved in gameplay on the [[Combat]] page. Initiative equals a Character&#039;s Wisdom Modifier + Dexterity Modifier. &lt;br /&gt;
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Editing Character Sheet (Initiative): Your Initiative is located below the &amp;quot;HP&amp;quot; and &amp;quot;Wounds/Current HP&amp;quot; sections just above &#039;Advantage Die&#039;. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
You will notice that on each Character Path, there are the &#039;Favored Skills&#039; and &#039;Skill Points at Each Additional Level&#039; sections. To learn more about skills and how to use them, you can go to the [[SkillsBasics|Skills Basics]] page. Each Class also provides Favored Skills. Each Favored Skill automatically gains a Skill Rank. If the Character already has that Favored Skill and earned it again through a Feat/Class etc... gain a Skill Point that must be spent on that Class when possible.&lt;br /&gt;
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Editing Character Sheet (Favored Skill Box): To the left of the first page, below the Ability Score section of the Character Sheet, there is the Skills list. Notably, the largest section of the sheet. The Skills list has multiple columns: two checkboxes, Skill Name, Ranks, Ability Mod, Skill Die, and Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your favored skills. &lt;br /&gt;
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The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled &#039;Skill Points per Level&#039; that shows how many skill points you get per level. You may also earn 1 Skill Point instead of choosing between two Feats from the &#039;Starting Feat&#039; section. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once. Once you have identified what your Favored Skills are, you can spend your skill points. To add a Rank in a Favored Skill, you spend 1 point. To add a Rank to any other skill, you spend 2 points. The number of Ranks you can have in a skill is limited by 1/2 your Character Level, rounded up. The Language skill is special in that all Characters have it as a Favored skill and doesn&#039;t have a level limitation.&lt;br /&gt;
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Editing Character Sheet: Once a skill Rank is earned, you can record the Skill Rank under the &#039;Ranks&#039; column of the &#039;SKILLS&#039; section next to the name of the skill you ranked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the bottom below the &#039;SKILLS&#039; section, there is an explanation of which die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the &#039;Skill Die&#039; column, which is just right of the &#039;Ranks&#039; column. &lt;br /&gt;
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=== Filling in Skill Die Column ===&lt;br /&gt;
&lt;br /&gt;
The Skill Die is determined by the Skill Rank. The following table shows the Skill Rank and its corresponding level. [[SkillsBasics#Skill_Die_Levels|Skill Rank/Die Levels and success %]] table. They are also at the bottom of the Character Sheet PDF.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Character Path and Class, while Feats are picked by the Player as the Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. A Character also earns a Feat at level one and one every odd level. The [[Species]] you pick may have additional Talents or Feats. &lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with (usually one), which is based on the class level. And pick one from the available Talent Professions. You will see them listed below the Character Path and Character Class tables. &lt;br /&gt;
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Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet, underneath the panel for &amp;quot;Techniques&amp;quot;. Here, you can record both Talents and Feats that your character gains over time. &lt;br /&gt;
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===Feats===&lt;br /&gt;
The chosen path has a &#039;Starting Feat&#039; section, which gives you the option of picking between two Feats or ignoring this for more Skill Points. Then at level 1, the Character gains one Feat without any Category restrictions. Some species, like humans, also provide a Bonus Feat at level 1.&lt;br /&gt;
&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]]. Sometimes a Class provides a Feat that can only come from a particular Category which are &#039;&#039;&#039;Tatical&#039;&#039;&#039; or  &#039;&#039;&#039;Utility&#039;&#039;&#039; or Sub-Categories, such as &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
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Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet, underneath the section for &amp;quot;Techniques&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here, you can record both Talents and Feats that your character gains over time.&lt;br /&gt;
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==Picking an Occupation==&lt;br /&gt;
&lt;br /&gt;
An [[Occupations|Occupations]] will determine the starting wealth of a Character; it should specify the &#039;Starting Bonus Income&#039;. A Character starts at the lowest Credit score in the &#039;Credit Rating Range&#039; and then adds their Wisdom modifier (ignore negative modifiers). Also, automatically gain additional credits equal to &#039;Average Monthly Income&#039; times the Wisdom modifier, and again ignore if the Wisdom modifier is negative. If the Character is starting out above level 1, then add their &#039;Average Monthly Income&#039; for each level after level 1 to their Starting Bonus Income.&lt;br /&gt;
&lt;br /&gt;
You do not need to pick an Occupation to have a starting wealth if you do not want to. You can start with $4,000 creds per level to spend and a Credit Score of 4 + Wisdom Mod (ignore negatives)&lt;br /&gt;
&lt;br /&gt;
You can also negotiate with the GM on starting wealth. Perhaps you want a character who has had to take out many loans to get a ship. So you want to start out with a character who already owns an expensive piece of equipment but has little spare cash. The important part is to make sure the Player communicates his/her items/Bonus Wealth/Credit score to the GM, and not own things well beyond their Credit score would allow for their level. At least not with GM consent, and likely a good story to explain why.&lt;br /&gt;
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More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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Editing Character Sheet (Wealth): On the second page, at the bottom left-hand corner, is the &amp;quot;Wealth&amp;quot; panel. In this box are &amp;quot;WEALTH in $ISK&amp;quot; and &amp;quot;CREDIT SCORE&amp;quot;.&lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
For equipment (not weapons or armor), go to the [[General_Equipment|General Equipment]] page. [[General_Equipment#Starter_Packs|Starter Packs]] are designed to help Heroes get into the action without having to do a lot of &#039;epic shopping&#039; as they are bundles of general equipment that may be useful for a starting adventure. Consider a Starter back as things a Hero/Character already has without spending money, excluding weapons and armor. If they choose to pick their own &#039;starter&#039; items, then as long as they are not more than 15 items and as long as they are not of a higher tech value than the Starting Character&#039;s Tech level, and they are not master-worked, then they should not subtract from starting wealth. &lt;br /&gt;
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Players can acquire Weapons on the [[Weapons|Weapons]] page. Armor on the [[Armor|Armor]] page. The Weapons and Armor page can be overwhelming as they include rules for crafting, customizing, and designing your own dream weapon. These rules are &#039;&#039;&#039;not&#039;&#039;&#039; necessary to learn. To just get a list of Weapons to purchase, go [[Full_Weapon_List|here]], and for Armor, go [[Armor#Armor_Examples|here]]. Armor and Weapons do subtract from the Character&#039;s starting wealth. Also, a Level 1 Character should not have access to Weapons/Armor that is of a higher tech level than their Character, nor Masterworked weapons, without first talking to the GM about it. Remember that spending a Credit Score point can give you extra spending cash.&lt;br /&gt;
&lt;br /&gt;
=== AC ===&lt;br /&gt;
&lt;br /&gt;
[[Armor Class]] is a calculation of how hard it is to hit and deal damage to the Character. It is calculated with the following. &lt;br /&gt;
: &#039;&#039;&#039;AC = 10 + Armor Bonus + Dexterity Modifier + Size Modifier + Natural Armor + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and &#039;&#039;&#039;Touch&#039;&#039;&#039; can now also be filled in. They are located just to the right of the section for AC. &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; is a Character&#039;s AC without a Dexterity Bonus. While &#039;&#039;&#039;Touch&#039;&#039;&#039; is a Character&#039;s AC without Armor bonuses.&lt;br /&gt;
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Note: Armor can also reduce a wearer&#039;s Run, Sprint, Dash, Swim, and Climb speed.&lt;br /&gt;
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Editing Character Sheet (Armor Speed): On the first page, at the top, there is a &#039;SPEED&#039; section. There is a box directly under the Swim and Climb boxes and to the right of the &#039;Base / Run&#039; speed boxes. This is for recording the Armored Run Speed/-# of squares penalty.&lt;br /&gt;
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==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player must have to reach the next level. There are 3 columns for XP. Labeled &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039;, and &#039;&#039;&#039;Fast&#039;&#039;&#039;. These represent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
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Alternatively, the GM can simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Talents*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats*&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pick Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
|-&lt;br /&gt;
| 1st || — || — || — || Talent || Feats(All) || —&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 3,000 || 2,000 || 1,300 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 7,500 || 5,000 || 3,300 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 14,000 || 9,000 || 6,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 23,000 || 15,000 || 10,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 35,000 || 23,000 || 15,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 53,000 || 35,000 || 23,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 77,000 || 51,000 || 34,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 115,000 || 75,000 || 50,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 160,000 || 105,000 || 71,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 235,000 || 155,000 || 105,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 330,000 || 220,000 || 145,000 || Talent || — || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 475,000 || 315,000 || 210,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 665,000 || 445,000 || 295,000 || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 955,000 || 635,000 || 425,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 1,350,000 || 890,000 || 600,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 1,900,000 || 1,300,000 || 850,000 || - || Feat(Utility) || —&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 2,700,000 || 1,800,000 || 1,200,000 || Talent || — || —&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 3,850,000 || 2,550,000 || 1,700,000 || - || Feat(Tactical) || —&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 5,350,000 || 3,600,000 || 2,400,000 || — || — || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Experience): On the bottom of the second page, there is a section titled &#039;EXPERIENCE POINTS&#039; and a smaller section titled &#039;NEXT LEVEL&#039;. Under Experience Points, you can keep track of how much experience the Character currently has. The section next to it records the required experience for the next level.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1)&#039;&#039;&#039; Check your [[Character_Path|Character Path]].&lt;br /&gt;
:: Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents, or Feats you get at each level. (Although Character Professions also provide talents and feats.)&lt;br /&gt;
:# Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.&lt;br /&gt;
:# Hit Points: There are multiple ways to add HP, and your GM usually will state which type, which will probably be inspired by either a Low, Regular, or High Fantasy setting.&lt;br /&gt;
::# Default Option: Take the &#039;&#039;&#039;Level Up Average&#039;&#039;&#039; specified by the Character&#039;s Path. This is Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 + Con Mod.&lt;br /&gt;
::# Normal Level Option: You roll for your HP at each level. Using the &amp;quot;Hit Die,&amp;quot; you then add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
::# Low: Gain HP equal to the Character Constitution Modifier score, minimal +1.&lt;br /&gt;
::# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.&lt;br /&gt;
:# Path Talent: If you get a Talent associated with your Path on &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;12th&#039;&#039;&#039;, &#039;&#039;&#039;18th&#039;&#039;&#039; levels.&lt;br /&gt;
:# Feat: If you get a Feat on every odd level starting on level 1. You must select a feat from the [[Feats]] page and meet all prerequisites. &lt;br /&gt;
:# Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Miscellaneous category. You gain this at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, &#039;&#039;&#039;16th&#039;&#039;&#039;, &#039;&#039;&#039;20th&#039;&#039;&#039; levels.&lt;br /&gt;
::# If you get an Ability score bonus, then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character&#039;s ability score and may also affect the modifier. &lt;br /&gt;
::# If you choose a Bonus Feat, then you can pick from the Miscellaneous category on the [[Feats]] page. Any Feat that the Character has the pre-requirements for.&lt;br /&gt;
:&#039;&#039;&#039;2)&#039;&#039;&#039; Check your [[Character Professions|Advanced Professions]]&lt;br /&gt;
:# Character Professions Talents: Most [[Character Professions]] have a Talent or other feature that is earned at each level.&lt;br /&gt;
:# Techniques: Some [[Character Professions]] have [[Techniques]]. The ones that do usually increase the number of Techniques they know per level. And some Techniques improve on their own.&lt;br /&gt;
:&#039;&#039;&#039;3)&#039;&#039;&#039; Check your [[Species]]&lt;br /&gt;
:: Sometimes a [[Species]] has a special feature that can be unlocked or improved upon at higher levels.&lt;br /&gt;
:&#039;&#039;&#039;4)&#039;&#039;&#039; [[Proficiency_Tree|Proficiency]]&lt;br /&gt;
:: Gain a Training Point, then choose to spend or hold your current points.&lt;br /&gt;
:&#039;&#039;&#039;5)&#039;&#039;&#039; [[Hero_Companions|Companion]]&lt;br /&gt;
:: If the character has an Animal or Robotic Companion, the companion&#039;s level is determined relative to its owner.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Skills&amp;diff=11673</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Skills&amp;diff=11673"/>
		<updated>2026-07-18T04:24:02Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the Skill Table for Future Path Character/Heroes. This is a complete list of skills and the Ability they are associated with as well as type. For instructions on how to get skills and use them go to the [[SkillsBasics|Skills Basics]] page. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;float:left; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Skill Table&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;| Skill Name&lt;br /&gt;
! Ability &lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Acrobatics|Acrobatics]]||Dex||Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Athletics|Athletics]]||Str||Rank Dependent&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluff|Bluff]]||Cha/Int||Natural&lt;br /&gt;
|-&lt;br /&gt;
| [[Computer Use|Computer Use]]||Int|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Craft|Craft]]||-||Rank Dependent&lt;br /&gt;
|-&lt;br /&gt;
| [[- Chemical|- Chemical]]||Int|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[- Electronic|- Electronic]]||Int|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[- Mechanical|- Mechanical]]||Int|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[- Pharmaceutical|- Pharmaceutical]]||Int|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[- Structural|- Structural]]||Int|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Diplomacy|Diplomacy]]||Cha/Wis||Natural&lt;br /&gt;
|-&lt;br /&gt;
| [[Disable Device|Disable Device]]||Int|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Disguise|Disguise]]||Cha||Natural&lt;br /&gt;
|-&lt;br /&gt;
| [[Intimidate|Intimidate]]||Cha/Str||Natural&lt;br /&gt;
|-&lt;br /&gt;
| [[Knowledge|Knowledge]]||-|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Knowledge#Culture|- Culture]]||Int|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Knowledge#Current_Events|- Current Events]]||Int|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Knowledge#History|- History]]||Int|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Knowledge#Science|- Science]]||Int|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Knowledge#Philosophy|- Philosophy]]||Int|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Perception|Perception]]||Wis||Natural&lt;br /&gt;
|-&lt;br /&gt;
| [[Pilot|Pilot]]||Dex|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Language|Language]]||-||Rank Dependent&lt;br /&gt;
|-&lt;br /&gt;
| [[Sense Motive|Sense Motive]]||Wis||Natural&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleight of Hand|Sleight of Hand]]||Dex|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth|Stealth]]||Dex||Natural&lt;br /&gt;
|-&lt;br /&gt;
| [[Study|Study]]||Int||Natural&lt;br /&gt;
|-&lt;br /&gt;
| [[Survival|Survival]]||Wis||Natural&lt;br /&gt;
|-&lt;br /&gt;
| [[Medical]]||Wis|| Rank Dependent&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Feat Based Skills&lt;br /&gt;
|-&lt;br /&gt;
| [[Demolitions]]||Wis/Int|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Escape_Artist|Escape Artist]]||Str/Dex|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
| [[Perform]]||Cha||Rank Dependent&lt;br /&gt;
|-&lt;br /&gt;
| [[Handle Animal|Handle Animal]]||Wis/Cha|| Unnatural&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Skill Like Abilities&lt;br /&gt;
|-&lt;br /&gt;
| [[Tech]] || Int || Natural&lt;br /&gt;
|-&lt;br /&gt;
| [[Profession]] || Wis || Natural&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skill Description Format == &lt;br /&gt;
&lt;br /&gt;
Skill descriptions adhere to the following guidelines. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Name&amp;lt;/u&amp;gt;: The skill name line includes (in addition to the name of the skill) the following information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability&amp;lt;/u&amp;gt;: The ability whose modifier is applied to the skill die level. Some Skills have two abilities associated with them. In this case, the Player chooses which Ability to use when using the Skill. The Skill descriptions will explain this further.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Type&amp;lt;/u&amp;gt;: Whether or not the skill is Natural, Unnatural, or Rank Dependent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Description&amp;lt;/u&amp;gt;: The skill name line is followed by a general description of what using the skill represents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Check&amp;lt;/u&amp;gt;: What a character can do with a successful skill check and the check&#039;s Difficulty Class (DC).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Action&amp;lt;/u&amp;gt;: The type of action using the skill requires, or the amount of time required for a check.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Try Again&amp;lt;/u&amp;gt;: Any conditions that apply to successive attempts to use the skill successfully. If the skill doesn&#039;t allow you to attempt the same task more than once, or if failure carries an inherent penalty (such as with the Climb skill), you can&#039;t take 20. If this paragraph is omitted, the skill can be retried without any inherent penalty other than the additional time required.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Special&amp;lt;/u&amp;gt;: Any extra facts that apply to the skill, such as special effects deriving from its use or bonuses that certain characters receive because of class, feat choices, or race.&lt;br /&gt;
&lt;br /&gt;
== Skill Types ==&lt;br /&gt;
For the basic rules of using and gaining skills, visit the [[SkillsBasics|Skills Basics]] page.&lt;br /&gt;
&lt;br /&gt;
;Natural: This means that the skill doesn&#039;t need to be &#039;Trained&#039; first before a Character can use it. It implies that the skill is a common, simple task that just about anyone can perform at least on a basic level.&lt;br /&gt;
&lt;br /&gt;
;Unnatural: This means that the skill cannot be used until a Skill Point is spent so that it is &#039;Trained&#039;. It has to be taught and is not something a Character can simply do or just know. It implies that knowledge and training were provided to perform the Skill&#039;s actions. &lt;br /&gt;
&lt;br /&gt;
;Rank Dependent: This means that the outcome of a successful check is somewhat predetermined by the Rank of the Skill. A Character cannot be more successful at this action than what is predetermined for whatever Rank they have in that Skill. Aside from this, these skills function just like the &#039;Unnatural&#039; skills.&lt;br /&gt;
&lt;br /&gt;
== Feat Based Skills ==&lt;br /&gt;
&lt;br /&gt;
These are special skills that are only available through a Feat, which some classes provide or can be gained by leveling. These skills do not follow the normal rules, especially when it comes to Rank limits.&lt;br /&gt;
&lt;br /&gt;
== Skill Like Abilities ==&lt;br /&gt;
&lt;br /&gt;
These are abilities that a Character has that level naturally up with the Character, and the Player doesn&#039;t need to spend Skill Points on them. They function like Skills but do not require Skill Points to improve them.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Death_and_Healing&amp;diff=11672</id>
		<title>Death and Healing</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Death_and_Healing&amp;diff=11672"/>
		<updated>2026-07-18T04:23:31Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Injury and Death&lt;br /&gt;
Hit points measure how hard a character is to kill.  Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one.&lt;br /&gt;
&lt;br /&gt;
;Effects of Hit Point Damage&lt;br /&gt;
At 0 hit points, a character is disabled.&lt;br /&gt;
At from –1 to –9 hit points, a character is dying.&lt;br /&gt;
At –10 or lower, a character is dead.&lt;br /&gt;
&lt;br /&gt;
;Massive Damage&lt;br /&gt;
Any time a character takes damage from a single hit that exceeds the character’s massive damage threshold, that damage is considered massive damage. A character’s massive damage threshold is equal to the character’s current Constitution score; it can be increased by taking the Improved Damage Threshold feat.&lt;br /&gt;
When a character takes massive damage that doesn’t reduce his or her hit points to 0 or lower, the character must make a Fortitude save (DC 15). If the character fails the save, the character’s hit point total is immediately reduced to –1. If the save succeeds, the character suffers no ill effect beyond the loss of hit points.&lt;br /&gt;
Creatures immune to critical hits are also immune to the effects of massive damage.&lt;br /&gt;
&lt;br /&gt;
;Nonlethal Damage&lt;br /&gt;
Nonlethal damage is dealt by unarmed attackers and some weapons. Melee weapons that deal lethal damage can be wielded so as to deal nonlethal damage, but the attacker takes a –4 penalty on attack rolls for trying to deal nonlethal damage instead of lethal damage. A ranged weapon that deals lethal damage can’t be made to deal nonlethal damage (unless it is used as an improvised melee weapon).&lt;br /&gt;
Nonlethal damage does not affect the target’s hit points. Instead, compare the amount of nonlethal damage from an attack to the target’s massive damage threshold. If the amount is less than the target’s massive damage threshold, the target is unaffected by the attack.&lt;br /&gt;
If the damage equals or exceeds the target’s massive damage threshold, the target must make a Fortitude save (DC 15). If the target succeeds on the save, the target is dazed for 1 round. If the target fails, he or she is knocked unconscious for 1d4+1 rounds.&lt;br /&gt;
&lt;br /&gt;
;Disabled (0 Hit Points)&lt;br /&gt;
When a character’s current hit points drop to exactly 0, the character is disabled. The character is not unconscious, but he or she is close to it. The character can only take a single move or attack action each turn (but not both, nor can the character take full-round actions). The character can take nonstrenuous move actions without further injuring his or herself, but if the character attacks or perform any other action the GM deems as strenuous, the character takes 1 point of damage after completing the act. Unless the activity increased the character’s hit points, the character is now at –1 hit points, and is dying.&lt;br /&gt;
Healing that raises the character above 0 hit points makes him or her fully functional again, just as if the character had never been reduced to 0 or lower.&lt;br /&gt;
A character can also become disabled when recovering from dying. In this case, it’s a step up along the road to recovery, and the character can have fewer than 0 hit points (see Stable Characters and Recovery).&lt;br /&gt;
&lt;br /&gt;
;Dying (–1 to –9 Hit Points)&lt;br /&gt;
When a character’s current hit points drop below 0, the character is dying. A dying character has a current hit point total between –1 and –9 inclusive.&lt;br /&gt;
A dying character immediately falls unconscious and can take no actions.&lt;br /&gt;
A dying character loses 1 hit point every round. This continues until the character dies or becomes stable naturally or with help (see below).&lt;br /&gt;
Dead (–10 hit points or lower)&lt;br /&gt;
When a character’s current hit points drop to –10 or lower, he or she is dead. A character can also die if his or her Constitution is reduced to 0.&lt;br /&gt;
&lt;br /&gt;
;Stable Characters and Recovery&lt;br /&gt;
A dying character (one with –1 to –9 hit points) is un­conscious and loses 1 hit point every round until he or she becomes stable or dies.&lt;br /&gt;
&lt;br /&gt;
;Recovering without Help&lt;br /&gt;
Each round, a dying character makes a Fortitude saving throw (DC 20). If the save fails, the character loses 1 hit point and must make another save on his or her turn the next round.&lt;br /&gt;
If the save succeeds, the character becomes stable. A stable character stops losing hit points every round, but remains unconscious.&lt;br /&gt;
If no one tends to the stable character (see below), he or she remains unconscious for 1 hour, at which point he or she makes a Fortitude save (DC 20). If the save succeeds, the stable character regains consciousness, becoming disabled (see above). The character’s current hit point total remains where it is, however, even though it’s negative. If the save fails, the character remains unconscious.&lt;br /&gt;
An unaided stable, conscious character who has negative hit points (and is disabled) doesn’t heal naturally. Instead, each day the character makes a Fortitude save (DC 20) to start recovering hit points naturally that day; if the save fails, he or she loses 1 hit point.&lt;br /&gt;
Once an unaided character starts recovering hit points naturally, the character is no longer in danger of losing additional hit points (even if his or her current hit point total is still negative).&lt;br /&gt;
&lt;br /&gt;
;Recovering with Help&lt;br /&gt;
A dying character can be made stable by the use of the Medical skill (DC 15).&lt;br /&gt;
One hour after a tended, dying character becomes stable, he or she makes a Fortitude save (DC 20) to regain consciousness. If successful, the character becomes disabled (see above). If the character remains unconscious, he or she makes the same Fortitude save every hour until he or she becomes conscious. Even while unconscious, the character recovers hit points naturally, and he or she can return to normal activity when his or her hit points rise to 1 or higher.&lt;br /&gt;
&lt;br /&gt;
;Healing&lt;br /&gt;
After taking damage, a character can recover hit points through natural healing (over the course of days) or through medical technology (somewhat faster). In some campaign settings, magical healing is also available. In any case, a character can’t regain hit points past his or her full normal total.&lt;br /&gt;
&lt;br /&gt;
;Natural Healing&lt;br /&gt;
A character recovers 1 hit point per character level per evening of rest (8 hours of sleep). &lt;br /&gt;
A character undergoing complete bed rest (doing nothing for an entire day) recovers 2 hit points per character level.&lt;br /&gt;
&lt;br /&gt;
;Healing Ability Damage&lt;br /&gt;
Ability damage returns at the rate of 1 point per evening of rest (8 hours of sleep). Complete bed rest (24 hours) restores 2 points per day.&lt;br /&gt;
&lt;br /&gt;
;Temporary Hit Points&lt;br /&gt;
Certain effects can give a character temporary hit points. When a character gains temporary hit points, make a note of his or her current hit points before adding the temporary hit points. When the temporary hit points go away, the character’s hit points drop to that score. If the character’s hit points are already below that score at that time, all the temporary hit points have already been lost, and the character’s hit point total does not drop.&lt;br /&gt;
When temporary hit points are lost, they can’t be restored as real hit points can be, even with medical treatment or magic.&lt;br /&gt;
&lt;br /&gt;
;Increases in Constitution Score and Current Hit Points&lt;br /&gt;
An increase in a character’s Constitution score—even a temporary one—can give the character more hit points (an effective hit point increase), but these are not temporary hit points. They can be restored through normal healing. When a character’s Constitution drops back down to its previous score after a temporary increase, the character’s full normal hit points go down accordingly.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Medical_Assistant&amp;diff=11671</id>
		<title>Medical Assistant</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Medical_Assistant&amp;diff=11671"/>
		<updated>2026-07-18T04:23:11Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a Power Armor Mod. Please review the [[Armor#Power_Armor|Power Armor]] rules for more information. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Allows the Wearer to do on-the-fly (as a simple action) Medical skill checks even during combat. The Suit acts as a First Aid, fast-use Medkit, Surgery, and Pharmacist Kit. With 50 uses and rechargeable. If they can already perform a Medical Skill check as a Simple or Free action, they can now perform two Medical checks in the same turn, as long as they don&#039;t require moving.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Animal_Companion_Accessories&amp;diff=11670</id>
		<title>Animal Companion Accessories</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Animal_Companion_Accessories&amp;diff=11670"/>
		<updated>2026-07-18T04:22:35Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of animal companion accessories and robotic hard point modules that provide different functionality or bonuses. To learn more about companions in general, visit the [[Hero_Companions|Hero Companions]] page. To learn more about standard weapons and armor, visit the [[Weapons]] or [[Armor]] pages.&lt;br /&gt;
&lt;br /&gt;
== Animal Armor &amp;amp; Carapaces ==&lt;br /&gt;
&lt;br /&gt;
Unlike normal characters, animal companions require specialized armor cut and fitted to their locomotion and size. Animal armor provides a flat bonus to their Natural AC, but can impose Dexterity and speed penalties.&lt;br /&gt;
&lt;br /&gt;
=== Light Bio-Mesh Vest ===&lt;br /&gt;
;Description: A lightweight, synthetic bio-fiber vest designed to protect vital organs without restricting fluid movement.&lt;br /&gt;
* &#039;&#039;&#039;Benefits&#039;&#039;&#039;: Grants a +2 Natural AC bonus. Negligible weight (no Dexterity or speed penalties).&lt;br /&gt;
* &#039;&#039;&#039;Price&#039;&#039;&#039;: $1,500 ISK (Procure Diff: 1)&lt;br /&gt;
&lt;br /&gt;
=== Kevlar Tactical Harness ===&lt;br /&gt;
;Description: A high-density Kevlar and carbon-weave chest harness designed to absorb kinetic impacts and shrapnel.&lt;br /&gt;
* &#039;&#039;&#039;Benefits&#039;&#039;&#039;: Grants a +4 AC bonus. Imposes a -1 Dexterity penalty.&lt;br /&gt;
* &#039;&#039;&#039;Price&#039;&#039;&#039;: $4,000 ISK (Procure Diff: 2)&lt;br /&gt;
&lt;br /&gt;
=== Heavy Exo-Carapace Plates ===&lt;br /&gt;
;Description: Thick, interlocking ceramic-alloy plating that covers the entire torso and limbs of the companion.&lt;br /&gt;
* &#039;&#039;&#039;Benefits&#039;&#039;&#039;: Grants a +6 AC bonus. Imposes a -2 Dexterity penalty and reduces base locomotion speed by 5ft.&lt;br /&gt;
* &#039;&#039;&#039;Price&#039;&#039;&#039;: $5,200 ISK (Procure Diff: 3)&lt;br /&gt;
&lt;br /&gt;
== Natural Attack Augments ==&lt;br /&gt;
&lt;br /&gt;
These specialized accessories fit directly onto the companion&#039;s biological limbs or jaws, augmenting their striking potential.&lt;br /&gt;
&lt;br /&gt;
=== Alloy Claw/Stinger Caps ===&lt;br /&gt;
;Description: Reinforced titanium-alloy sleeves that slip over and lock onto the animal&#039;s natural claws or tail stinger.&lt;br /&gt;
* &#039;&#039;&#039;Benefits&#039;&#039;&#039;: Increases Claw or Sting attack damage by one die tier OR adds a flat +1 Kinetic damage to all strikes.&lt;br /&gt;
* &#039;&#039;&#039;Price&#039;&#039;&#039;: $2,500 ISK (Procure Diff: 1)&lt;br /&gt;
&lt;br /&gt;
=== Spiked Combat Harness ===&lt;br /&gt;
;Description: A reinforced chest and shoulder harness studded with heavy, serrated mono-molecular spikes.&lt;br /&gt;
* &#039;&#039;&#039;Benefits&#039;&#039;&#039;: Enhances Slam or Trample attacks, adding +1 Piercing damage and inflicting the Bleed (1) effect on a successful hit.&lt;br /&gt;
* &#039;&#039;&#039;Price&#039;&#039;&#039;: $3,000 ISK (Procure Diff: 1)&lt;br /&gt;
&lt;br /&gt;
=== Pneumatic Jaw Augment ===&lt;br /&gt;
;Description: A micro-hydraulic brace fitted over the companion&#039;s snout, mandibles, or beak to augment crushing pressure.&lt;br /&gt;
* &#039;&#039;&#039;Benefits&#039;&#039;&#039;: Increases Bite attack damage by one die tier and grants Advantage on Grapple checks.&lt;br /&gt;
* &#039;&#039;&#039;Price&#039;&#039;&#039;: $5,000 ISK (Procure Diff: 2)&lt;br /&gt;
&lt;br /&gt;
== Owner Utility &amp;amp; Interface Systems ==&lt;br /&gt;
&lt;br /&gt;
These gear attachments allow the companion to carry extra equipment or integrate with the owner&#039;s tech interface.&lt;br /&gt;
&lt;br /&gt;
=== Load-Bearing Tactical Packs ===&lt;br /&gt;
;Description: Balanced side panniers and quick-access storage pouches that mount securely onto the companion&#039;s back.&lt;br /&gt;
* &#039;&#039;&#039;Benefits&#039;&#039;&#039;: Doubles the companion&#039;s carrying and pulling capacity. Additionally, it grants the companion&#039;s owner 2 Quick Access Slots to store small items (such as grenades, stimpacks, or ammo packages).&lt;br /&gt;
* &#039;&#039;&#039;Price&#039;&#039;&#039;: $2,000 ISK (Procure Diff: 1)&lt;br /&gt;
&lt;br /&gt;
=== Neural Command Collar ===&lt;br /&gt;
;Description: A sub-dermal collar band that syncs the owner&#039;s neural interface directly with the companion&#039;s sensory nerves.&lt;br /&gt;
* &#039;&#039;&#039;Benefits&#039;&#039;&#039;: Grants the owner a +2 bonus on all Handle Animal or Charisma checks to command the companion. Once per encounter, the owner can issue a command check as a Free action instead of a Simple/Standard action.&lt;br /&gt;
* &#039;&#039;&#039;Price&#039;&#039;&#039;: $8,000 ISK (Procure Diff: 1)&lt;br /&gt;
&lt;br /&gt;
=== Sub-dermal Bio-Monitor ===&lt;br /&gt;
;Description: A small biometric implant that broadcasts the companion&#039;s real-time vitals.&lt;br /&gt;
* &#039;&#039;&#039;Benefits&#039;&#039;&#039;: Displays companion&#039;s current HP and condition track on the owner&#039;s HUD. The owner gains Advantage on Medical checks made on the companion.&lt;br /&gt;
* &#039;&#039;&#039;Price&#039;&#039;&#039;: $1,500 ISK (Procure Diff: 1)&lt;br /&gt;
&lt;br /&gt;
== Robotic Hard Point Upgrade Kits ==&lt;br /&gt;
&lt;br /&gt;
Since robot companions use the Hard Point system instead of clothing or harnesses, these modular upgrades can be installed on any open Chassis Hard Point to add auxiliary utility or combat protection:&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary Capacitor Cell ===&lt;br /&gt;
;Description: A high-density backup battery cell that integrates directly into the robot&#039;s main power routing.&lt;br /&gt;
* &#039;&#039;&#039;Benefits&#039;&#039;&#039;: When the robot is reduced to 0 HP, this capacitor instantly fires, keeping the robot functioning with 1 HP instead of turning off or breaking down. This drains the capacitor cell, which must be recharged outside combat.&lt;br /&gt;
* &#039;&#039;&#039;Price&#039;&#039;&#039;: $6,000 ISK (Procure Diff: 1)&lt;br /&gt;
&lt;br /&gt;
=== Environmental Shielding Array ===&lt;br /&gt;
;Description: Upgraded thermal and chemical insulation for the robot&#039;s interior chassis and circuitry.&lt;br /&gt;
* &#039;&#039;&#039;Benefits&#039;&#039;&#039;: Grants the robot DR 2 against Thermal and Chemical damage types.&lt;br /&gt;
* &#039;&#039;&#039;Price&#039;&#039;&#039;: $4,500 ISK (Procure Diff: 1)&lt;br /&gt;
&lt;br /&gt;
=== Modular Cargo Bay Extension ===&lt;br /&gt;
;Description: External cargo storage bins mounted onto the robot&#039;s mechanical chassis.&lt;br /&gt;
* &#039;&#039;&#039;Benefits&#039;&#039;&#039;: Adds +150 Units of carrying capacity and grants 2 Quick Access Slots for the owner&#039;s items.&lt;br /&gt;
* &#039;&#039;&#039;Price&#039;&#039;&#039;: $3,000 ISK (Procure Diff: 1)&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Robot_Companions&amp;diff=11669</id>
		<title>Robot Companions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Robot_Companions&amp;diff=11669"/>
		<updated>2026-07-18T04:22:17Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Here are the rules for Robot Companions. Robot Companions are 1 of 3 types of [[Hero Companions]]. The others are [[Animal Companions]] and [[Hero_Companions#NPCs|NPCs]] or Non-Playable Characters. &lt;br /&gt;
&lt;br /&gt;
The Character Sheet for Robot Companions is located [https://drive.google.com/uc?export=download&amp;amp;id=1cpjAcSTk_2_SI4jgtjbAzzKzoTKQW3NQ here!]&lt;br /&gt;
&lt;br /&gt;
== Robot Attributes ==&lt;br /&gt;
&lt;br /&gt;
To create a new customized Robotic companion, select one option for each attribute in the order they are listed below. Then pick 3 skills to be favored skills from the skill list for Robots. Lastly, select 1 Feat from the Robotic Feats. If the Robotic companion is a higher level then level up the creature 1 level at a time.&lt;br /&gt;
&lt;br /&gt;
=== Chassis Size ===&lt;br /&gt;
&lt;br /&gt;
The chassis size refers to the overall size of the robot. In this case, however, &amp;quot;large&amp;quot; does not mean the robot occupies 4 squares. It does mean, however, that even friendly combatants cannot move through a square occupied by a large robot. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Creature Size Table&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Size&lt;br /&gt;
! AC Bonus&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Ability Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tiny&#039;&#039;&#039; || +2 || d4 || 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small&#039;&#039;&#039; || +1 || d6 || 10&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Medium&#039;&#039;&#039; || +0 || d8 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large&#039;&#039;&#039; || -1 || d10 || 11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Robot Point Buy System ====&lt;br /&gt;
All robots start with the default Attribute points of Str 9, Dex 9, Con 10, Wisdom 3, Int 8, Cha 5. This adjusts point buy. Example: To go from 3 to 4 would cost one point. Going from 4 to 5 would cost 2 points, from 5 to 6 would cost 3 points, and so on.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Technology Levels&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Robot &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Bonuses&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Robotic Feat, Software, Robotic Feature&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2 +1|| Subroutine&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d4 +1|| Attack Improvement or Armor Improvment (AC+1)&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4 +2|| Ability Score +1&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4 +2|| Subroutine, Feature Improvement &lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6 +2|| Extra Damage, Robotic Feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6 +3|| Advanced Robotic Feature, Software Program/Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8 +3|| Attack Improvement or Armor Improvment (AC+1)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8 +3|| Ability Score +2 *OR* Feature Improvement&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 +4|| Feature Improvement *OR* new Robotic Feature &lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d8 +4|| Robotic Feat, Subroutine&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10 +4|| Extra Damage&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10 +5|| Attack or Armor Improvement, Software Program/Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10 +5|| Ability Score +2 *OR* Feature Improvement&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12 +5|| Subroutine, Robotic Feat&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12 +6|| Feature Improvement &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12 +6|| Attack Improvement or Armor Improvment (AC+1) &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d6 +6|| Extra Damage, Software Program/Upgrade&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d6 +7|| Ability Score +1, Subroutine&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d6 +7|| Attack or Armor Improvment, Feature Improvement &lt;br /&gt;
|}&lt;br /&gt;
This is similar to the Creature Type for Animal Companion rules. It provides &#039;&#039;&#039;Natural AC Modification&#039;&#039;&#039;, &#039;&#039;&#039;Ability Modifications&#039;&#039;&#039; and &#039;&#039;&#039;Special Features&#039;&#039;&#039;. It implies the underlying technologies involved in making the Robot move and computing its surroundings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mechanical Tech&#039;&#039;&#039;:&lt;br /&gt;
**Description: This is the most common form of robotics. Powered by electricity, its servos&#039; bodies are all made of metallic compounds and use artificial modern polymers, composites, and alloys to build its usually rigid frame.&lt;br /&gt;
**Natural AC: +1&lt;br /&gt;
**Attribute Mods: +1 to Strength &lt;br /&gt;
**Specials: Gains Kinetic DR 1 and Thermal DR 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic Based Tech&#039;&#039;&#039;:&lt;br /&gt;
**Description: This uses bioengineering to create organic machinery. The device may still have metallic parts, such as armor, or even electronic components, such as a computer, though these are not required. However, most of its components, especially its servos and mode of locomotion, are constructed from organic compounds and powered by biological means.&lt;br /&gt;
**Natural AC: +1&lt;br /&gt;
**Attribute Mods: +1 to Dexterity and +1 to Constitution&lt;br /&gt;
**Specials: Gains Electrical DR 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cybernetic&#039;&#039;&#039;: (Biologic/Mechanical Hybrid)&lt;br /&gt;
**Description: Biologic/Mechanical Hybrid. A weird combination of Biological processes and mechanical systems. Often, this implies that its servos and body are made of a combination of metals and organic (carbon-based) parts. This usually means that its movement is powered by gears and motors, as well as by organic chemical processes. &lt;br /&gt;
**Natural AC: +0&lt;br /&gt;
**Attribute Mods: +2 to either Strength or Dexterity, and +1 to Constitution.&lt;br /&gt;
**Specials: Gains Kinetic DR 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hydraulic Plasma Tech&#039;&#039;&#039;:&lt;br /&gt;
**Description: This is based on the ability to wield the 4th state of matter effectively. Using super accurate, fast, and extremely strong hydraulics that, for their size, go beyond normal hydraulic systems using normal matter. Issues with heat and pressure exist, but that has always been a problem with hydraulics. A Plasma Tech Robot gains its movement and control from manipulating plasma. Anyone with the knowledge to do such a thing in a compact robot will also have advanced computational skills. These robots are generally the highest quality.&lt;br /&gt;
**Natural AC: +0 (+1 if built at Tech Level 4)&lt;br /&gt;
**Attribute Mods: +2 to Strength, +1 to Dexterity.&lt;br /&gt;
**Specials: This requires Tech 3. If this is built at Tech 4, then add +1 to the AC. Gains Kinetic DR 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanotech / Nanocomposite&#039;&#039;&#039;:&lt;br /&gt;
**Description: An advanced chassis constructed from programmable matter and microscopic nanites capable of fluid reconfigurations and self-assembly.&lt;br /&gt;
**Natural AC: +0&lt;br /&gt;
**Attribute Mods: +2 to Dexterity and -1 to Strength.&lt;br /&gt;
**Specials: Self-Repairing Nanites: Outside combat, the robot heals at twice the normal rate. Inside combat, it automatically regenerates 1 HP at the start of its turn as long as it has at least 1 HP remaining. Fluid Form: Once per encounter as a move action, the robot can temporarily dissolve and squeeze through tight gaps as if it were two sizes smaller without taking squeezing penalties. Electrical Weakness 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Photonic / Hard-Light Tech&#039;&#039;&#039;:&lt;br /&gt;
**Description: An advanced chassis composed of solid-state hard-light projectors and crystal focusing matrices. Often resembles a translucent, glowing geometric construct.&lt;br /&gt;
**Natural AC: +2 against ranged attacks, +0 against melee attacks.&lt;br /&gt;
**Attribute Mods: +2 to Intelligence, +1 to Dexterity, and -2 to Constitution.&lt;br /&gt;
**Specials: Refraction Array: Gains Thermal DR 2 and is immune to sight-based blindness and laser-based gaze attacks. Kinetic Weakness 2.&lt;br /&gt;
&lt;br /&gt;
=== Locomotion ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Robotic Locomotion Table&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Locomotion&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Active Flight&#039;&#039;&#039; || 60ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gliding/Hovering&#039;&#039;&#039; || 40ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quadrupedalism&#039;&#039;&#039; || 40ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rolling&#039;&#039;&#039; || 40ft (20ft off-road)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bipedal/Multipedal&#039;&#039;&#039; || 30ft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tracked/Treaded&#039;&#039;&#039; || 30ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This describes how the robot moves through space and provides the base speed for movement in combat. Robots can be given more than one form of locomotion, but only one is their primary form of locomotion, which also determines their combat speed. This is based on the Animal&#039;s Locomotion rules and simply adds to and modifies those existing rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Active Flight&#039;&#039;&#039;: Flying in difficult terrain (i.e., in a storm) has a lower base DC of 10 instead of 15.&lt;br /&gt;
*&#039;&#039;&#039;Gliding/Hovering&#039;&#039;&#039;: Unlike most flying animals, these machines can easily hover in place like a helicopter. They also, like Active Flight, have a lower DC when flying in difficult terrain.&lt;br /&gt;
*&#039;&#039;&#039;Rolling&#039;&#039;&#039;: This is normally 40ft, but only on paved or artificial surfaces (streets, sidewalks, hallways). In an off-road situation, this is reduced to 20ft even if it isn&#039;t in difficult terrain.&lt;br /&gt;
*&#039;&#039;&#039;Bipedal/Multipedal&#039;&#039;&#039;: Humanoid bipeds or insectoid multi-legged platforms. Bipedal platforms have forelimbs that can act as basic manipulators (holding gear, opening doors), while insectoid multi-legged configurations gain Advantage on checks to resist being tripped or knocked prone.&lt;br /&gt;
*&#039;&#039;&#039;Tracked/Treaded&#039;&#039;&#039;: Heavy rubber or alloy tank treads. The robot does not take movement penalties when crossing rough or off-road terrain. Gains a +2 bonus on checks to resist being shoved or forced backward.&lt;br /&gt;
&lt;br /&gt;
=== Software/Programs/Apps ===&lt;br /&gt;
&lt;br /&gt;
Software, Programs, and Apps are similar to Natural Characteristics for Animals. These are abilities that do not, in and of themselves, improve over time, but they can help define the robot&#039;s intended function when it is built.&lt;br /&gt;
&lt;br /&gt;
;Skill Programs: (Make a new skill available) This adds the ability of a new skill to the Robot that is not part of the Starting Skills for Robots. With the exception of: Athletics or Profession. These skills a robot cannot learn.&lt;br /&gt;
;Skill Upgrade: This provides a +1 Misc Bonus to the Skill check in question at levels 1, 5, 10, 15, 20. Apply Misc Bonus retroactively.&lt;br /&gt;
;Task Prioritizer Upgrade: Allows a task/device to be prioritized, giving more computational time to complete its function or objective successfully. Pick a Skill or Hard Point to improve. This can be selected more than once. Provide a +1 Misc Bonus to that check. If it is a weapon, then either pick +1 to accuracy *OR* +1 to damage.&lt;br /&gt;
;Assistance Protocol Upgrade: Enables the Robot to provide and receive aid while doing skill checks. Without it, a Robot cannot be helped or provide help on skill checks.&lt;br /&gt;
;Medical Triage Program: Unlocks the ‘Medical’ skill if not already unlocked. Provides a +1 Misc Bonus to Medical. Provides a +1 HP healed on successful Medical checks per Robot level.&lt;br /&gt;
;Medical Support Program: If the Robot is within 5ft of its owner when the owner does a Medical check, the Robot provides its Advantage die to the roll as a simple action. If successful, it also provides a +1 to recovered HP per Robot level.&lt;br /&gt;
;Medical Upgrade: (Requires either Medical Triage or Medical Support) Gain another Advantage Die to the associated check. If successful, add that result to the HP recovered.&lt;br /&gt;
;Tactical Awareness Program: The Robot’s passive perception now counts as the owner&#039;s passive perception if the Robot&#039;s is higher. A Robot’s successful perception check counts for the owner if the owner fails. This means that the Robot is not surprised or is made aware of an enemy, the owner is also aware and not caught flat-footed.&lt;br /&gt;
;Tactical Defense Program: The Robot must be within 5ft of its owner. The robot can position itself to take the brunt of area-of-effect damage, such as from a grenade, as a reaction. This automatically means the owner only takes ½ damage on a failed save, and no damage on a successful save (matching standard Evasion rules). This also means the owner can now do Dexterity saving throws even when the grenade lands on their own square. As long as the robot is within 5ft, the owner also cannot be flanked.&lt;br /&gt;
;Tactical Offense Program: The Robot gets to add its Advantage die to weapon damage. (Only once this doesn’t extend to Extra Damage)&lt;br /&gt;
;Tactical Support Program: If the Robot is within 5ft of its owner, the Robot adds its Advantage die to the owner&#039;s accuracy check as a Simple action.&lt;br /&gt;
;Infiltration Program: The Robot gains the Skill ‘Stealth’. It can move stealthily without taking any penalties. It gains a +1 Misc bonus to Stealth checks. The Robot gains advantage on checks opposing or targeting unaware targets if successfully in stealth mode. This includes other machines. &lt;br /&gt;
;Infiltration Support Upgrade: (Requires the Stealth skill) The Robot provides a Stealth bonus to all allies within a 10ft radius if it is successfully stealthy. The Bonus is +1 for every 2 it beats the opposing Perception check.&lt;br /&gt;
;Universal Translator App: The robot runs real-time linguistic decryption and acoustic analysis databases. The robot gains the Language skill as a favored skill. If the robot encounters an unknown alien dialect or ancient script, it can decipher it using a DC 15 Study or Knowledge check. Additionally, the owner gains Advantage on Diplomacy and Bluff checks when communicating through the robot&#039;s real-time translation interface.&lt;br /&gt;
;Electronic Warfare App: The robot broadcasts sensor noise, static, or overflowing data packets to disrupt enemy targeting. Once per encounter as a standard action, the robot makes a Computer Use check opposed by a target&#039;s Wisdom saving throw. If successful, the target is jammed, taking Disadvantage on all ranged attacks and sensor sweeps for 1 round.&lt;br /&gt;
;LiDAR Mapping App: The robot utilizes active LiDAR and sonar sweeps to map the surrounding terrain in real-time. The owner gains Advantage on Survival and Navigation checks to avoid getting lost or trapped. Additionally, the party gains a +1 initiative bonus when fighting in any room or corridor that the robot has already fully scanned.&lt;br /&gt;
;Overclocking App: An emergency override program that bypasses safety protocols to push the robot’s actuators and processing core beyond safe limits. Once per encounter as a simple action, the owner can trigger this program. For 3 rounds, the robot gains +10ft speed, +1 Accuracy on all attacks, and its Advantage die increases by one step (e.g., 1d4 to 1d6). When the program ends, the robot takes 1d6 Kinetic/Internal damage that bypasses any damage resistance (DR) it possesses.&lt;br /&gt;
&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are where Robots excel over Animal companions in terms of customization and reconfigurable abilities. These are mounting points on the robot&#039;s chassis that can carry everything from a Weapon to a Medical Kit to a scanner. The number and size of the hardpoints are determined by the chassis size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Hard Points&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Chassis Size&lt;br /&gt;
! Num and Size of Hard Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tiny&#039;&#039;&#039; || 1 Small&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small&#039;&#039;&#039; || 2 Small&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medium&#039;&#039;&#039; || 1 Small, 1 Medium &amp;lt;br /&amp;gt; or 3 Small&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large&#039;&#039;&#039; || 1 Small, 1 Large &amp;lt;br /&amp;gt; or 2 Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Weapon Hard Point: Weapon size determines the max Weapon level that can be mounted to a Hard Point. &#039;&#039;&#039;Small&#039;&#039;&#039; (Levels 0 - 2), &#039;&#039;&#039;Medium&#039;&#039;&#039; (Levels 0 - 5), &#039;&#039;&#039;Large&#039;&#039;&#039; (Levels 0 - 8). Follow the [[Weapons]] rules for creating a weapon. A clunky weapon takes up two slots (whichever extra slot is available, the second slot&#039;s size does not matter). A robot cannot use Archaic weapons. A Robot takes a -1 to both Accuracy and Damage on weapons with the Exotic attribute.&lt;br /&gt;
;Medical Hard Point: This can be a specialized hardpoint that uses a Medical Kit/First Aid Kit as ammo. It requires physical contact with the target and gains the skill Medical. The Masterworked level of the Medical Hard Point + the Masterworked level of the Robot Chassis equals the Skill Rank Level. Dexterity is used in place of Wisdom as the associated ability score for these skill checks.&lt;br /&gt;
;Professional Kit Hard Point: Medical Hard Point is an example of a Professional Kit Hard Point. This uses a Professional Kit to unlock a usable skill. Each time the skill is used the Kit takes one use like it was ammo. The Skill Rank is determined on the Masterworked Level of the Professional Kit HardPoint + the Masterworked level of the Robot Chassis. There are some kits that are not associated with a Skill but a task. This works the same but allows the task to act like a Skill check. This may result in combining multiple actual Skills into one special task/action skill for the robot. If the combined skills have different Ability scores, use the highest score for the Robot.&lt;br /&gt;
;Surveillance Hard Point: This provides the Study/Perception skill and allows the Robot to perform basic surveillance operations and be able to report and/or react to what it sees.&lt;br /&gt;
;Scanner Hard Point: This can be any of the Scanner Items in the General Equipment. This makes the Robot the one with access to the skills associated with the scanner, so it can assist another player performing the skill as a helper. It doesn’t grant the Robot the ability to do the Skill itself.&lt;br /&gt;
;Single Use Item Hard Point: Equipment such as medical equipment/poisons, and so on. This serves as a delivery system for a Syringe or Grenade and can carry a number of rounds depending on its Hard Point size. Small = 3, Medium = 5, Large = 7. &lt;br /&gt;
;Multi Use Item Hard Point: This is Equipment ranging from a Container to a Force Field Emitter. It allows the item to be activated by the Robot. It can also be activated and used by the robot&#039;s owner if the owner is adjacent to the Robot.&lt;br /&gt;
;Emulation of Animal Attack Hard Point: This emulates a Natural Attack from the Animal Natural Attack section. If the attack includes Poison as a secondary effect, that will have to be supplied with the number of uses available: 3 for Small, 5 for Medium, and 7 for Large. Treat the Hard Point size as the Animal Size when determining the damage die.&lt;br /&gt;
;Power Link Hard Point: An auxiliary generator linkage and power-routing matrix that can feed energy to external systems, tools, and weapons. Small: can run any Small or Medium energy weapon, tool, or console indefinitely using a physical cable link. Medium: can recharge up to 2 standard energy cells per hour of downtime, or act as an auxiliary shield booster, granting an adjacent ally a +2 temporary shield bonus. Large: serves as a heavy mobile generator capable of powering a vehicle engine, a ship subsystem, or a standard outpost console. Additionally, it grants the owner Advantage on Repair and Craft (Electronic) checks made on items adjacent to the robot.&lt;br /&gt;
&lt;br /&gt;
=== Robotic Features ===&lt;br /&gt;
&lt;br /&gt;
Robotic Features are passive bonuses to a Robot that improve over time due to the Feature-specific A.I learning to utilize the feature within the provided chassis. Robots gain a Feature at level 1 and possibly more as they level up. Robotic features improve at specific levels as dictated by the Technology Levels Table (typically up to 5 times total: at levels 1, 5, 10, 15, 20 or similar progression depending on player choices).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Robotic Features Table&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Robotic Feature&lt;br /&gt;
! Requirements&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Improvements (1, 5, 10, 15, 20)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sturdy Frame&#039;&#039;&#039; || a masterwork mechanical skill, or chemical for a Synthetic || +1 Kinetic DR per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autonomous Repairing&#039;&#039;&#039; || Synthetic or Cybernetic || The ability to repair damage to Hit Points every round. +1 HP per round for every improvement.&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Electrified Movement&#039;&#039;&#039; || Mechanical, Cybernetic or Hydraulic || +1 to the Dexterity score at every improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mechanized Precision&#039;&#039;&#039; || Mechanical or Cybernetic || +1 to weapon proficiency advantage rolls per improvement. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artificial Strength&#039;&#039;&#039; || Mechanical or Hydraulic || +1 to Strength score at every improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Advanced Sensors&#039;&#039;&#039; || - || +1 Misc Bonus to Perception. This also includes Passive Perception.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Plating&#039;&#039;&#039; || - || +1 to AC on every other improvement starting at 1. So at levels 1, 10, and 20.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thermal Insulation&#039;&#039;&#039; || Mechanical, Cybernetic or Hydraulic || +1 to Thermal DR per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corrosion Resistance&#039;&#039;&#039; || Masterwork Chemical Skill || +1 to Chemical DR per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Non-conductive Components&#039;&#039;&#039; || Synthetic || +1 to Electrical DR per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resilient Tissue&#039;&#039;&#039; || Synthetic or Cybernetic || +1 to Constitution per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infrared/Thermal Optics&#039;&#039;&#039; || - || Upgraded thermal lenses and processing software. Grants thermal-vision, allowing the robot to see in complete darkness by heat signatures (ignores smoke/foliage concealment). Grants a +1 to Perception per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Modular Interface&#039;&#039;&#039; || - || Expandable software directories and ports. Unlocks 1 extra Subroutine (trick) or Software App slot per improvement.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strobe Spotlight&#039;&#039;&#039; || - || High-intensity LED cone spotlight. Emits bright light in a 30ft cone. Flash blind (once per encounter): adjacent targets must succeed on a Dexterity save (DC 10 + Dexterity Mod) or be Dazed for 1 round. Spotlight cone range increases by +15ft and flash DC by +1 per improvement.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Subroutines ===&lt;br /&gt;
&lt;br /&gt;
These are similar to Animal Tricks. They can be &#039;learned&#039; using the &#039;Adaptive Behavioral Learning Algorithm&#039; that all general A.I. robots have.&lt;br /&gt;
&lt;br /&gt;
;Aid: The Companion can use the &#039;Aid Another&#039; action. They can only aid in Skill checks, and only in those they themselves can perform. They can also now be aided by their owner.&lt;br /&gt;
;Attack On Sight: Unlike the normal attack command, this is similar to the Guard trick except that it is simpler. If the creature encounters a person or thing they do not know they instantly attack. If the owner is with the robot, they roll initiative alongside it. If the owner acts before the robot, they can attempt a DC 15 [[Computer_Use|Computer Use]] (or Charisma) check as a reaction to command it to stand down before it attacks. Otherwise, the robot may get a surprise round if it sees the target before the target sees it.&lt;br /&gt;
;Guard: Similar to Attack On Sight, except the robot will simply attempt to look menacingly and block people or things from passing by. They will only attack if they are attacked.&lt;br /&gt;
;Watch: Similar to Guard, but the robot attempts to remain stealthy (using Stealth) and raises an alarm (such as flashing lights, sirens, or local network alerts) when an unknown target comes within range using its Perception skill.&lt;br /&gt;
;Bombard: (Requires Flying or Glide) This is an advanced version of the [[Techniques#Combat_Techniques|Charge]] combat technique. It allows the creature to keep moving after a charge attack. It also allows the creature to attack by dropping an object on top of the enemy target if it was handed to them by their owner. Dropping an object requires a standard ranged attack using the robot&#039;s Dexterity modifier.&lt;br /&gt;
;Deliver: The robot can take a given object and travel across great distances and time to deliver it to a person, place, or thing, requiring a DC 10 Survival (or Computer Use/Navigate) check per day of travel.&lt;br /&gt;
;Detect: The robot is trained to detect the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements that may indicate potential dangers or secret passages. When commanded, the robot uses its Perception skill to try to pinpoint the source of anything it finds unusual in a room or location. Note that because the robot is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the robot&#039;s attention, and it cannot attempt the same Perception check more than once in this way. They gain an advantage with Perception and Study checks when attempting to detect something about a place or object.&lt;br /&gt;
;Distract: The robot can attempt to grab the attention of a target opponent using the Feint combat technique.&lt;br /&gt;
;Fake Malfunction: This Robot will attempt to appear non-operational. This gives the robot the ability to [[Disguise]] itself as being damaged in some way that will make the onlooker not consider it a threat. To see through this deception, it is a Wisdom check DC12 + (1/4th Level Robot round down)&lt;br /&gt;
;Get Help: With this trick, a trainer can designate a number of creatures up to the robot&#039;s Intelligence score as “help.” When the command is given, the robot attempts to find one of those people and bring them back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.&lt;br /&gt;
;Identify: This Robot can attempt to identify a given Object or Phrase as if it had the Knowledge skill. Robots have extensive databases of information, so they have access to all of it, as if they were trained to 2 ranks. This also includes Crafting skills for the sake of identifying the object.&lt;br /&gt;
;Lie: Normally, Robots cannot lie. All A.I. is built with certain rules, and one of them is that it cannot lie. Any A.I that is able to change outgoing information in order to deceive a living person is considered Illegal. The Robot will become illegal if taught the Lie function. This provides the Bluff skill as a Class Skill with a +2 Misc Bonus and 1 Rank.&lt;br /&gt;
;Monitor: The Robot can monitor communications systems and electronic systems for any changes or for a specific piece of information, such as a phrase, picture, email attachment, password... etc. This acts like a Perception check. However, if communications are encrypted, then the Robotic can only be aware that they exist.&lt;br /&gt;
;Urban Tracking: The robot gains an Advantage on Survival checks while in an urban environment.&lt;br /&gt;
;Stay: The robot stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.&lt;br /&gt;
;Rescue Protocol: The robot is programmed to drag unconscious or helpless allies out of active combat zones. When commanded, the robot moves to an adjacent down, helpless, or unconscious ally, secures them (using a free action), and uses its move action to drag them up to half its speed away from hostile targets.&lt;br /&gt;
&lt;br /&gt;
== Robot Skills ==&lt;br /&gt;
&lt;br /&gt;
Robot companions have a limited skill list to choose from. Some skills not on these lists can be learned/trained, or otherwise gained as the companion levels up. By default, the companions do not have access to the same skills as normal characters.&lt;br /&gt;
&lt;br /&gt;
Below are the Skills available to a Robot. More skills can be obtained via Hard Points, Software Upgrades, or Subroutines. At level 1, a Robot gains 3 of these skills as favored. Then, at each level, a Robot gains 1 additional skill point to spend (unlike characters or animal companions, a robot&#039;s Intelligence modifier does not affect its skill point progression).&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Study]]&lt;br /&gt;
*[[Language]] (Robot starts with 1 basic language. Selecting this skill again instantly grants 5 ranks in a new language of choice)&lt;br /&gt;
*[[Computer Use]]&lt;br /&gt;
*[[Craft]] (pick one type)&lt;br /&gt;
*[[Disable Device]]&lt;br /&gt;
*[[Knowledge]] (Pick one type)&lt;br /&gt;
&lt;br /&gt;
== Robot Feats ==&lt;br /&gt;
&lt;br /&gt;
At level 1 Robot companions gain 1 Feat. Additional feats can be earned as the companion levels up.&lt;br /&gt;
&lt;br /&gt;
* Go to the &#039;&#039;&#039;[[RoboticFeats|Robotic Feats]]&#039;&#039;&#039; page for a complete list of Robotic Feats.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Ability_Themes_In_Depth&amp;diff=11668</id>
		<title>Ability Themes In Depth</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ability_Themes_In_Depth&amp;diff=11668"/>
		<updated>2026-07-18T04:21:39Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: /* Extra rules/notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a more in-depth review of the ability themes and what they mean and how their scores/modifiers affect gameplay. If you have not first read the [[Ability Themes]] page please do so. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE&#039;&#039;&#039;: It is not necessary to know all the Ability Score rules and information to play the game. The page deals with Roleplaying, GM Information, and Answering the Question: &amp;quot;What happens when I take damage in this Ability?&amp;quot;. It may be useful to know this page exists but it is not necessary to read further to play Future path.&lt;br /&gt;
&lt;br /&gt;
== Extra rules/notes ==&lt;br /&gt;
&lt;br /&gt;
: The score of these Abilities ranges from 0 to infinity.  The Natural limit for a Character is 30 and it cannot go below 0. Normally a Character has a number between 8 and 16 where the average or norm for a species is usually 10. 10 provides +0 modifier neither taking away from a result of adding to it. Anything below a 10 and the Character will take negatives when trying to perform actions associated with that Ability.&lt;br /&gt;
&lt;br /&gt;
: It is possible for a monster to have a score of &amp;quot;None.&amp;quot;  A score of &amp;quot;None&amp;quot; is not the same as a score of &amp;quot;0&amp;quot;.  A score of &amp;quot;None&amp;quot; means that the creature does not possess the ability at all. The modifier for a score of &amp;quot;None&amp;quot; is +0.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
- &#039;&#039;&#039;Power&#039;&#039;&#039;, &#039;&#039;&#039;Muscle&#039;&#039;&#039;, &#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength measures muscle and physical power. Any creature that can physically manipulate other objects has at least 1 point of Strength.&lt;br /&gt;
&lt;br /&gt;
A character with a Strength score of 0 is too weak to move in any way and is unconscious. A creature with no Strength score (Strenght of None) can&#039;t exert force, usually because it has no physical body or because it doesn&#039;t move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack instead of a Strength modifier.&lt;br /&gt;
&lt;br /&gt;
This ability is important for those who engage in hand-to-hand (or “melee”) combat. Strength also sets the maximum amount of weight your character can carry.&lt;br /&gt;
&lt;br /&gt;
A Character&#039;s Strength modifier applies to:&lt;br /&gt;
&lt;br /&gt;
*Melee attack rolls.&lt;br /&gt;
*Damage rolls when using a melee weapon or a thrown weapon. (Exceptions: Off-hand attacks receive only half the character&#039;s Strength bonus, while two-handed attacks receive 1–1/2 times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)&lt;br /&gt;
*Athletics skill check&lt;br /&gt;
*Strength Saving throws (for breaking down doors and the like).&lt;br /&gt;
&lt;br /&gt;
;Temporary Bonuses: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength).&lt;br /&gt;
&lt;br /&gt;
;Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.&lt;br /&gt;
&lt;br /&gt;
;Ability Damage: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength).&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
- &#039;&#039;&#039;Quickness&#039;&#039;&#039;, &#039;&#039;&#039;Finesse&#039;&#039;&#039;, &#039;&#039;&#039;Subtlety&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it&#039;s also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons. Any creature that can move has at least 1 point of Dexterity. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).&lt;br /&gt;
&lt;br /&gt;
A creature with no Dexterity score can&#039;t move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks.&lt;br /&gt;
 &lt;br /&gt;
You apply your character&#039;s Dexterity modifier to:&lt;br /&gt;
&lt;br /&gt;
*Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and many ranged spell attacks like scorching ray or searing light.&lt;br /&gt;
*Armor Class (AC), provided that the character can react to the attack.&lt;br /&gt;
*Dexterity saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.&lt;br /&gt;
*Acrobatics, Drive, Escape Artist, Ride, Sleight of Hand, and Stealth checks.&lt;br /&gt;
&lt;br /&gt;
;Temporary Bonuses: Temporary increases to your Dexterity score give you a bonus on Dexterity-based skill checks, Ranged attack rolls, initiative checks, and Dexterity saving throws. &lt;br /&gt;
&lt;br /&gt;
;Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.&lt;br /&gt;
&lt;br /&gt;
;Ability Damage: Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Dexterity saving throws.&lt;br /&gt;
&lt;br /&gt;
==Constitution==&lt;br /&gt;
- &#039;&#039;&#039;Vitality&#039;&#039;&#039;, &#039;&#039;&#039;Durability&#039;&#039;&#039;, &#039;&#039;&#039;Toughness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Constitution represents your character&#039;s health and stamina. A Constitution bonus increases a character&#039;s hit points, so the ability is important for all classes. If a character&#039;s Constitution changes enough to alter his or her Constitution modifier, his or her hit points also increase or decrease accordingly at the same time. Any living creature has at least 1 point of Constitution. &lt;br /&gt;
&lt;br /&gt;
A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Constitution save unless the effect works on objects. The creature is also immune to ability damage, ability drain, energy drain, and massive damage, and always fails Constitution checks. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead.&lt;br /&gt;
&lt;br /&gt;
You apply your character&#039;s Constitution modifier to:&lt;br /&gt;
&lt;br /&gt;
*Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he advances in level).&lt;br /&gt;
*Constitution saving throws, for resisting poison, disease, and similar threats.&lt;br /&gt;
&lt;br /&gt;
If a character&#039;s Constitution score changes enough to alter his or her Constitution modifier, the character&#039;s hit points also increase or decrease accordingly.&lt;br /&gt;
&lt;br /&gt;
;Temporary Bonuses: Temporary increases to your Constitution score give you a bonus on your Constitution saving throws. In addition, multiply your total Hit Dice by this bonus and add that amount to your current and total hit points. When the bonus ends, remove this total from your current and total hit points.&lt;br /&gt;
&lt;br /&gt;
;Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.&lt;br /&gt;
&lt;br /&gt;
;Ability Damage: Damage to your Constitution score causes you to take penalties on your Constitution saving throws. In addition, multiply your total Hit Dice by the Ability Damage penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed.  See Ability Score Damage below.&lt;br /&gt;
&lt;br /&gt;
==Intelligence==&lt;br /&gt;
- &#039;&#039;&#039;Comprehension&#039;&#039;&#039;, &#039;&#039;&#039;Brilliance&#039;&#039;&#039;, &#039;&#039;&#039;Industrious&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Intelligence determines how well your character learns and reasons. &lt;br /&gt;
&lt;br /&gt;
Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-influencing effects (charms, compulsions, phantasms, patterns and morale effects) and automatically fails Intelligence checks. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.&lt;br /&gt;
&lt;br /&gt;
You apply your character&#039;s Intelligence modifier to:&lt;br /&gt;
&lt;br /&gt;
*The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.&lt;br /&gt;
*The number of skill points gained each level, though your character always gets at least 1 skill point per level.&lt;br /&gt;
*Computer Use, Crafts, Decipher Script, Demolitions, DisableDevice, Knowledges, Appraise, Craft, Knowledge, Study&lt;br /&gt;
&lt;br /&gt;
;Temporary Bonuses: Temporary increases to your Intelligence score give you a bonus on Intelligence-based skill checks. This bonus also applies to any spell DCs based on Intelligence.&lt;br /&gt;
&lt;br /&gt;
;Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.&lt;br /&gt;
&lt;br /&gt;
;Ability Damage: Damage to your Intelligence score causes you to take penalties on Intelligence-based skill checks. The Ability Damage penalty also applies to any spell DCs based on Intelligence.&lt;br /&gt;
&lt;br /&gt;
==Wisdom==&lt;br /&gt;
- &#039;&#039;&#039;Intuition&#039;&#039;&#039;, &#039;&#039;&#039;Focus&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wisdom describes a character&#039;s willpower, common sense, awareness, and intuition. If you want your character to have acute senses, put a high score in Wisdom.&lt;br /&gt;
&lt;br /&gt;
Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.&lt;br /&gt;
&lt;br /&gt;
Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score, and vice versa.&lt;br /&gt;
&lt;br /&gt;
You apply your character&#039;s Wisdom modifier to:&lt;br /&gt;
&lt;br /&gt;
*Wisdom saving throws (for negating the effects of charm person and other spells).&lt;br /&gt;
*Perception, Sense Motive, Survival, and Medical checks.&lt;br /&gt;
&lt;br /&gt;
;Temporary Bonuses: Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Wisdom saving throws. This bonus also applies to any spell DCs based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
;Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.&lt;br /&gt;
&lt;br /&gt;
;Ability Damage: Damage to your Wisdom score causes you to take penalties on Wisdom-based skill checks and Wisdom saving throws. The Ability Damage penalty also applies to any spell DCs based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
==Charisma==&lt;br /&gt;
- &#039;&#039;&#039;Glamour&#039;&#039;&#039;, &#039;&#039;&#039;Dominating&#039;&#039;&#039;, &#039;&#039;&#039;Presence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Charisma measures a character&#039;s personality, personal magnetism, ability to lead, and appearance.&lt;br /&gt;
&lt;br /&gt;
Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious. For undead creatures, Charisma is a measure of their unnatural “lifeforce.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You apply your character&#039;s Charisma modifier to:&lt;br /&gt;
&lt;br /&gt;
*Checks that represent attempts to influence others.&lt;br /&gt;
*Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, and Perform skill checks&lt;br /&gt;
&lt;br /&gt;
;Temporary Bonuses: Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma.&lt;br /&gt;
&lt;br /&gt;
;Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.&lt;br /&gt;
&lt;br /&gt;
;Ability Damage: Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. The Ability Damage penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Ability_Themes_In_Depth&amp;diff=11667</id>
		<title>Ability Themes In Depth</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ability_Themes_In_Depth&amp;diff=11667"/>
		<updated>2026-07-18T04:21:33Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a more in-depth review of the ability themes and what they mean and how their scores/modifiers affect gameplay. If you have not first read the [[Ability Themes]] page please do so. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE&#039;&#039;&#039;: It is not necessary to know all the Ability Score rules and information to play the game. The page deals with Roleplaying, GM Information, and Answering the Question: &amp;quot;What happens when I take damage in this Ability?&amp;quot;. It may be useful to know this page exists but it is not necessary to read further to play Future path.&lt;br /&gt;
&lt;br /&gt;
== Extra rules/notes ==&lt;br /&gt;
&lt;br /&gt;
: The score of these Abilities ranges from 0 to infinity.  The Natural limit for a Character is 30 and it cannot go below 0. Normally a Character has a number between 8 and 16 where the average or norm for a species is usually 10. 10 provides +0 modifier neither taking away from a result of adding to it. Anything below a 10 and the Character will take negatives when trying to perform actions associated with that Ability.&lt;br /&gt;
&lt;br /&gt;
: It is possible for a monster to have a score of &amp;quot;None.&amp;quot;  A score of &amp;quot;None&amp;quot; is not the same as a score of &amp;quot;0&amp;quot;.  A score of &amp;quot;None&amp;quot; means that the creature does not possess the ability at all. The modifier for a score of &amp;quot;None&amp;quot; is +0.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
- &#039;&#039;&#039;Power&#039;&#039;&#039;, &#039;&#039;&#039;Muscle&#039;&#039;&#039;, &#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength measures muscle and physical power. Any creature that can physically manipulate other objects has at least 1 point of Strength.&lt;br /&gt;
&lt;br /&gt;
A character with a Strength score of 0 is too weak to move in any way and is unconscious. A creature with no Strength score (Strenght of None) can&#039;t exert force, usually because it has no physical body or because it doesn&#039;t move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack instead of a Strength modifier.&lt;br /&gt;
&lt;br /&gt;
This ability is important for those who engage in hand-to-hand (or “melee”) combat. Strength also sets the maximum amount of weight your character can carry.&lt;br /&gt;
&lt;br /&gt;
A Character&#039;s Strength modifier applies to:&lt;br /&gt;
&lt;br /&gt;
*Melee attack rolls.&lt;br /&gt;
*Damage rolls when using a melee weapon or a thrown weapon. (Exceptions: Off-hand attacks receive only half the character&#039;s Strength bonus, while two-handed attacks receive 1–1/2 times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)&lt;br /&gt;
*Athletics skill check&lt;br /&gt;
*Strength Saving throws (for breaking down doors and the like).&lt;br /&gt;
&lt;br /&gt;
;Temporary Bonuses: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength).&lt;br /&gt;
&lt;br /&gt;
;Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.&lt;br /&gt;
&lt;br /&gt;
;Ability Damage: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength).&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
- &#039;&#039;&#039;Quickness&#039;&#039;&#039;, &#039;&#039;&#039;Finesse&#039;&#039;&#039;, &#039;&#039;&#039;Subtlety&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it&#039;s also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons. Any creature that can move has at least 1 point of Dexterity. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).&lt;br /&gt;
&lt;br /&gt;
A creature with no Dexterity score can&#039;t move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks.&lt;br /&gt;
 &lt;br /&gt;
You apply your character&#039;s Dexterity modifier to:&lt;br /&gt;
&lt;br /&gt;
*Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and many ranged spell attacks like scorching ray or searing light.&lt;br /&gt;
*Armor Class (AC), provided that the character can react to the attack.&lt;br /&gt;
*Dexterity saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.&lt;br /&gt;
*Acrobatics, Drive, Escape Artist, Ride, Sleight of Hand, and Stealth checks.&lt;br /&gt;
&lt;br /&gt;
;Temporary Bonuses: Temporary increases to your Dexterity score give you a bonus on Dexterity-based skill checks, Ranged attack rolls, initiative checks, and Dexterity saving throws. &lt;br /&gt;
&lt;br /&gt;
;Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.&lt;br /&gt;
&lt;br /&gt;
;Ability Damage: Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Dexterity saving throws.&lt;br /&gt;
&lt;br /&gt;
==Constitution==&lt;br /&gt;
- &#039;&#039;&#039;Vitality&#039;&#039;&#039;, &#039;&#039;&#039;Durability&#039;&#039;&#039;, &#039;&#039;&#039;Toughness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Constitution represents your character&#039;s health and stamina. A Constitution bonus increases a character&#039;s hit points, so the ability is important for all classes. If a character&#039;s Constitution changes enough to alter his or her Constitution modifier, his or her hit points also increase or decrease accordingly at the same time. Any living creature has at least 1 point of Constitution. &lt;br /&gt;
&lt;br /&gt;
A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Constitution save unless the effect works on objects. The creature is also immune to ability damage, ability drain, energy drain, and massive damage, and always fails Constitution checks. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead.&lt;br /&gt;
&lt;br /&gt;
You apply your character&#039;s Constitution modifier to:&lt;br /&gt;
&lt;br /&gt;
*Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he advances in level).&lt;br /&gt;
*Constitution saving throws, for resisting poison, disease, and similar threats.&lt;br /&gt;
&lt;br /&gt;
If a character&#039;s Constitution score changes enough to alter his or her Constitution modifier, the character&#039;s hit points also increase or decrease accordingly.&lt;br /&gt;
&lt;br /&gt;
;Temporary Bonuses: Temporary increases to your Constitution score give you a bonus on your Constitution saving throws. In addition, multiply your total Hit Dice by this bonus and add that amount to your current and total hit points. When the bonus ends, remove this total from your current and total hit points.&lt;br /&gt;
&lt;br /&gt;
;Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.&lt;br /&gt;
&lt;br /&gt;
;Ability Damage: Damage to your Constitution score causes you to take penalties on your Constitution saving throws. In addition, multiply your total Hit Dice by the Ability Damage penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed.  See Ability Score Damage below.&lt;br /&gt;
&lt;br /&gt;
==Intelligence==&lt;br /&gt;
- &#039;&#039;&#039;Comprehension&#039;&#039;&#039;, &#039;&#039;&#039;Brilliance&#039;&#039;&#039;, &#039;&#039;&#039;Industrious&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Intelligence determines how well your character learns and reasons. &lt;br /&gt;
&lt;br /&gt;
Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-influencing effects (charms, compulsions, phantasms, patterns and morale effects) and automatically fails Intelligence checks. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.&lt;br /&gt;
&lt;br /&gt;
You apply your character&#039;s Intelligence modifier to:&lt;br /&gt;
&lt;br /&gt;
*The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.&lt;br /&gt;
*The number of skill points gained each level, though your character always gets at least 1 skill point per level.&lt;br /&gt;
*Computer Use, Crafts, Decipher Script, Demolitions, DisableDevice, Knowledges, Appraise, Craft, Knowledge, Study&lt;br /&gt;
&lt;br /&gt;
;Temporary Bonuses: Temporary increases to your Intelligence score give you a bonus on Intelligence-based skill checks. This bonus also applies to any spell DCs based on Intelligence.&lt;br /&gt;
&lt;br /&gt;
;Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.&lt;br /&gt;
&lt;br /&gt;
;Ability Damage: Damage to your Intelligence score causes you to take penalties on Intelligence-based skill checks. The Ability Damage penalty also applies to any spell DCs based on Intelligence.&lt;br /&gt;
&lt;br /&gt;
==Wisdom==&lt;br /&gt;
- &#039;&#039;&#039;Intuition&#039;&#039;&#039;, &#039;&#039;&#039;Focus&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wisdom describes a character&#039;s willpower, common sense, awareness, and intuition. If you want your character to have acute senses, put a high score in Wisdom.&lt;br /&gt;
&lt;br /&gt;
Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.&lt;br /&gt;
&lt;br /&gt;
Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score, and vice versa.&lt;br /&gt;
&lt;br /&gt;
You apply your character&#039;s Wisdom modifier to:&lt;br /&gt;
&lt;br /&gt;
*Wisdom saving throws (for negating the effects of charm person and other spells).&lt;br /&gt;
*Perception, Sense Motive, Survival, and Medical checks.&lt;br /&gt;
&lt;br /&gt;
;Temporary Bonuses: Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Wisdom saving throws. This bonus also applies to any spell DCs based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
;Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.&lt;br /&gt;
&lt;br /&gt;
;Ability Damage: Damage to your Wisdom score causes you to take penalties on Wisdom-based skill checks and Wisdom saving throws. The Ability Damage penalty also applies to any spell DCs based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
==Charisma==&lt;br /&gt;
- &#039;&#039;&#039;Glamour&#039;&#039;&#039;, &#039;&#039;&#039;Dominating&#039;&#039;&#039;, &#039;&#039;&#039;Presence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Charisma measures a character&#039;s personality, personal magnetism, ability to lead, and appearance.&lt;br /&gt;
&lt;br /&gt;
Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious. For undead creatures, Charisma is a measure of their unnatural “lifeforce.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You apply your character&#039;s Charisma modifier to:&lt;br /&gt;
&lt;br /&gt;
*Checks that represent attempts to influence others.&lt;br /&gt;
*Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, and Perform skill checks&lt;br /&gt;
&lt;br /&gt;
;Temporary Bonuses: Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma.&lt;br /&gt;
&lt;br /&gt;
;Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.&lt;br /&gt;
&lt;br /&gt;
;Ability Damage: Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. The Ability Damage penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Ship_Equipment&amp;diff=11666</id>
		<title>Ship Equipment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ship_Equipment&amp;diff=11666"/>
		<updated>2026-07-18T04:21:17Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 3 primary types of ship Equipment. &lt;br /&gt;
# Ship [[Ship_Equipment#Ship_Weapons_.28Hard_Points.29|Hard Points]] which are mounted on the exterior of a ship. They are usually, but not limited to, weapons. &lt;br /&gt;
# Ship [[Ship_Equipment#Ship_Bays|Bays]] which are internal compartments which are used by the crew. &lt;br /&gt;
# Ship [[Ship_Equipment#Ship_Function_Upgrades|Upgrades]] which can be fitted either externally via Hard Points or internally via Bays or Customization Slots. Ship upgrades usually improve a ship&#039;s [[Ship_Equipment#Ship_Function_Upgrades|functions]] or [[Ship_Equipment#Ship_Attribute_Upgrades|attributes]].&lt;br /&gt;
&lt;br /&gt;
== Ship Weapons (Hard Points) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Space Ship Weapon Costs&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;1&amp;quot; | Hull Size =&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Fine&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Diminutive&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tiny&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Huge&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gargantuan&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Colossal&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;1&amp;quot; | Weapon Size =&amp;gt;&amp;lt;br /&amp;gt; v=Types=v&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; | Huge&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile (6)&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;3&amp;quot; | $80,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $320,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $1,280,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $2,560,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser (~)&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;3&amp;quot; | $156,250&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $625,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $1,250,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $5,000,000 &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma (4)&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;3&amp;quot; | $234,375&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $937,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $1,875,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $6,500,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile (3)&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;3&amp;quot; | $195,300&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $590,625&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $3,125,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $6,250,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Ship Weapons fit onto a Ship&#039;s Hard Points. There are 4 different types of Weapons, and the size of the weapon is determined by the Hull Size of the ship. The cost of the Weapon is shown below in the &#039;Space Ship Weapon Costs&#039; table, and below that is the &#039;Space Ship Weapon Ammunition Costs&#039; table. Weapons can be Masterworked, and this is referred to as the &#039;Class&#039; of the weapon. Class 0 being not Masterworked. &lt;br /&gt;
&lt;br /&gt;
=== Weapon Types ===&lt;br /&gt;
&lt;br /&gt;
; Projectile: These are basic weapons able to deliver massive kinetic damage to a target. The advantages are that it is a cheap, common weapon, and its ammo is also cheap and can be modified.&lt;br /&gt;
:: &#039;&#039;&#039;Range&#039;&#039;&#039;: Infinite&lt;br /&gt;
:: &#039;&#039;&#039;Standard Ammo Capacity&#039;&#039;&#039;: 6 Rounds&lt;br /&gt;
:: &#039;&#039;&#039;Class Bonus&#039;&#039;&#039;: 1 more round per Classification.&lt;br /&gt;
:: &#039;&#039;&#039;Burst Fire Function&#039;&#039;&#039;: At Class 3, a Projectile component gains the Burst Fire Function. The player can choose to re-roll the d10 on a failure, which consumes more ammo. Reloading takes a whole round. These re-rolls are done before any re-roll associated with the Ships Weapon&#039;s Mod.&lt;br /&gt;
&lt;br /&gt;
; Laser: These are directly powered by the ship&#039;s power core, and its only weakness is the massive amount of waste heat that has to be dealt with in order to keep firing. Because of this heat, each Laser fired removes 1 point from the ship&#039;s Detection DC for the next round.&lt;br /&gt;
:: &#039;&#039;&#039;Range&#039;&#039;&#039;: Long&lt;br /&gt;
:: &#039;&#039;&#039;Standard Ammo Capacity&#039;&#039;&#039;: ~ (The Lasers stop working if the ship&#039;s Engines or Electronic Score gets below 7)&lt;br /&gt;
:: &#039;&#039;&#039;Bonus&#039;&#039;&#039;: +1 to d10&lt;br /&gt;
:: &#039;&#039;&#039;Class Bonus&#039;&#039;&#039;: &lt;br /&gt;
::* Each even Class (2,4) provides an additional +1 to the d10.&lt;br /&gt;
::* Class 1 gains the point defense ability. This weapon can fire against a target AND against incoming Missiles. Take a -1 when using Lasers as Point defense.&lt;br /&gt;
::* Class 3 gains &#039;&#039;&#039;Overheat&#039;&#039;&#039; ability. &#039;&#039;&#039;Overheat&#039;&#039;&#039;: The laser cannot fire the next round of combat. However, during this round, gain a bonus d10 when firing with this laser.&lt;br /&gt;
::* Class 5 remove the -1 penalty for Point Defense.&lt;br /&gt;
&lt;br /&gt;
; Plasma: These are the most advanced weapons. Civilizations have to master both stable projectile combat in space as well as dealing with waste heat from lasers before moving on to Plasma based weaponry. Therefore Plasma is both the most powerful weapon system and also the most expensive. Its only disadvantages are its range and the cost of both the weapon itself and its ammo.&lt;br /&gt;
:: &#039;&#039;&#039;Range&#039;&#039;&#039;: Small, Medium&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Standard Ammo Capacity&#039;&#039;&#039;: 4&lt;br /&gt;
:: &#039;&#039;&#039;Bonus&#039;&#039;&#039;: Re-roll 1s, if at Small Range. (Medium, the Plasma can still hit but loses its Bonus)&lt;br /&gt;
:: &#039;&#039;&#039;Class Bonus&#039;&#039;&#039;:  Class/Masterwork levels cost 3 times as much.&lt;br /&gt;
::* Class 1 gain +1 to d10&lt;br /&gt;
::* Class 2 Range increases to Long&lt;br /&gt;
::* Class 3 re-roll 1s on both Small and Medium.&lt;br /&gt;
::* Class 4 exploding effect on both 9,10 rolls.&lt;br /&gt;
::* Class 5 re-roll both 1s and 2s.&lt;br /&gt;
&lt;br /&gt;
; Missile: Considered to be the most flexible and desirable weapon system of all civilizations. Missiles Racks/Turrets can be reloaded to fire different styles of missiles depending on the needs of the battlefield. They are not as powerful as Plasma weapons or as far-reaching as a Projectile, but their flexibility is most coveted on the field. Their stats are largely dependent on the type of missile loaded into the Rack/Turret.&lt;br /&gt;
:: &#039;&#039;&#039;Range&#039;&#039;&#039;: Ammo Dependent&lt;br /&gt;
:: &#039;&#039;&#039;Standard Ammo Capacity&#039;&#039;&#039;: 3&lt;br /&gt;
:: &#039;&#039;&#039;Bonus&#039;&#039;&#039;:Ammo Dependent&lt;br /&gt;
:: &#039;&#039;&#039;Class Bonus&#039;&#039;&#039;:&lt;br /&gt;
::* Every even Classification gain +1 to Ammo Capacity (per launcher rack).&lt;br /&gt;
::* Class 1 gain +1 to d10s against ships two sizes smaller.&lt;br /&gt;
::* Class 3 gain +1 to d10s against Swarms.&lt;br /&gt;
::* Class 5 gain Burst Fire Function.&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Space Ship Ammo Costs&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;1&amp;quot; | Hull Size =&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Fine&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Diminutive&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tiny&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Huge&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gargantuan&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Colossal&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;1&amp;quot; | Weapon Size =&amp;gt;&amp;lt;br /&amp;gt; v=Types=v&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; | Huge&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile (6)&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;3&amp;quot; | $1,600&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $6,400&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $25,600&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $102,400&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser Crystals (1)&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;3&amp;quot; | $52,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $208,350&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $833,350&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $3,333,350&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma (4)&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;3&amp;quot; | $4,700&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $18,750&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $75,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot; | $300,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile (3)&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;colspan=&amp;quot;3&amp;quot; | $3,900&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;colspan=&amp;quot;2&amp;quot; | $15,625&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;colspan=&amp;quot;2&amp;quot; | $62,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;colspan=&amp;quot;2&amp;quot; | $250,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Ammo adds an extra layer of customization to what your ships&#039; weapons can do. Ammo can provide extra d10s, functions like Burst Fire and Exploded as well as change the damage type. By default, Projectile and Missile weapons are Kinetic Damage types, while Laser and Plasma are Thermal damage types. &lt;br /&gt;
&lt;br /&gt;
The table on the right shows Ammo costs by size and weapon type. This is for one &#039;magazine&#039; or the number of rounds the weapon can hold. 1 &#039;magazine&#039; worth of rounds is considered 1 Unit of space for Small or smaller. 2 Units for Large thru Huge. 3 Units for anything larger.&lt;br /&gt;
&lt;br /&gt;
==== Projectiles ====&lt;br /&gt;
&lt;br /&gt;
Projectile ammo is usually just a large shell or bullet. However, the bullet can have different shapes, be made of advanced materials, and contain special secondary components that change how it deals damage. For a full list of custom shells/bullets, go [[Projectile_Ammo|here]].&lt;br /&gt;
&lt;br /&gt;
==== Laser Crystals ====&lt;br /&gt;
&lt;br /&gt;
Lasers can have focusing crystals designed to change the laser in various ways. For a full list of Laser, Focusing Crystals go [[Laser_Focusing_Crystals|here]].&lt;br /&gt;
&lt;br /&gt;
==== Plasma ====&lt;br /&gt;
&lt;br /&gt;
Plasma upgrades take up Bays or Customization Slots. These upgrades can affect all Plasma weapons on a ship rather than just one. For a full list of Plasma Ammo/Weapon upgrades, go [[Plasma_Ammo_and_Weapon_Upgrades|here]].&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&lt;br /&gt;
Missiles are special in that they are more about the ammo than they are the launcher. Missiles can be very flexible as their ammo can be changed out on the fly. For a full list of different Missiles go [[Missile_Ammo|here]].&lt;br /&gt;
&lt;br /&gt;
=== Ship Weapons/Ammo Crafting ===&lt;br /&gt;
&lt;br /&gt;
Weapons require crafting skill rank of 4 in the appropriate skill. The appropriate skill is determined by the weapon type. Projectile and Missiles are both Mechanical. Laser is Electrical. And Plasma is Electrical and Chemical. In order to craft a master-worked Ship Weapon, the character must have the Craft skill rank of 6 for Class 1, Rank 7 for Class 2 and so on.&lt;br /&gt;
&lt;br /&gt;
Crafting Ship Weapons Ammo requires a rank of 3 or higher in the correct skill. Masterworked Ammo requires Rank of 4 or higher depending on the classification of the Ammo. &lt;br /&gt;
&lt;br /&gt;
By default Projectiles require Mechanical crafting. Laser Crystals require Chemical crafting. Plasma requires Chemical crafting. Missiles require Mechanical/Chemical combination.&lt;br /&gt;
&lt;br /&gt;
=== Other Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Weapons are not the only things that can take up a Ship&#039;s Hard Points. Other things such as Grapplers, Jammers, Targeting Assistances and so on can be fitting into a ship Hard Point. Go to the [[Ship_Equipment#Ship_Accessories|Ship Accessories]] or to Ship Function Upgrades for more information.&lt;br /&gt;
&lt;br /&gt;
== Ship Bays ==&lt;br /&gt;
&lt;br /&gt;
Below is a list of Ship Bays accompanied by their description and cost. &lt;br /&gt;
&lt;br /&gt;
Some Bays can be a &#039;Facility&#039; instead. By default, a Bay requires a Tiny-sized ship or bigger. To fit on a smaller ship, the Bay occupies 2 slots. A facility, on the other hand, requires a Larger- or bigger-sized ship and takes up two Bays. However, if the ship is Gargantuan or Colossal, the Facility occupies only 1 Bay. Facilities can have multiple people working in them at a time and often provide additional bonuses. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cargo Bay&#039;&#039;&#039;: This is simply a space carved out within the ship to store stuff. All ships have a default Cargo Bay as part of the Hull Configuration and don&#039;t take up an extra bay. The size that Cargo Bay holds is determined by [[Space_Ships#Hull_Sizes|Hull Size]]. Most anything can be stored in a cargo bay. Cargo Bays can be specially fitted to handle dangerous material. These bays are more expensive and rarer. The amount of stuff a Cargo Bay can hold is measured in Units. Explained in the [[Space_Ships#Secondary_Ship_Attributes|Space Ship Secondary Attributes]] section. The amount of Unit space a Cargo Bay adds is determined by the size of the craft. It is an additional 1/2 the number of Units the size of the Craft can carry. There is no size limit or requirement for a Cargo Bay. &lt;br /&gt;
** Price: Base price for a cargo bay for a Small-Sized Craft is $20,000. It is doubled for each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Science Bay&#039;&#039;&#039;: This bay can act as a Chemical Kit and an Electronic Kit that provides +X to crafting these materials. The X is determined by the Classification level of the Science Bay. For example, if the Bay is a Class 2, then it&#039;s +2 for both. This bay may also be a requirement for certain types of upgrades on the ship. The level determines the cost.&lt;br /&gt;
** Price: Level 1 Science Bay costs $15,000. Each level higher triples the price.&lt;br /&gt;
** Size Requirement: The Ship must be size Small or larger.&lt;br /&gt;
* &#039;&#039;&#039;Medical Bay&#039;&#039;&#039;: This bay is considered to have a Medical Kit and Surgical Kit/Unit. This enables a character with the [[Medical]] skill to be able to perform all available types of treatment the Skill can offer, from Surgery to Treat Poison and even Long-Term Care. This provides a +2 bonus to these actions. However, a Medical Facility is an upgraded, larger version of the Medical Bay. It can treat multiple patients at once and provides a +4 bonus to the Medical skill. The Medical Facility can also double as a Pharmacy Kit for crafting purposes. If Masterworked and at Classification level 3, a Medical Bay or Facility can also attempt to resuscitate a Character.&lt;br /&gt;
** Price: Medical Bay cost is: $25,000. Medical Facility costs: $500,000&lt;br /&gt;
* &#039;&#039;&#039;Industrial Bay&#039;&#039;&#039;: This Bay can act like both a Chemical and a Mechanical Kit. It provides a 1/2 Level bonus to Chemical crafting and a per-class level bonus to Mechanical. For example, a Class 1 Industrial Bay provides a +0 to Chemical and a +1 to Mechanical. But Class 4 provides a +2 Chemical and +4 Mechanical. There is also the Industrial Facility. This allows for multiple people to take advantage of the Industrial Bay at once. It also provides a +1/2 level bonus to repairing Battle Damage. &lt;br /&gt;
** Price: Industrial Bay costs $15,000 at the starting level. Triple the cost per level. Industrial Facility costs $250,000 at the starting level and triples in cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Engineering Bay&#039;&#039;&#039;: This bay acts like both an Electronics and a Mechanical kit. It provides a +1 to both per level. An Engineering Facility can be used by multiple people. And provides an extra +1 per level bonus to any repairs to the ship it&#039;s in. Both the Bay and Facility allow characters to actively make modifications on ships even during combat.&lt;br /&gt;
** Price: Engineering Bay costs $30,000 at starting level. Triple the cost per level. Engineering Facility costs $500,000 starting. Triple cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Astrometrics Bay&#039;&#039;&#039;: This provides a +1 per Class level to the ship&#039;s Sensor attribute when scanning celestial objects and a 1/2 bonus per Class for scanning for Stealthed ships. This also doubles the range of the Sensors.&lt;br /&gt;
** Price: $25,000. Triple the cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Refinery Bay&#039;&#039;&#039;: This allows the ship to take raw materials, break them down, and refine them into crafting materials. It can also reduce the size and weight of mine or salvaged material by 50% by breaking down the salvage to its base parts. A must-have for a scavenger or mining vessel. This can also provide a cheap source of crafting materials. Breaking down the material takes time. 100 units per day per Class level. A Refinery Facility refines 500 units per day +150 per Class level. These refineries can refine almost any material. Even weapons, garbage, rock, ice asteroid even gases extracted from a gas giant. &lt;br /&gt;
** Price: Bay base price $35,000 doubles per size and class level. Facility base price $200,000 (Size Large) doubles per size and class level.&lt;br /&gt;
* &#039;&#039;&#039;Docking Bay&#039;&#039;&#039;: Allows ships two sizes smaller than the ship on which the Docking Bay is installed to dock. If the ship also has an Industrial or Engineering Bay/Facility the Docking Bay can facilitate repairs with bonuses from those bays. The docking bay has space for 1 ship 2 sizes smaller. So the Bay will have that many squares of space. More than one ship can enter the bay if the ships are small, so that their total squares taken up do not exceed the number of squares a ship two sizes smaller would occupy. Multi-docking bays can be installed side by side to provide bonus squares. For each set of two bays there is an additional amount of space equal to 3 ship sizes smaller.&lt;br /&gt;
** Price: The price is based on the size of the ship. The small cost is: $10,000. The price is double per each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Passenger Bay&#039;&#039;&#039;: This allows the ship to support additional passengers. Similar to Cargo Bays a Passenger Bays are also installed by default as part of the Hull of the craft and doesn&#039;t take up a bay nor can they be removed. The number of bonus Passengers depends on the ship&#039;s size. For example, Large can hold 32 people so a normal Passenger Bay can add an additional 16 people. A fancier passenger bay with more advanced cabins offers less of an added bonus. A Fancy Passenger bay costs twice as much and only provides space for 8 people on a Large ship. A &#039;&#039;&#039;Cramped&#039;&#039;&#039; Passenger Bay, often used in the Military for cheap transport, can carry twice the passenger capacity.&lt;br /&gt;
** Price: For a small ship, the base cost is: $20,000. It is doubled per each size increment.&lt;br /&gt;
* &#039;&#039;&#039;Detention Bay&#039;&#039;&#039;: A high-security compartment designed to hold prisoners, captured bounties, or dangerous lifeforms safely. It is equipped with reinforced containment fields, isolation shields, and local biometric scanners. Bypassing or escaping this bay requires a +5 DC on Sleight of Hand, Escape Artist, or Hacking checks. Crucial for bounty hunting, law enforcement, or mercenary security work. By default, a Detention/Brig Bay can also double as a Passenger Bay since a Brig normally doesn&#039;t take up much space. The Passenger Bay only holds up to 1/2 the normal number of passengers, though. A full-scale detention bay may be used on a pisornor transport ship and costs the same.&lt;br /&gt;
** Price: Base price for a Detention Bay is $15,000 for a Small-sized craft. It is doubled for each higher size increment.&lt;br /&gt;
** Size Requirement: The ship must be size Tiny or larger.&lt;br /&gt;
* &#039;&#039;&#039;Hydroponics Bay&#039;&#039;&#039;: A self-sustaining agricultural compartment filled with nutrient-rich growth beds, automated UV lighting, and water recycling systems. It grows fresh crops, naturally filters carbon dioxide, and cultivates rare botanical ingredients. This bay extends the ship&#039;s passenger life-support duration by 50% without requiring resupply. It also provides a +2 bonus to crafting chemical or pharmaceutical items that require organic components.&lt;br /&gt;
** Price: Base price is $20,000 for a Small-sized craft. It is doubled for each higher size increment.&lt;br /&gt;
** Size Requirement: The ship must be size Small or larger.&lt;br /&gt;
* &#039;&#039;&#039;Armory&#039;&#039;&#039;: A heavily armored, biometric-locked vault used to store, maintain, and secure personal weapons, heavy armor, and explosives for the crew. If the ship is boarded or if the crew is preparing to board an enemy vessel, crew members can grab and equip their ground combat gear in half the time (converting a Full-Round Action to a Move Action). It also provides a +2 bonus to repair and maintain personal ground gear.&lt;br /&gt;
** Price: Base price is $25,000 for a Small-sized craft. It is doubled for each higher size increment.&lt;br /&gt;
** Size Requirement: The ship must be size Tiny or larger.&lt;br /&gt;
* &#039;&#039;&#039;Electronic Intelligence (ELINT) Center&#039;&#039;&#039;: A dedicated computer room filled with signal interceptors, decryption mainframes, and advanced cooling lines. It is designed to assist the Science or Comms Officer in cyberwarfare and signals interception. This bay grants a +2 bonus to all Hacking, Jamming, and Counter-Hacking Electronics checks. It also allows the Comms Officer to record and save encrypted enemy signals for later analysis. This also enables and supports the Crypto function.&lt;br /&gt;
** Price: Base price is $30,000 for a Small-sized craft. It is doubled for each higher size increment.&lt;br /&gt;
** Size Requirement: The ship must be size Medium or larger.&lt;br /&gt;
* &#039;&#039;&#039;Recreation Bay&#039;&#039;&#039;: A comfortable, open compartment designed for crew relaxation, mess services, and entertainment, complete with holotables or musical synthesizers. Spending a rest period in this bay allows crew members to recover from conditions like Shaken or Fatigued in half the time, and grants a +1 morale bonus to Will saves and Initiative for the next 24 hours.&lt;br /&gt;
** Price: Base price is $15,000 for a Small-sized craft. It is doubled for each higher size increment.&lt;br /&gt;
** Size Requirement: The ship must be size Small or larger.&lt;br /&gt;
&lt;br /&gt;
== Ship Function Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Some Officer or Ship Functions require updates to the ship in order to perform. To learn about Ship Functions, go [[Space_Ships#Officer.2FShip_Functions|here]].&lt;br /&gt;
&lt;br /&gt;
The following are Ship upgrades that unlock these functions. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Transporter Bay&#039;&#039;&#039;: Also known just as the Transporter or Beaming Station, this upgrade takes up and requires the use of a Bay. This allows for the [[Beam]] function. Once installed, any crew member can operate it. The basic version or Class 0 can only Transport objects directly from one Bay to another. A Class 1 can transport anything from or to the Bay. A Class 2 can to &#039;site to site&#039; transportation and can also be remotely controlled from other consoles. Class 4 and 5 provide advantages to transporting extra distances or through shields or other obstacles. The default maximum distance for transportation is long, and by default, all beaming succeeds unless you are transporting at a greater distance or through an obstacle such as shields. The DC is up to the GM but a rule of them for shields is 12 + target shields Mod. A ship must be Small or larger to hold one. You can transport up to 4 individuals at Class 0, plus 1 per Classification upgrade. &lt;br /&gt;
** &#039;&#039;&#039;Price&#039;&#039;&#039;: $100,000 starting at a small additional $100,000 per size or class.&lt;br /&gt;
** Requires a Bay a customization point is not a valid substitute.&lt;br /&gt;
* &#039;&#039;&#039;Cloaking Device&#039;&#039;&#039;: This will improve a ship&#039;s Detection DC. If a ship&#039;s Detection DC is higher than your Passive Sensors, then the ship cannot be targeted without an Accuracy check. This doesn&#039;t necessarily make a ship invisible to the visible spectrum. In other words, this may just make it harder for sensors to detect it. Complete Stealth is only achievable with Class 5 cloaking devices. While a ship&#039;s Shields are disabled. Once the Stealth/Cloaking Device is disabled, it takes 1 turn for Shields to be re-enabled. This requires a Tiny Ship or bigger. By default, a Class 0 Cloak provides a +3 to Detection DC. Every Classification upgrade provides +2. Performing certain actions may weaken the effect a Stealth/Cloaking device can offer; however, these actions cannot remove more than the Stealth device provides as a bonus. Firing Kinetic weapons reduces stealth by 2, Missiles by 3, Plasma by 4 and Lasers by 5. However, this is only for one round. &lt;br /&gt;
** &#039;&#039;&#039;Price&#039;&#039;&#039;: $200,000 for a Tiny ship. An additional $200,000 per size and Classification.&lt;br /&gt;
** Requires both 1 hard point and 1 Bay. However, either the HP or the Bay can be replaced with a customization point, but not both.&lt;br /&gt;
* &#039;&#039;&#039;Crypto Computer&#039;&#039;&#039;: This enables the [[Crypto]] function, which allows one to send secret messages to other ships as well as protect Drones controlled by the ship from being hacked. This requires a Tiny or larger ship and a Bay or customization point. Class upgrades starting at 1 provide a +1 bonus to actions associated with the Function. &lt;br /&gt;
** &#039;&#039;&#039;Price&#039;&#039;&#039;: $50,000 for Tiny. An additional $50,000 for each larger size or class.&lt;br /&gt;
** This can be fitted into a Bay or Customization Point.&lt;br /&gt;
* &#039;&#039;&#039;Jammer&#039;&#039;&#039;: This enables the [[Jam]] function. This can be used to intercept or interrupt messages, hacking attempts, and Drones or target Sensors. This requires a Hard Point and cannot be replaced by a customization point. It requires Tiny to be a larger ship. Class upgrades starting at 1 provide a +1 bonus to actions associated with the Function. &lt;br /&gt;
** &#039;&#039;&#039;Price&#039;&#039;&#039;: $50,000 for Tiny. An additional $50,000 for each larger size or class.&lt;br /&gt;
** This has to be used in a Hard Point&lt;br /&gt;
* &#039;&#039;&#039;Grappler&#039;&#039;&#039;: This is necessary for the [[Grapple]] function. Different types of Grapplers are detailed in here. And provide different options and functionality. &lt;br /&gt;
** &#039;&#039;&#039;Price&#039;&#039;&#039;: Varies by Grappler type; this is the default. $50,000 for Tiny. An additional $50,000 for every size or class larger.&lt;br /&gt;
** This has to be used in a Hard Point&lt;br /&gt;
&lt;br /&gt;
== Ship Attribute Upgrades ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px; text-align:right;&amp;quot;&lt;br /&gt;
|+ Space Ship C.S.A Base Costs&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Fine&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Diminutive&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tiny&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Huge&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gargantuan&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Colossal&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Engines&lt;br /&gt;
| $50,000&lt;br /&gt;
| $100,000&lt;br /&gt;
| $150,000&lt;br /&gt;
| $200,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $300,000&lt;br /&gt;
| $350,000&lt;br /&gt;
| $400,000&lt;br /&gt;
| $450,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Weapons&lt;br /&gt;
| $50,000&lt;br /&gt;
| $100,000&lt;br /&gt;
| $150,000&lt;br /&gt;
| $200,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $300,000&lt;br /&gt;
| $350,000&lt;br /&gt;
| $400,000&lt;br /&gt;
| $450,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Structure&lt;br /&gt;
| $45,000 &lt;br /&gt;
| $90,000&lt;br /&gt;
| $135,000&lt;br /&gt;
| $180,000&lt;br /&gt;
| $225,000&lt;br /&gt;
| $270,000&lt;br /&gt;
| $315,000&lt;br /&gt;
| $360,000&lt;br /&gt;
| $405,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Shields&lt;br /&gt;
| $60,000&lt;br /&gt;
| $120,000&lt;br /&gt;
| $180,000&lt;br /&gt;
| $240,000&lt;br /&gt;
| $300,000&lt;br /&gt;
| $360,000&lt;br /&gt;
| $420,000&lt;br /&gt;
| $480,000&lt;br /&gt;
| $540,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Electronics&lt;br /&gt;
| $60,000&lt;br /&gt;
| $120,000&lt;br /&gt;
| $180,000&lt;br /&gt;
| $240,000&lt;br /&gt;
| $300,000&lt;br /&gt;
| $360,000&lt;br /&gt;
| $420,000&lt;br /&gt;
| $480,000&lt;br /&gt;
| $540,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Sensors&lt;br /&gt;
| $40,000&lt;br /&gt;
| $80,000&lt;br /&gt;
| $120,000&lt;br /&gt;
| $160,000&lt;br /&gt;
| $200,000&lt;br /&gt;
| $240,000&lt;br /&gt;
| $280,000&lt;br /&gt;
| $320,000&lt;br /&gt;
| $360,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Ship Attribute upgrades improve upon the 6 Core System Attributes. System Attributes have a Classification ranging from 0 to 5. Upgrading a Ship Attribute by improving its Classification will provide it with a bonus to that Attribute&#039;s score. For example, a ship&#039;s weapons attribute could have a score of 12, and if that system were to be upgraded to a Class 2 Weapons System, the Attribute would have a score of 14. An upgrade can also be Master-worked by using more advanced build materials, thereby providing an additional point. So a masterworked Class 1 upgrade would provide +2, while a Class 3 would provide +6. &lt;br /&gt;
&lt;br /&gt;
Before calculating the price of an upgrade, you first must know the base price. Each Classification level increases the price by adding the base price again. A Small Engine Class 0 would cost $200,000, while A Class 2 would cost $600,000. Master-worked just doubles the cost. A masterworked Class 2 Small Engine would cost $1,200,000.&lt;br /&gt;
&lt;br /&gt;
An upgrade takes a Customization Point. Space Ships have Customization Points equal to their Tech Level. A Ship can gain more Customization Points by converting its Hard Points or Bays into &#039;Upgrade Point&#039; or &#039;Upgrade Bay&#039;. A Hardpoint or Bay cannot be used for anything else once converted, nor can they be specifically targeted during combat. An &#039;Upgrade Point&#039; is worth 1 Customization Point, while an &#039;Upgrade Bay&#039; is worth 2.&lt;br /&gt;
&lt;br /&gt;
==== Crafting Upgrades ====&lt;br /&gt;
&lt;br /&gt;
Crafting a ship upgrade is simple. In order to craft a Class 0 System Attribute, the Character must have at least 2 ranks in the correct Crafting Skill. At 3 ranks the Character can make a Class 1 upgrade. At 4 ranks a Class 2 and so on.&lt;br /&gt;
&lt;br /&gt;
Each Attribute is associated with a Crafting Skill. Engines and Weapons is associated with Craft Mechanics. Structure is associated with Craft Structure. Shields, Electronics, and Sensors are associated with Craft Electronics.&lt;br /&gt;
&lt;br /&gt;
== Ship Accessories ==&lt;br /&gt;
&lt;br /&gt;
Below is a list of additional ship items that characters can craft or buy and install on their ships. These items require ship Bays or Hard Points to install. For detailed information regarding each Accessory, then visit the [[Ship_Accessories|Ship Accessories]] page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ship Accessories&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Item Name&lt;br /&gt;
! Slot Required&lt;br /&gt;
! Summary&lt;br /&gt;
! Base Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship_Accessories#Warp_Field_Expander|Warp Field Expander]] || 1 HP &amp;amp; 1 Bay || This allows a ship with a Warp Drive FTL to expand their warp field around another ship and allow it to travel at the same speed. || $450,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship_Accessories#Jump_Assistance_Drive|Jump Assistance Drive]] || 1 HP &amp;amp; 1 Bay || This allows a Ship with a Personal Jump Drive to assist another ship as if it was a Jump Gate. || $30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship_Accessories#Shield_Extender|Shield Extender]] || 1 Bay || This allows a Ship to manipulate its shields into any shape and can use this ability to help shield other ships. || $1,500,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship_Accessories#Shield_Enhancer|Shield Enhancer]] || 1 HP || This allows a small boost to the Reflector value (+1) and Shield-based DR (+1) of a ship&#039;s shields. || $600,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship_Accessories#Phase_Discriminator|Phase Discriminator]] || 1 HP || This gives a bonus to Scan function when searching for ships that are &#039;Out of Phase&#039;. || $500,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship_Accessories#Plasma_Flow_Enhancer|Plasma Flow Enhancer]] || 1 Bay || Gives a boost to Warp speed. +1 to Warp speed unless Warp speed is already 10. || $200,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship_Accessories#Engine_Boosters|Engine Boosters]] || 1 HP or 1 Customization Slot || Passive sub-light engine thrusters. Provides a +2 bonus on all active Pilot checks using Engines (like Close/Widen Distance or Emergency Evasive Thrusters). || $250,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship_Accessories#Drone_Controller|Drone Controller]] || 1 HP &amp;amp; 1 Bay || Provides the ability to use Drones. || $500,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship_Accessories#Reactor_Auxiliary_Capacitor|Reactor Auxiliary Capacitor]] || 1 Customization Slot || Stores reserve energy. Provides a +2 bonus to Overclock Core checks, and absorbs failed overclock backcharges. || $150,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship_Accessories#Holographic_Decoy_Launcher|Holographic Decoy Launcher]] || 1 HP || Required for decoy projection. Grants +2 on Electronics checks and guided missiles have a 75% miss chance. || $120,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship_Accessories#Fire-Control_Matrix|Fire-Control Matrix]] || 1 HP or 1 Customization Slot || Targeting computer. Grants +1 to attack d10s and ignores the -2 penalty when using Defensive Fire. || $300,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship_Accessories#Advanced_Recycler_Grid|Advanced Recycler Grid]] || 1 Customization Slot || Air/water filtration. Increases default passenger capacity by 25% and grants +2 to saves against infestations/toxins. || $80,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Crafting accessories takes Rank 3 in Mechanics and Rank 3 in Electronics. Each Classification upgrade requires an additional rank in both crafting skills. Other than that, the same rules for crafting apply.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Archetypes_%26_Training&amp;diff=11665</id>
		<title>Archetypes &amp; Training</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Archetypes_%26_Training&amp;diff=11665"/>
		<updated>2026-07-18T04:20:54Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Archetypes are advanced classes. They build on top of your [[Future_Hero_Base_Class|Base Class]]. &lt;br /&gt;
&lt;br /&gt;
AMBASSADOR&lt;br /&gt;
The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are conceivable.&lt;br /&gt;
Requirements&lt;br /&gt;
To qualify to become an Ambassador, a character must fulfill the following criteria.&lt;br /&gt;
Skills: Diplomacy 6 ranks, Knowledge (civics) 6 ranks, Knowledge (theology and philosophy) 6 ranks.&lt;br /&gt;
Charismatic Hero Talents: Charm, favor.&lt;br /&gt;
Allegiance: An Ambassador must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
Class Information&lt;br /&gt;
The following information pertains to the Ambassador advanced class.&lt;br /&gt;
Hit Die&lt;br /&gt;
The Ambassador gains 1d6 hit points per level. The character’s Constitution modifier applies.&lt;br /&gt;
Action Points&lt;br /&gt;
The Ambassador gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.&lt;br /&gt;
Class Skills&lt;br /&gt;
The Ambassador’s class skills are as follows.&lt;br /&gt;
Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, history, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Sense Motive (Wis), and Speak Language (none).&lt;br /&gt;
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).&lt;br /&gt;
&lt;br /&gt;
Table: The Ambassador&lt;br /&gt;
Class Level&lt;br /&gt;
Base Attack Bonus&lt;br /&gt;
Fort Save&lt;br /&gt;
Ref Save&lt;br /&gt;
Will Save&lt;br /&gt;
Special &lt;br /&gt;
Defense Bonus&lt;br /&gt;
Reputation Bonus&lt;br /&gt;
1st&lt;br /&gt;
+0&lt;br /&gt;
+0&lt;br /&gt;
+0&lt;br /&gt;
+2&lt;br /&gt;
Diplomatic immunity&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
2nd&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
+0&lt;br /&gt;
+3&lt;br /&gt;
Open arms&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
3rd&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
+3&lt;br /&gt;
Bonus feat&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
4th&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
+4&lt;br /&gt;
Information access&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
5th&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
+4&lt;br /&gt;
Stipend&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
6th&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+5&lt;br /&gt;
Bonus feat&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
7th&lt;br /&gt;
+5&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+5&lt;br /&gt;
Restricted access&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
8th&lt;br /&gt;
+6&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+6&lt;br /&gt;
Stipend&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
9th&lt;br /&gt;
+6&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
+6&lt;br /&gt;
Bonus feat&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
10th&lt;br /&gt;
+7&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
+7&lt;br /&gt;
Select consuls&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
&lt;br /&gt;
Class Features&lt;br /&gt;
The following class features pertain to the Ambassador advanced class.&lt;br /&gt;
Diplomatic Immunity&lt;br /&gt;
Starting at 1st level, if the Ambassador is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime.&lt;br /&gt;
If one of the Ambassador’s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the consul’s behalf. One may aid the other’s Diplomacy check.&lt;br /&gt;
An Ambassador who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
Table: Diplomatic Immunity&lt;br /&gt;
Severity of Crime &lt;br /&gt;
Examples &lt;br /&gt;
DC&lt;br /&gt;
Effect of Successful Diplomacy Check&lt;br /&gt;
Class 5&lt;br /&gt;
 Disturbing the peace, public intoxication, noninjurious traffic violation&lt;br /&gt;
15&lt;br /&gt;
–2 penalty on subsequent Diplomacy checks in that area&lt;br /&gt;
Class 4 &lt;br /&gt;
Possession of controlled substance, injurious traffic violation, operating business without a license, operating a vehicle or starship without a license, assault without a deadly weapon&lt;br /&gt;
20&lt;br /&gt;
–5 penalty on subsequent Diplomacy a checks in that area&lt;br /&gt;
Class 3 &lt;br /&gt;
Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon&lt;br /&gt;
25&lt;br /&gt;
–10 penalty on subsequent Diplomacy checks in the area&lt;br /&gt;
Class 2 &lt;br /&gt;
Murder or manslaughter, fraud, smuggling, assault against a public official, trafficking in controlled substances&lt;br /&gt;
30&lt;br /&gt;
Deportation within 2d6 hours&lt;br /&gt;
Class 1 &lt;br /&gt;
Conspiracy against the government, murder of a public official, sabotage of public utilities&lt;br /&gt;
35&lt;br /&gt;
Detention pending the diplomatic action by character’s affiliated government&lt;br /&gt;
&lt;br /&gt;
Open Arms&lt;br /&gt;
Beginning at 2nd level, the Ambassador is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Ambassador class level on all Diplomacy checks.&lt;br /&gt;
Bonus Feats&lt;br /&gt;
At 3rd, 6th, and 9th level, the Ambassador gets a bonus feat. The bonus feat must be selected from the following list, and the Ambassador must meet all the prerequisites of the feat to select it. Attentive, Defensive Martial Arts, Dodge, Educated, Improved Initiative, Low Profile, Oathbound, Renown, Trustworthy.&lt;br /&gt;
Information Access&lt;br /&gt;
Starting at 4th level, the Ambassador can make Gather Information checks without spending money or making Wealth checks, provided she is dealing with individuals or organizations that are helpful, friendly, indifferent, or unfriendly toward her or those she represents. Dealing with individuals or organizations that are hostile requires the Ambassador to make Wealth checks as usual when using the Gather Information skill.&lt;br /&gt;
Stipend&lt;br /&gt;
Skilled diplomats are well paid for their loyalty and dedication, and&lt;br /&gt;
they are accustomed to traveling in style. At 5th level, and again at&lt;br /&gt;
8th level, the Ambassador gains a one-time Wealth bonus increase&lt;br /&gt;
of +4.&lt;br /&gt;
Restricted Access&lt;br /&gt;
At 7th level, the Ambassador gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +5 bonus on Computer Use checks made to defeat computer security and a +5 bonus on Research checks.&lt;br /&gt;
Select Consuls&lt;br /&gt;
At 10th level, the Ambassador may appoint a number of individuals equal to her Reputation bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Ambassador may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Ambassador to invoke or revoke a consul’s or attaché’s privileges.&lt;br /&gt;
&lt;br /&gt;
DOGFIGHTER&lt;br /&gt;
The fastest path into this advanced class is from the Fast hero basic class, though other paths are certainly possible.&lt;br /&gt;
Requirements&lt;br /&gt;
To qualify to become a Dogfighter, a character must fulfill the following criteria.&lt;br /&gt;
Skills: Pilot 6 ranks.&lt;br /&gt;
Feat: Starship Operation (ultralight).&lt;br /&gt;
Base Reflex Save: +2.&lt;br /&gt;
Class Information&lt;br /&gt;
The following information pertains to the Dogfighter advanced class.&lt;br /&gt;
Hit Die&lt;br /&gt;
The Dogfighter gains 1d8 hit points per level. The character’s Constitution modifier applies.&lt;br /&gt;
Action Points&lt;br /&gt;
The Dogfighter gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.&lt;br /&gt;
Class Skills&lt;br /&gt;
The Dogfighter’s class skills are as follows.&lt;br /&gt;
Bluff (Cha), Computer Use (Int), Craft (electronic, mechanical) (Int), Knowledge (popular culture, streetwise, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Repair (Int).&lt;br /&gt;
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).&lt;br /&gt;
&lt;br /&gt;
Table: The Dogfighter&lt;br /&gt;
Class Level&lt;br /&gt;
Base Attack Bonus&lt;br /&gt;
Fort Save&lt;br /&gt;
Ref Save&lt;br /&gt;
Will Save&lt;br /&gt;
Special&lt;br /&gt;
Defense Bonus&lt;br /&gt;
Reputation Bonus&lt;br /&gt;
1st&lt;br /&gt;
+0&lt;br /&gt;
+0&lt;br /&gt;
+2&lt;br /&gt;
+0&lt;br /&gt;
Bonus feat&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
2nd&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
+3&lt;br /&gt;
+0&lt;br /&gt;
Defender of the universe&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
3rd&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
Bonus feat&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
4th&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
+4&lt;br /&gt;
+1&lt;br /&gt;
Shake, rattle, and roll (1/day)&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
5th&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
+4&lt;br /&gt;
+1&lt;br /&gt;
To the max!&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
6th&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
+5&lt;br /&gt;
+2&lt;br /&gt;
Bonus feat&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
7th&lt;br /&gt;
+5&lt;br /&gt;
+2&lt;br /&gt;
+5&lt;br /&gt;
+2&lt;br /&gt;
Shake, rattle, and roll (2/day)+&lt;br /&gt;
4&lt;br /&gt;
+2&lt;br /&gt;
8th&lt;br /&gt;
+6&lt;br /&gt;
+2&lt;br /&gt;
+6&lt;br /&gt;
+2&lt;br /&gt;
Keep it together&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
9th&lt;br /&gt;
+6&lt;br /&gt;
+3&lt;br /&gt;
+6&lt;br /&gt;
+3&lt;br /&gt;
Bonus feat&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
10th&lt;br /&gt;
+7&lt;br /&gt;
+3&lt;br /&gt;
+7&lt;br /&gt;
+3&lt;br /&gt;
Shake, rattle, and roll (3/day)&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
&lt;br /&gt;
Class Features&lt;br /&gt;
The following class features pertain to the Dogfighter advanced&lt;br /&gt;
class.&lt;br /&gt;
Bonus Feats&lt;br /&gt;
At 1st, 3rd, 6th, and 9th level, the Dogfighter gets a bonus feat. The bonus feat must be selected from the following list, and the Dogfighter must meet all the prerequisites of the feat to select it.&lt;br /&gt;
Blind-Fight, Brawl, Gearhead, Improved Brawl, Improved Feint, Spacer, Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Zero-G Training.&lt;br /&gt;
Defender Of The Universe&lt;br /&gt;
Starting at 2nd level, a Dogfighter applies his Reputation bonus to the die result whenever he spends an action point to modify an attack roll, skill check, ability check, or saving throw made aboard a starship.&lt;br /&gt;
Shake, Rattle, And Roll&lt;br /&gt;
At 4th level, a Dogfighter learns how rock an enemy starship with weapons fire. The Dogfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). A starship damaged by the Dogfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and gunners included) aboard the shaken ship take a –2 penalty on attack rolls, saving throws, and skill checks for 1 round. A Dogfighter may use this ability once per day at 4th level, twice per day at 7th level, and three times per day at 10th level.&lt;br /&gt;
To the max!&lt;br /&gt;
At 5th level and beyond, a Dogfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet. The Dogfighter must be piloting the ship to increase its tactical speed.&lt;br /&gt;
Keep It Together&lt;br /&gt;
At 8th level, a Dogfighter can continue to operate a starship even after it has been reduced to negative hit points and has begun breaking apart. The ship may take one move action or one attack action each round. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Dogfighter and all other personnel aboard the ship are considered shaken, taking a –2 penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT&lt;br /&gt;
The fastest path into this advanced class is from the Tough hero basic class, though other paths are possible.&lt;br /&gt;
Requirements&lt;br /&gt;
To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
Skill: Intimidate 6 ranks.&lt;br /&gt;
Feat: Improved Damage Threshold.&lt;br /&gt;
Tough Hero Talents: Any two Tough hero talents.&lt;br /&gt;
Class Information&lt;br /&gt;
The following information pertains to the Dreadnought advanced class.&lt;br /&gt;
Hit Die&lt;br /&gt;
The Dreadnought gains 1d12 hit points per level. The character’s Constitution modifier applies.&lt;br /&gt;
Action Points&lt;br /&gt;
The Dreadnought gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.&lt;br /&gt;
Class Skills&lt;br /&gt;
The Dreadnought’s class skills are as follows.&lt;br /&gt;
Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Profession (Wis), Survival (Wis), Swim (Str), Tumble (Dex).&lt;br /&gt;
Skill Points at Each Level: 3 + Int modifier (2 + Int modifier for nonhumans).&lt;br /&gt;
&lt;br /&gt;
Table: The Dreadnought&lt;br /&gt;
Class Level&lt;br /&gt;
Base Attack Bonus&lt;br /&gt;
Fort Save&lt;br /&gt;
Ref Save&lt;br /&gt;
Will Save&lt;br /&gt;
Special&lt;br /&gt;
Defense Bonus&lt;br /&gt;
Reputation Bonus&lt;br /&gt;
1st&lt;br /&gt;
+0&lt;br /&gt;
+2&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
Fearless, stability, unhindered&lt;br /&gt;
+0&lt;br /&gt;
+0&lt;br /&gt;
2nd&lt;br /&gt;
+1&lt;br /&gt;
+3&lt;br /&gt;
+0&lt;br /&gt;
+2&lt;br /&gt;
Ability surge (1/day), steamroller&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
3rd&lt;br /&gt;
+2&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
+2&lt;br /&gt;
Bonus feat&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
4th&lt;br /&gt;
+3&lt;br /&gt;
+4&lt;br /&gt;
+1&lt;br /&gt;
+2&lt;br /&gt;
Master defender (+2)&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
5th&lt;br /&gt;
+3&lt;br /&gt;
+4&lt;br /&gt;
+1&lt;br /&gt;
+3&lt;br /&gt;
Ability surge (2/day), knockdown&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
6th&lt;br /&gt;
+4&lt;br /&gt;
+5&lt;br /&gt;
+2&lt;br /&gt;
+3&lt;br /&gt;
Bonus feat&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
7th&lt;br /&gt;
+5&lt;br /&gt;
+5&lt;br /&gt;
+2&lt;br /&gt;
+4&lt;br /&gt;
Master defender (+4)&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
8th&lt;br /&gt;
+6&lt;br /&gt;
+6&lt;br /&gt;
+2&lt;br /&gt;
+4&lt;br /&gt;
Ability surge (3/day), heavy artillery&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
9th&lt;br /&gt;
+6&lt;br /&gt;
+6&lt;br /&gt;
+3&lt;br /&gt;
+4&lt;br /&gt;
Bonus feat&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
10th&lt;br /&gt;
+7&lt;br /&gt;
+7&lt;br /&gt;
+3&lt;br /&gt;
+5&lt;br /&gt;
Master defender (+6)&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
&lt;br /&gt;
Class Features&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
Fearless&lt;br /&gt;
The Dreadnought is immune to fear effects.&lt;br /&gt;
Stability&lt;br /&gt;
The Dreadnought is incredibly sure-footed. She gains a +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack.&lt;br /&gt;
Unhindered&lt;br /&gt;
The Dreadnought treats any suit of armor worn as though its armor penalty is 2 better.&lt;br /&gt;
Ability Surge&lt;br /&gt;
At 2nd level, the Dreadnought can temporarily increase her Strength, but at a penalty to Defense. At 5th and 8th level, she can use this ability more frequently.&lt;br /&gt;
The Dreadnought gains a +8 morale bonus to Strength, but takes a –2 penalty to Defense. Activating ability surge is a free action, and the surge lasts for a number of rounds equal to the Dreadnought’s class level. Following the ability surge, the Dreadnought is fatigued for as many rounds as she surged, but may negate this penalty as a free action by spending an action point. The Dreadnought may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.&lt;br /&gt;
Steamroller&lt;br /&gt;
Starting at 2nd level, the Dreadnought does not need to move before making an overrun attempt against an opponent. She also gains a +2 bonus on any trip attack made against an opponent who blocks her overrun attempt.&lt;br /&gt;
Bonus Feats&lt;br /&gt;
At 3rd, 6th, and 9th level, the Dreadnought gets a bonus feat. The bonus feat must be selected from the following list, and the Dreadnought must meet all the prerequisites of the feat to select it. &lt;br /&gt;
Action Boost, Advanced Combat Martial Arts, Advanced Firearms Proficiency, Advanced Two-Weapon Fighting, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Brawl, Burst Fire, Cleave, Combat Expertise, Combat Martial Arts, Combat Reflexes, Endurance, Frightful Presence, Great Cleave, Improved Brawl, Improved Bull Rush, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Knockout Punch, Improved Trip, Improved Two-Weapon Fighting, Knockout Punch, Mobility, Power Attack, Run, Spring Attack, Strafe, Streetfighting, Sunder, Toughness, Two-Weapon Fighting, Ultra Immune System.&lt;br /&gt;
Master Defender&lt;br /&gt;
Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +2 bonus to Defense (in addition to the dodge bonus to Defense gained while fighting defensively or engaged in total defense).&lt;br /&gt;
The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
The bonus increases to +4 at 7th level and +6 and 10th level.&lt;br /&gt;
Knockdown&lt;br /&gt;
At 5th level and beyond, whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow.&lt;br /&gt;
Heavy Artillery&lt;br /&gt;
Beginning at 8th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
ENGINEER&lt;br /&gt;
The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.&lt;br /&gt;
Requirements&lt;br /&gt;
To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
Skills: Computer Use 6 ranks, Craft (electrical) 6 ranks, Craft (mechanical) 6 ranks, Knowledge (technology) 6 ranks, Repair 6 ranks.&lt;br /&gt;
Class Information&lt;br /&gt;
The following information pertains to the Engineer advanced class.&lt;br /&gt;
Hit Die&lt;br /&gt;
The Engineer gains 1d6 hit points per level. The character’s Constitution modifier applies.&lt;br /&gt;
Action Points&lt;br /&gt;
The Engineer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.&lt;br /&gt;
Class Skills&lt;br /&gt;
The Engineer’s class skills are as follows.&lt;br /&gt;
Computer Use (Int), Craft (electronic, mechanical, structural) (Int), Disable Device (Int), Drive (Dex), Knowledge (physical sciences, technology) ( Int) , Navigate ( Int) , Pilot (Dex) , Profession (Wis), Read/Write Language (none), Repair (Int), Search (Int), Speak Language (none).&lt;br /&gt;
Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).&lt;br /&gt;
&lt;br /&gt;
Table: The Engineer&lt;br /&gt;
Class Level&lt;br /&gt;
Base Attack Bonus&lt;br /&gt;
Fort Save&lt;br /&gt;
Ref Save&lt;br /&gt;
Will Save&lt;br /&gt;
Special&lt;br /&gt;
Defense Bonus&lt;br /&gt;
Reputation Bonus&lt;br /&gt;
1st&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
Builder, improve kit (+1)&lt;br /&gt;
+0&lt;br /&gt;
+0&lt;br /&gt;
2nd&lt;br /&gt;
+1&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+0&lt;br /&gt;
Quick craft, superior repair&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
3rd&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
Bonus feat&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
4th&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
Improve kit (+2), reconfigure weapon, sabotage&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
5th&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
Craft XP reserve, quick craft&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
6th&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
Bonus feat, craft XP reserve&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
7th&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
Craft XP reserve, improve kit (+3), quick fix&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
8th&lt;br /&gt;
+6&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
Craft XP reserve, weapon upgrade&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
9th&lt;br /&gt;
+6&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
Bonus feat, craft XP reserve&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
10th&lt;br /&gt;
+7&lt;br /&gt;
+5&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
Craft XP reserve, unflustered&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
&lt;br /&gt;
Class Features&lt;br /&gt;
The following class features pertain to the Engineer advanced class.&lt;br /&gt;
Builder&lt;br /&gt;
At 1st level, the Engineer gains the bonus feat Builder.&lt;br /&gt;
Improve Kit (+1)&lt;br /&gt;
An engineer can use his know-how to upgrade an electrical or mechanical tool kit at no additional cost.&lt;br /&gt;
Electrical Tool Kit, Basic: For the cost of a basic electrical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix electrical devices.&lt;br /&gt;
Electrical Tool Kit, Deluxe: For the cost of a deluxe electrical tool k it, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix electrical devices and a +1 equipment bonus on all Craft (electrical) checks.&lt;br /&gt;
Mechanical Tool Kit, Basic: For the cost of a basic mechanical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix mechanical devices.&lt;br /&gt;
Mechanical Tool Kit, Deluxe: For the cost of a deluxe mechanical kit, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix mechanical devices and a +1 equipment bonus on all Craft (mechanical) and Craft (structural) checks.&lt;br /&gt;
Quick Craft&lt;br /&gt;
At 2nd level, an engineer learns how to craft ordinary scratch-built electronic, mechanical, and structural objects more quickly than normal.&lt;br /&gt;
When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build an ordinary scratch-built item, the Engineer reduces the building time by one-quarter.&lt;br /&gt;
At 5th level, the Engineer reduces the building time of ordinary objects and mastercraft objects by half.&lt;br /&gt;
Superior Repair&lt;br /&gt;
At 2nd level, an Engineer learns improved ways of repairing robots, vehicles, mecha, starships, and cybernetic attachments.&lt;br /&gt;
An Engineer with a mechanical tool kit and an appropriate facility (a workshop, garage, or hangar) can repair damage to a robot, vehicle, mecha, starship, or cybernetic attachment. (Without a mechanical tool kit, the Engineer takes a –4 penalty on the Repair check.) With 1 hour of work, the engineer can restore a number of hit points based on his Repair check result, as shown in Table: Superior Repair. If damage remains, the Engineer may continue to make repairs for as many hours as needed to fully repair the damaged robot, vehicle, mecha, starship, or cybernetic attachment.&lt;br /&gt;
Table: Superior Repair&lt;br /&gt;
Repair Check Result&lt;br /&gt;
Damage Repaired&lt;br /&gt;
Less than 20&lt;br /&gt;
None&lt;br /&gt;
20–29&lt;br /&gt;
2d6 + Engineer class level&lt;br /&gt;
30–39&lt;br /&gt;
3d6 + Engineer class level&lt;br /&gt;
40+&lt;br /&gt;
4d6 + Engineer class level&lt;br /&gt;
Bonus Feats&lt;br /&gt;
At 3rd, 6th, and 9th level, the Engineer gets a bonus feat. The bonus feat must be selected from the following list, and the Engineer must meet all the prerequisites of the feat to select it.&lt;br /&gt;
Aircraft Operation (spacecraft), Builder, Cautious, Gearhead, Mastercrafter, Salvage, Surface Vehicle Operation, Vehicle Expert, Zero-G Training.&lt;br /&gt;
Improve Kit (+2)&lt;br /&gt;
At 4th level, the Engineer can assemble mastercraft (+2) electrical and mechanical tool kits. This ability works as the 1st-level improve kit class feature, except the equipment bonuses improve by an additional +1.&lt;br /&gt;
Reconfigure Weapon&lt;br /&gt;
At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfiguring a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfiguring a mastercraft weapon is slightly harder (DC 20 + the weapon’s mastercraft bonus feature). An Engineer may take 10 or take 20 on this check.&lt;br /&gt;
The reconfiguration imposes a –1 penalty on attack rolls made with the weapon but grants one of the following benefits indefinitely:&lt;br /&gt;
Changed Rate of Fire: The reconfiguration changes the weapon’s rate of fire. A semiautomatic-only weapon switches to an automatic-only weapon, or vice versa. This benefit applies only to a ranged weapon with either a semiautomatic or automatic fire setting.&lt;br /&gt;
Greater Ammo Capacity: The reconfigured weapon can hold 50% more ammunition than normal. This benefit applies only to weapons that take ammunition.&lt;br /&gt;
Greater Concealment: The reconfiguration grants a +2 bonus on Sleight of Hand checks made to conceal the reconfigured weapon.&lt;br /&gt;
Greater Range Increment: The reconfigured weapon’s range increment increases by 10 feet. This benefit applies only to weapons with range increments.&lt;br /&gt;
Signature Shooter: The weapon is reconfigured for a single individual’s use only and is treated as a unique exotic weapon. Anyone else who uses the weapon takes a –4 nonproficient penalty on attack rolls.&lt;br /&gt;
Weapons can be reconfigured multiple times; each time a weapon is reconfigured, it imparts a new benefit. Undoing an Engineer’s weapon reconfiguration requires 1 hour and a successful Disable Device check (DC 20 + the Engineer’s class level).&lt;br /&gt;
Sabotage&lt;br /&gt;
At 4th level and beyond, the Engineer can sabotage an electrical or mechanical object so that it operates poorly. The Engineer must succeed on a Disable Device check (DC 20) to accomplish the downgrade, and sabotaging a mastercraft object is slightly harder (DC 20 + the mastercraft object’s bonus feature). Noticing the Engineer’s handiwork without first testing the sabotaged device requires a successful Search check (DC = the Engineer’s Disable Device check result). Fixing the sabotaged item requires a successful Repair.&lt;br /&gt;
Sabotage Device: As a full-round action, the Engineer can reconfigure a device with electrical or mechanical components so that anyone who uses it suffers a penalty equal to the Engineer’s class level on skill checks made to use the device.&lt;br /&gt;
Sabotage Weapon: As a full-round action, the Engineer can sabotage a weapon so that it misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicle and starship weapons.&lt;br /&gt;
Craft XP Reserve&lt;br /&gt;
Starting at 5th level, an Engineer with the Mastercrafter feat can build mastercraft electronic and mechanical devices without investing as much of himself in the process.&lt;br /&gt;
At 5th level and every level thereafter, an Engineer gains a special reserve of experience points equal to 100 × his Engineer class level. These extra experience points are separate from experience gained through level advancement and can only be used to make mastercraft items; they do not count toward level gain.&lt;br /&gt;
An Engineer must spend the extra experience points he gains at each level, for when the Engineer gains a level, he loses any unspent experience points in his reserve.&lt;br /&gt;
Improve Kit (+3)&lt;br /&gt;
At 7th level, the Engineer can assemble mastercraft (+3) electrical and mechanical tool kits. This ability works as the 4th-level improve kit class feature, except the equipment bonuses improve by an additional +1.&lt;br /&gt;
Quick Fix&lt;br /&gt;
At 7th level, the Engineer can repair a mechanical or electrical device in half the normal time; see the Repair skill description for normal repair times. However, cutting the repair time increases the Repair check DC by 5.&lt;br /&gt;
Weapon Upgrade&lt;br /&gt;
At 8th level, an Engineer can upgrade handheld or robot-installed weapons, as well as weapon systems aboard vehicles, mecha, or starships.&lt;br /&gt;
Table: Weapon Upgrade	&lt;br /&gt;
Handheld/Robot Weapon Upgrade &lt;br /&gt;
DC&lt;br /&gt;
Weapon also dazes target for 1 round &lt;br /&gt;
25&lt;br /&gt;
Weapon also knocks target prone &lt;br /&gt;
30&lt;br /&gt;
Weapon leaves target shaken for 1d4 rounds &lt;br /&gt;
35&lt;br /&gt;
Weapon also stuns target for 1d4 rounds &lt;br /&gt;
40&lt;br /&gt;
Vehicle/Mecha/Starship Weapon Upgrade &lt;br /&gt;
DC&lt;br /&gt;
Weapon deals an extra two dice of damage &lt;br /&gt;
25&lt;br /&gt;
Weapon ignores 5 points of target’s hardness/DR &lt;br /&gt;
30&lt;br /&gt;
Weapon’s critical hit multiplier increases by 1 &lt;br /&gt;
35&lt;br /&gt;
Weapon ignores 10 points of target’s hardness/DR &lt;br /&gt;
40&lt;br /&gt;
The Engineer must spend 1 hour tinkering with the weapon, after which he must succeed at a Craft (mechanical) check. The DC varies depending on how the weapon is modified, as shown in Table: Weapon Upgrade. If the skill check fails, the attempt to modify the weapon also fails, although the Engineer may try again. (The engineer may take 20 on the skill check, but the upgrade takes 20 hours to complete.) An upgraded weapon has a 10% chance of breaking after each time it is used; it cannot be used again until repaired, and repairing it requires 1 hour and a successful Repair check (DC 40).&lt;br /&gt;
Unflustered&lt;br /&gt;
A 10th-level Engineer can perform complicated tasks without provoking attacks of opportunity from adjacent foes.&lt;br /&gt;
During any round in which the Engineer uses the Computer Use, Craft, Demolitions, Disable Device, or Repair skill, he can first make a Concentration check (DC 15) to use the desired skill without provoking attacks of opportunity. Making the Concentration check doesn’t cost the Engineer an action. He may take 10 on the Concentration check, but he cannot take 20.&lt;br /&gt;
&lt;br /&gt;
EXPLORER&lt;br /&gt;
The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible.&lt;br /&gt;
Requirements&lt;br /&gt;
To qualify to become an Explorer, a character must fulfill the following criteria.&lt;br /&gt;
Skills: Knowledge (earth and life sciences) 6 ranks, Knowledge (history, physical sciences, or theology and philosophy) 4 ranks, Search 4 ranks, Survival 6 ranks.&lt;br /&gt;
Dedicated Hero Talent: Aware.&lt;br /&gt;
Class Information&lt;br /&gt;
The following information pertains to the Explorer advanced class.&lt;br /&gt;
Hit Die&lt;br /&gt;
The Explorer gains 1d8 hit points per level. The character’s Constitution modifier applies.&lt;br /&gt;
Action Points&lt;br /&gt;
The Explorer gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.&lt;br /&gt;
Class Skills&lt;br /&gt;
The Explorer’s class skills are as follows.&lt;br /&gt;
Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Disable Device (Int), Drive (Dex), Gather Information (Cha), Handle Animal (Cha), Investigate (Int), Jump (Str), Knowledge (arcane lore, art, earth and life sciences, history, physical sciences, theology and philosophy) (Int), Listen (Wis), Navigate (Int), Pilot (Dex), Read/Write Language ( none) , Research (Int) , Ride ( Dex) , Search ( Int) , Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Medical (Wis).&lt;br /&gt;
Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).&lt;br /&gt;
&lt;br /&gt;
Table: The Explorer&lt;br /&gt;
Class Level&lt;br /&gt;
Base Attack Bonus&lt;br /&gt;
Fort Save&lt;br /&gt;
Ref Save&lt;br /&gt;
Will Save&lt;br /&gt;
Special&lt;br /&gt;
Defense Bonus&lt;br /&gt;
Reputation Bonus&lt;br /&gt;
1st&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Explorer lore, survivalist&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
2nd&lt;br /&gt;
+1&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
Resolve, skilled searcher&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
3rd&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
Bonus feat&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
4th&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
Trap sense (+1)&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
5th&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
Extra step&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
6th&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
Bonus feat&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
7th&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Trap sense (+2)&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
8th&lt;br /&gt;
+6&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Explorer’s evasion&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
9th&lt;br /&gt;
+6&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Bonus feat&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
10th&lt;br /&gt;
+7&lt;br /&gt;
+5&lt;br /&gt;
+5&lt;br /&gt;
+5&lt;br /&gt;
Extra step, trap sense (+3)&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
&lt;br /&gt;
Class Features&lt;br /&gt;
The following class features pertain to the Explorer advanced class.&lt;br /&gt;
Explorer Lore&lt;br /&gt;
An Explorer picks up stray and obscure facts during her adventures. She may make a special Explorer lore check with a bonus equal to her Explorer class level + her Intelligence modifier to see whether or not she knows some relevant knowledge about notable people, legendary items, or noteworthy places. If the Explorer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She may take 10 but cannot take 20 on this check.&lt;br /&gt;
An Explorer lore check does not reveal the powers of a magic or psionic item but may give some hint as to its general function; an Explorer may not take 10 or take 20 on this check.&lt;br /&gt;
Table: Explorer Lore&lt;br /&gt;
DC&lt;br /&gt;
Type of Knowledge&lt;br /&gt;
Examples&lt;br /&gt;
10&lt;br /&gt;
Common, known by at least a substantial minority of the local population.&lt;br /&gt;
A local official’s hobbies and interests; common legends or rumors about a powerful place of mystery.&lt;br /&gt;
20&lt;br /&gt;
Uncommon but available, known by only a few people in the area.&lt;br /&gt;
The coordinates of an known but uncharted world; legends or rumors about a powerful psionic artifact.&lt;br /&gt;
25&lt;br /&gt;
Obscure, known by few, hard to come by. &lt;br /&gt;
The customs of a documented alien species; the true homeworld of an ancient royal dynasty.&lt;br /&gt;
30&lt;br /&gt;
Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the knowledge’s significance.&lt;br /&gt;
The most likely location of a long-lost pharaoh’s tomb; the history of a powerful artifact and its creator; the likely coordinates of a fabled but as-yet-undiscovered planet.&lt;br /&gt;
&lt;br /&gt;
Survivalist&lt;br /&gt;
At 1st level, the Explorer gains the bonus feats Guide and Track.&lt;br /&gt;
Resolve&lt;br /&gt;
Beginning at 2nd level, an Explorer gains a morale bonus equal to one-half her Explorer class level (rounded down) on saving throws to resist fear effects and Intimidate checks.&lt;br /&gt;
Skilled Searcher&lt;br /&gt;
When actively searching for secret doors or traps, an Explorer of 2nd level or higher gains a bonus on her Search checks equal to one-half her Explorer class level (rounded down).&lt;br /&gt;
Bonus Feats&lt;br /&gt;
At 3rd, 6th, and 9th level, the Explorer gets a bonus feat. The bonus feat must be selected from the following list, and the Explorer must meet all the prerequisites of the feat to select it. &lt;br /&gt;
Action Boost, Advanced Two-Weapon Fighting, Aircraft Operation (spacecraft), Archaic Weapons Proficiency, Attentive, Brawl, Dodge, Educated, Endurance, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Heroic Surge, Improved Feint, Improved Knockout Punch, Improved Two-Weapon Fighting, Jack of All Trades, Knockout Punch, Mobility, Nimble, Renown, Spacer, Streetfighting, Studious, Track, Two-Weapon Fighting, Vehicle Expert.&lt;br /&gt;
Trap Sense&lt;br /&gt;
At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Defense against attacks made by traps.&lt;br /&gt;
These bonuses rise to +2 at 7th level and +3 at 10th level.&lt;br /&gt;
Extra Step&lt;br /&gt;
An Explorer of 5th level or higher can spend an action point to take an extra 5-foot step during her turn, as a free action. This extra 5-foot step does not provoke attacks of opportunity. &lt;br /&gt;
At 10th level, the Explorer can take the extra 5-foot step without spending an action point.&lt;br /&gt;
Explorer’s Evasion&lt;br /&gt;
If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Explorer suffers no damage if she makes a successful saving throw. If the Explorer already has evasion, she gains improved evasion instead. Improved evasion works similar to evasion, except the Explorer suffers only half damage on a failed saving throw.&lt;br /&gt;
&lt;br /&gt;
FIELD OFFICER&lt;br /&gt;
The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible.&lt;br /&gt;
Requirements&lt;br /&gt;
To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
Base Attack Bonus: +2.&lt;br /&gt;
Skills: Diplomacy 6 ranks, Knowledge (tactics) 6 ranks.&lt;br /&gt;
Feat: Personal Firearms Proficiency.&lt;br /&gt;
Class Information&lt;br /&gt;
The following information pertains to the Field Officer advanced class.&lt;br /&gt;
Hit Die&lt;br /&gt;
The Field Officer gains 1d8 hit points per level. The character’s Constitution modifier applies.&lt;br /&gt;
Action Points&lt;br /&gt;
The Field Officer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.&lt;br /&gt;
Class Skills&lt;br /&gt;
The Field Officer’s class skills are as follows.&lt;br /&gt;
Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, history, physical sciences, tactics, theology and philosophy), Read/Write Language (none), Sense Motive (Wis), Speak Language (none).&lt;br /&gt;
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).&lt;br /&gt;
&lt;br /&gt;
Table: The Field Officer&lt;br /&gt;
Class Level&lt;br /&gt;
Base Attack Bonus&lt;br /&gt;
Fort Save&lt;br /&gt;
Ref Save&lt;br /&gt;
Will Save&lt;br /&gt;
Special&lt;br /&gt;
Defense Bonus&lt;br /&gt;
Reputation Bonus&lt;br /&gt;
1st&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
+0&lt;br /&gt;
+2&lt;br /&gt;
Leadership&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
2nd&lt;br /&gt;
+2&lt;br /&gt;
+0&lt;br /&gt;
+0&lt;br /&gt;
+3&lt;br /&gt;
Uncanny survival&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
3rd&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
+3&lt;br /&gt;
Bonus feat&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
4th&lt;br /&gt;
+4&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
+4&lt;br /&gt;
Tactical expertise&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
5th&lt;br /&gt;
+5&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
+4&lt;br /&gt;
August leadership&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
6th&lt;br /&gt;
+6&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+5&lt;br /&gt;
Bonus feat&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
7th&lt;br /&gt;
+7&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+5&lt;br /&gt;
Tactical mastery&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
8th&lt;br /&gt;
+8&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+6&lt;br /&gt;
Commanding presence&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
9th&lt;br /&gt;
+9&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
+6&lt;br /&gt;
Bonus feat&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
10th&lt;br /&gt;
+10&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
+7&lt;br /&gt;
Action trust&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
&lt;br /&gt;
Class Features&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
Leadership&lt;br /&gt;
By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
A Field Officer cannot use this ability on himself.&lt;br /&gt;
Uncanny Survival&lt;br /&gt;
Beginning at 2nd level, a Field Officer can add one-half his class level to his Defense for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed Defense, as well.) He must declare he is doing this at the beginning of his turn, and the Defense bonus lasts until his next round of actions.&lt;br /&gt;
Bonus Feats &lt;br /&gt;
At 3rd, 6th, and 9th level, the Field Officer gets a bonus feat. The bonus feat must be selected from the following list, and the Field Officer must meet all the prerequisites of the feat to select it.&lt;br /&gt;
Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Combat Expertise, Dodge, Improved Initiative, Iron Will, Mobility, Precise Shot, Quick Draw, Renown, Shot on the Run.&lt;br /&gt;
Tactical Expertise&lt;br /&gt;
Starting at 4th level, as a full-round action, a Field Officer can use his tactical knowledge to coordinate allies. Allies to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
The Field Officer must make a Knowledge (tactics) check with a DC equal to 15 + the number of allies affected. He cannot take 10 or take 20 on the check. If the check succeeds, all affected allies gain a competence bonus on attack rolls or a dodge bonus to Defense equal to the Field Officer’s Reputation bonus. The Field Officer chooses which of the two benefits to impart and must impart the same benefit to all affected allies. The benefits last for 1 round.&lt;br /&gt;
If the check fails, the Field Officer’s allies gain no benefit, but the action is still spent.&lt;br /&gt;
A Field Officer cannot apply the benefits of this ability to himself.&lt;br /&gt;
August Leadership&lt;br /&gt;
The Field Officer gains this ability at 5th level. It works like the leadership ability (see above), except the Field Officer adds his Charisma bonus and his Reputation bonus to the ally’s skill check.&lt;br /&gt;
Tactical Mastery&lt;br /&gt;
At 7th level, the Field Officer requires less time to direct his allies. This ability is similar to tactical expertise (see Tactical Expertise, above) but requires an attack action instead of a full-round action.&lt;br /&gt;
Commanding Presence&lt;br /&gt;
At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.&lt;br /&gt;
Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
The Field Officer cannot use this ability on himself.&lt;br /&gt;
Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.&lt;br /&gt;
Action Trust&lt;br /&gt;
At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.&lt;br /&gt;
As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).&lt;br /&gt;
The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).&lt;br /&gt;
Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.&lt;br /&gt;
&lt;br /&gt;
HELIX WARRIOR&lt;br /&gt;
The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible.&lt;br /&gt;
Requirements&lt;br /&gt;
To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
Base Attack Bonus: +3.&lt;br /&gt;
Skill: Knowledge (tactics) 3 ranks.&lt;br /&gt;
Feat: Endurance.&lt;br /&gt;
Class Information&lt;br /&gt;
The following information pertains to the Helix Warrior advanced class.&lt;br /&gt;
Hit Die&lt;br /&gt;
The Helix Warrior gains 1d10 hit points per level. The character’s Constitution modifier applies.&lt;br /&gt;
Action Points&lt;br /&gt;
The Helix Warrior gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.&lt;br /&gt;
Class Skills&lt;br /&gt;
The Helix Warrior’s class skills are as follows.&lt;br /&gt;
Balance (Dex), Climb (Str), Computer Use (Int), Demolitions (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).&lt;br /&gt;
Skill Points at Each Level: 3 + Int modifier (2 + Int modifier for nonhumans).&lt;br /&gt;
&lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
Class Level&lt;br /&gt;
Base Attack Bonus&lt;br /&gt;
Fort Save&lt;br /&gt;
Ref Save&lt;br /&gt;
Will Save&lt;br /&gt;
Special&lt;br /&gt;
Defense Bonus&lt;br /&gt;
Reputation Bonus&lt;br /&gt;
1st&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
Haul, light sleeper, survivor&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
2nd&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+0&lt;br /&gt;
+2&lt;br /&gt;
Darkvision (60 ft.)&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
3rd&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
+2&lt;br /&gt;
Bonus feat&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
4th&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
+2&lt;br /&gt;
Strong as an ox&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
5th&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
+3&lt;br /&gt;
Darkvision (90 ft.), superior conditioning&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
6th&lt;br /&gt;
+6&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+3&lt;br /&gt;
Bonus feat&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
7th&lt;br /&gt;
+7&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
+4&lt;br /&gt;
Improved reaction&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
8th&lt;br /&gt;
+8&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
+4&lt;br /&gt;
Darkvision (120 ft.)&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
9th&lt;br /&gt;
+9&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+4&lt;br /&gt;
Bonus feat&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
10th&lt;br /&gt;
+10&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
+5&lt;br /&gt;
Decisive attack&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
&lt;br /&gt;
Class Features&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
Haul&lt;br /&gt;
Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
Light Sleeper&lt;br /&gt;
Helix Warriors are light sleepers and can make Listen checks even while asleep, without penalty. (A sleeping character normally takes a –10 penalty on Listen checks.)&lt;br /&gt;
Survivor&lt;br /&gt;
When a Helix Warrior spends an action point to modify the result of a saving throw, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).&lt;br /&gt;
Darkvision&lt;br /&gt;
Beginning at 2nd level, a Helix Warrior gains darkvision. She can see in total darkness out to a range of 60 feet. Darkvision is black-andwhite only, but is otherwise like normal sight.&lt;br /&gt;
The range of the Helix Warrior’s darkvision improves to 90 feet at 5th level and 120 feet at 8th level.&lt;br /&gt;
Bonus Feats&lt;br /&gt;
At 3rd, 6th, and 9th level, the Helix Warrior gets a bonus feat. The bonus feat must be selected from the following list, and the Helix Warrior must meet all the prerequisites of the feat to select it. &lt;br /&gt;
Advanced Combat Martial Arts, Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Blind-Fight, Combat Expertise, Combat Reflexes, Combat Throw, Dead Aim, Defensive Martial Arts, Elusive Target, Exotic Firearms Proficiency, Far Shot, Great Fortitude, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Nerve Pinch, Surface Vehicle Operation, Ultra Immune System, Weapon Focus, Whirlwind Attack, Zero-G Training.&lt;br /&gt;
Strong As An Ox&lt;br /&gt;
At 4th level and beyond, the Helix Warrior’s carrying capacity increases as if she were one size category larger (Large instead of Medium-size, for example).&lt;br /&gt;
Superior Conditioning&lt;br /&gt;
Beginning at 5th level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all.&lt;br /&gt;
Improved Reaction&lt;br /&gt;
At 7th level, a Helix Warrior gains a +2 competence bonus on initiative checks.&lt;br /&gt;
Decisive Attack&lt;br /&gt;
At 10th level, when a Helix Warrior spends an action point to modify the result of an attack roll, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).&lt;br /&gt;
&lt;br /&gt;
SPACE MONKEY&lt;br /&gt;
The fastest path into this advanced class is from the Tough hero basic class, though other paths are possible.&lt;br /&gt;
Requirements&lt;br /&gt;
To qualify to become a Space Monkey, a character must fulfill the following criteria.&lt;br /&gt;
Starting Occupation: Astronaut Trainee.&lt;br /&gt;
Skills: Craft (mechanical or structural) 6 ranks, Survival 6 ranks.&lt;br /&gt;
Tough Hero Talent: Any one talent from the Unbreakable Talent Tree.&lt;br /&gt;
Class Information&lt;br /&gt;
The following information pertains to the Space Monkey advanced class.&lt;br /&gt;
Hit Die&lt;br /&gt;
The Space Monkey gains 1d10 hit points per level. The character’s Constitution modifier applies.&lt;br /&gt;
Action Points&lt;br /&gt;
The Space Monkey gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.&lt;br /&gt;
Class Skills&lt;br /&gt;
The Space Monkey’s class skills are as follows.&lt;br /&gt;
Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (mechanical, structural) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Jump (Str), Knowledge (earth and life sciences, technology) (Int), Navigate (Int), Pilot (Dex), Repair (Int), Search (Int), Survival (Wis), Medical (Wis), Tumble (Dex).&lt;br /&gt;
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).&lt;br /&gt;
&lt;br /&gt;
Table: The Space Monkey&lt;br /&gt;
Class Level&lt;br /&gt;
Base Attack Bonus&lt;br /&gt;
Fort Save&lt;br /&gt;
Ref Save&lt;br /&gt;
Will Save&lt;br /&gt;
Special&lt;br /&gt;
Defense Bonus&lt;br /&gt;
Reputation Bonus&lt;br /&gt;
1st&lt;br /&gt;
+0&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
Hibernation trance&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
2nd&lt;br /&gt;
+1&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+0&lt;br /&gt;
Monkey’s wrench&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
3rd&lt;br /&gt;
+2&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
Bonus feat&lt;br /&gt;
+2&lt;br /&gt;
+0&lt;br /&gt;
4th&lt;br /&gt;
+3&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
Monkeys unite&lt;br /&gt;
+2&lt;br /&gt;
+0&lt;br /&gt;
5th&lt;br /&gt;
+3&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
Know location (+2)&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
6th&lt;br /&gt;
+4&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
Bonus feat&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
7th&lt;br /&gt;
+5&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
Monkey shines&lt;br /&gt;
+4&lt;br /&gt;
+1&lt;br /&gt;
8th&lt;br /&gt;
+6&lt;br /&gt;
+6&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
Know location (+4), space suitable&lt;br /&gt;
+4&lt;br /&gt;
+1&lt;br /&gt;
9th&lt;br /&gt;
+6&lt;br /&gt;
+6&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
Bonus feat&lt;br /&gt;
+5&lt;br /&gt;
+2&lt;br /&gt;
10th&lt;br /&gt;
+7&lt;br /&gt;
+7&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
Monkey shot&lt;br /&gt;
+5&lt;br /&gt;
+2&lt;br /&gt;
&lt;br /&gt;
Class Features&lt;br /&gt;
The following class features pertain to the Space Monkey advanced class.&lt;br /&gt;
Hibernation Trance&lt;br /&gt;
A Space Monkey can enter a deep trance that allows him to gain the full benefits of sleep or bed rest in half the usual time. Monkey’s Wrench&lt;br /&gt;
Space Monkeys use tools expertly and creatively. Starting at 2nd level, a Space Monkey gains a competence bonus equal to one-half his Space Monkey class level on skill checks made when using a tool kit. This bonus stacks with the tool kit’s normal equipment bonus.&lt;br /&gt;
Bonus Feats&lt;br /&gt;
At 3rd, 6th, and 9th level, the Space Monkey gets a bonus feat. The bonus feat must be selected from the following list, and the Space Monkey must meet all the prerequisites of the feat to select it.&lt;br /&gt;
Acrobatic, Advanced Firearms Proficiency, Aircraft Operation (spacecraft), Archaic Weapon Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Blind-Fight, Brawl, Builder, Combat Reflexes, Force Stop, Gearhead, Improved Brawl, Improved Bull Rush, Improved Feint, Improved Knockout Punch, Jack of All Trades, Knockout Punch, Power Attack, Run, Spacer*, Streetfighting, Toughness, Vehicle Dodge, Vehicle Expert, Weapon Focus, Zero-G Training.&lt;br /&gt;
Monkeys Unite&lt;br /&gt;
Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains a +1 morale bonus on attack rolls when fighting adjacent to another Space Monkey.&lt;br /&gt;
Furthermore, a Space Monkey gains a +1 morale bonus on attack rolls against an opponent flanked by another Space Monkey; this bonus is in addition to the usual +2 bonus for flanking.&lt;br /&gt;
Know Location&lt;br /&gt;
At 5th level, a Space Monkey gains a +2 competence bonus on Navigate and Survival checks to avoid becoming lost. This bonus increases to +4 at 8th level.&lt;br /&gt;
Monkey Shines&lt;br /&gt;
Upon reaching 7th level, a Space Monkey has learned sneaky tactics. He can use the Bluff technique of feinting in combat as a move action, allowing him to feint and attack in the same round.&lt;br /&gt;
If the Space Monkey also has the Improved Feint feat, he gains a +4 bonus (instead of the feat’s usual +2 bonus) on Bluff checks made to feint in combat.&lt;br /&gt;
Space Suitable&lt;br /&gt;
At 8th level, a Space Monkey becomes more comfortable in armor. He treats any suit of armor as though its armor penalty and maximum Dexterity bonus were 1 better.&lt;br /&gt;
Monkey Shot&lt;br /&gt;
By spending an action point at the end of his turn, a 10th-level Space Monkey gains an extra attack at his full attack bonus. (Remember that a character can spend only one action point per round.)&lt;br /&gt;
&lt;br /&gt;
SWINDLER&lt;br /&gt;
The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible.&lt;br /&gt;
Requirements&lt;br /&gt;
To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
Skills: Bluff 6 ranks, Disguise 4 ranks, Gamble 6 ranks.&lt;br /&gt;
Charismatic Hero Talents: Any two of the following talents: Charm, Coordinate, Fast-Talk.&lt;br /&gt;
Class Information&lt;br /&gt;
The following information pertains to the Swindler advanced class.&lt;br /&gt;
Hit Die&lt;br /&gt;
The Swindler gains 1d6 hit points per level. The character’s Constitution modifier applies.&lt;br /&gt;
Action Points&lt;br /&gt;
The Swindler gains a number of action points equal to 7 + one-half his character level, rounded down, every time he attains a new level in this class. (The Swindler’s ability to manipulate probability entitles him to a higher number of action points per class level than other advanced classes.)&lt;br /&gt;
Class Skills&lt;br /&gt;
The Swindler’s class skills are as follows.&lt;br /&gt;
Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Knowledge (behavioral sciences, business, civics, current events, history, popular culture, streetwise, theology and philosophy) (Int), Perform (act) (Cha), Read/Write Language (none), Research (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Tumble (Dex).&lt;br /&gt;
Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).&lt;br /&gt;
&lt;br /&gt;
Table: The Swindler&lt;br /&gt;
Class Level&lt;br /&gt;
Base Attack Bonus&lt;br /&gt;
Fort Save&lt;br /&gt;
Ref Save&lt;br /&gt;
Will Save&lt;br /&gt;
Special&lt;br /&gt;
Defense Bonus&lt;br /&gt;
Reputation Bonus&lt;br /&gt;
1st&lt;br /&gt;
+0&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+2&lt;br /&gt;
Cheat fate&lt;br /&gt;
+0&lt;br /&gt;
+0&lt;br /&gt;
2nd&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
+2&lt;br /&gt;
+3&lt;br /&gt;
Thousand faces&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
3rd&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
+2&lt;br /&gt;
+3&lt;br /&gt;
Bonus feat&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
4th&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
+2&lt;br /&gt;
+4&lt;br /&gt;
Fortune’s favor (+2)&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
5th&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
+3&lt;br /&gt;
+4&lt;br /&gt;
Warp probability (30 ft.)&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
6th&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
+3&lt;br /&gt;
+5&lt;br /&gt;
Bonus feat&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
7th&lt;br /&gt;
+5&lt;br /&gt;
+2&lt;br /&gt;
+4&lt;br /&gt;
+5&lt;br /&gt;
Fortune’s favor (+4)&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
8th&lt;br /&gt;
+6&lt;br /&gt;
+2&lt;br /&gt;
+4&lt;br /&gt;
+6&lt;br /&gt;
Warp probability (60 ft.)&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
9th&lt;br /&gt;
+6&lt;br /&gt;
+3&lt;br /&gt;
+4&lt;br /&gt;
+6&lt;br /&gt;
Bonus feat&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
10th&lt;br /&gt;
+7&lt;br /&gt;
+3&lt;br /&gt;
+5&lt;br /&gt;
+7&lt;br /&gt;
Fortune’s favor (+6)&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
&lt;br /&gt;
Class Features&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
Cheat Fate&lt;br /&gt;
Fortune favors the Swindler. Once per day, he may reroll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the reroll, even if it’s worse than the original roll.&lt;br /&gt;
Thousand Faces&lt;br /&gt;
A Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes).&lt;br /&gt;
Bonus Feats&lt;br /&gt;
At 3rd, 6th, and 9th level, the Swindler gets a bonus feat. The bonus feat must be selected from the following list, and the Swindler must meet all the prerequisites of the feat to select it.&lt;br /&gt;
Action Boost, Blind-Fight, Confident, Deceptive, Educated, Elusive Target, Low Profile, Nimble, Renown, Trustworthy.&lt;br /&gt;
Fortune’s Favor&lt;br /&gt;
Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of Dodge on his turn. &lt;br /&gt;
The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.&lt;br /&gt;
Warp Probability&lt;br /&gt;
At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.&lt;br /&gt;
At 8th level, the range of this ability increases to 60 feet.&lt;br /&gt;
&lt;br /&gt;
TECHNOSAVANT&lt;br /&gt;
The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.&lt;br /&gt;
Requirements&lt;br /&gt;
To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
Skills: Computer Use 6 ranks, Craft (electrical or mechanical) 6 ranks, Disable Device 6 ranks, Knowledge (technology) 6 ranks.&lt;br /&gt;
Class Information&lt;br /&gt;
The following information pertains to the Technosavant advanced class.&lt;br /&gt;
Hit Die&lt;br /&gt;
The Technosavant gains 1d6 hit points per level. The character’s Constitution modifier applies.&lt;br /&gt;
Action Points&lt;br /&gt;
The Technosavant gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.&lt;br /&gt;
Class Skills&lt;br /&gt;
The Technosavant’s class skills are as follows.&lt;br /&gt;
Computer Use (Int), Craft (electrical, mechanical) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge (behavioral sciences, earth and life sciences, physical sciences, popular culture, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/ Write Language (none), Repair (Int), Research (Int), Speak Language (none), Spot (Wis).&lt;br /&gt;
Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).&lt;br /&gt;
&lt;br /&gt;
Table: The Technosavant&lt;br /&gt;
Class Level&lt;br /&gt;
Base Attack Bonus&lt;br /&gt;
Fort Save&lt;br /&gt;
Ref Save&lt;br /&gt;
Will Save&lt;br /&gt;
Special&lt;br /&gt;
Defense Bonus&lt;br /&gt;
Reputation Bonus&lt;br /&gt;
1st&lt;br /&gt;
+0&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Salvage, Technocant&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
2nd&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
Robomancer, technophile&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
3rd&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
Bonus feat&lt;br /&gt;
+2&lt;br /&gt;
+0&lt;br /&gt;
4th&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
Cybermancer, skilled salvager&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
5th&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
Down with robots (+1d6/+4), exotic weapon adept&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
6th&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
Bonus feat&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
7th&lt;br /&gt;
+5&lt;br /&gt;
+2&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Super cybersurgeon, virtual Houdini&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
8th&lt;br /&gt;
+6&lt;br /&gt;
+2&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Down with robots (+2d6/+8), expeditious salvager&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
9th&lt;br /&gt;
+6&lt;br /&gt;
+3&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Bonus feat&lt;br /&gt;
+5&lt;br /&gt;
+2&lt;br /&gt;
10th&lt;br /&gt;
+7&lt;br /&gt;
+3&lt;br /&gt;
+5&lt;br /&gt;
+5&lt;br /&gt;
Build prototype&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
&lt;br /&gt;
Class Features&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
Salvage&lt;br /&gt;
A Technosavant gains the Salvage feat for free.&lt;br /&gt;
Technocant&lt;br /&gt;
A Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains Read/Write Technocant and Speak Technocant as free skills. Characters without the Read/Write Technocant skill can translate written Technocant with a successful Decipher Script check (DC 20). Characters without the Speak Technocant skill can translate spoken Technocant with a successful Intelligence check (DC 20), although any character with the linguist talent can add her Smart hero levels to the check.&lt;br /&gt;
The Read/Write Technocant and Speak Technocant skills each cost 1 skill rank.&lt;br /&gt;
Robomancer&lt;br /&gt;
At 2nd level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
Technophile&lt;br /&gt;
At 2nd level, the Technosavant adds one-half her Technosavant class level to any Knowledge (technology) check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
Bonus Feats&lt;br /&gt;
At 3rd, 6th, and 9th level, the Technosavant gets a bonus feat. The bonus feat must be selected from the following list, and the Technosavant must meet all the prerequisites of the feat to select it.&lt;br /&gt;
Alien Weapon Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (powered), Builder, Craft Cybernetics, Cybernetic Surgery, Cybertaker, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Gearhead, Mastercrafter, Vehicle Expert.&lt;br /&gt;
Cybermancer&lt;br /&gt;
Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
Skilled Salvager&lt;br /&gt;
A Technosavant of 4th level or higher has a special knack for scavenging useful components from destroyed vehicles, mecha, starships, robots, and cybernetic attachments.&lt;br /&gt;
When using the Salvage feat, the Technosavant gains a competence bonus on her Search checks equal to one-half her Technosavant class level.&lt;br /&gt;
Down With Robots&lt;br /&gt;
A Technosavant of 5th level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Technosavant deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Technosavant gains a +4 bonus on grapple checks against robots, enabling her to deactivate them more easily using the Disable Device skill.&lt;br /&gt;
At 8th level, the bonus to damage against robots increases to +2d6, and the bonus on grapple checks against robots improves to +8.&lt;br /&gt;
Exotic Weapon Adept&lt;br /&gt;
Starting at 5th level, the Technosavant becomes more adept at handling exotic weapons without any formal training. She suffers only a –2 penalty (instead of the usual –4 penalty) when wielding an exotic melee weapon or exotic ranged weapon with which she is not proficient.&lt;br /&gt;
Super Cybersurgeon&lt;br /&gt;
At 7th level, the Technosavant gains a +4 competence bonus on Medical checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
Virtual Houdini&lt;br /&gt;
A Technosavant of 7th level or higher can perform small wonders with a computer. She gains the following benefits when using the Computer Use skill:&lt;br /&gt;
Find File, Degrade Programming, or Write Program: When attempting to find a file, degrade a computer program, or write a program, a Technosavant who exceeds the Computer Use check DC by 5 or more accomplishes her intended task in half the normal time (minimum 1 round).&lt;br /&gt;
Cover Tracks: A Technosavant who successfully covers her tracks while hacking into a computer system imposes a –10 penalty (instead of the normal –5 penalty) on any attempt made to identify her.&lt;br /&gt;
Expeditious Salvager&lt;br /&gt;
A Technosavant of 8th level or higher can use the Salvage feat to salvage a wrecked vehicle, mecha, starship, robot, or cybernetic attachment in half the usual time (see the Salvage feat description for details).&lt;br /&gt;
Build Prototype&lt;br /&gt;
At 10th level, a Technosavant can build robots, robotic components, and cybernetic attachments of a Progress Level one step higher. However, the Craft check DCs for such items are increased by +10.&lt;br /&gt;
&lt;br /&gt;
TRACER&lt;br /&gt;
The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible.&lt;br /&gt;
Requirements&lt;br /&gt;
To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
Base Attack Bonus: +2.&lt;br /&gt;
Skills: Investigate 6 ranks, Knowledge (behavioral sciences or&lt;br /&gt;
streetwise) 6 ranks, Survival 6 ranks.&lt;br /&gt;
Feat: Track.&lt;br /&gt;
Class Information&lt;br /&gt;
The following information pertains to the Tracer advanced class.&lt;br /&gt;
Hit Die&lt;br /&gt;
The Tracer gains 1d8 hit points per level. The character’s Constitution modifier applies.&lt;br /&gt;
Action Points&lt;br /&gt;
The Tracer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.&lt;br /&gt;
Class Skills&lt;br /&gt;
The Tracer’s class skills are as follows.&lt;br /&gt;
Climb (Str), Computer Use (Int), Disable Device (Int), Disguise (Cha), Drive (Dex), Gather Information (Cha), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (behavioral sciences, civics, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex), Research (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).&lt;br /&gt;
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).&lt;br /&gt;
&lt;br /&gt;
Table: The Tracer&lt;br /&gt;
Class Level&lt;br /&gt;
Base Attack Bonus&lt;br /&gt;
Fort Save&lt;br /&gt;
Ref Save&lt;br /&gt;
Will Save&lt;br /&gt;
Special&lt;br /&gt;
Defense Bonus&lt;br /&gt;
Reputation Bonus&lt;br /&gt;
1st&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
+2&lt;br /&gt;
+0&lt;br /&gt;
Target species, Urban Tracking&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
2nd&lt;br /&gt;
+2&lt;br /&gt;
+0&lt;br /&gt;
+3&lt;br /&gt;
+0&lt;br /&gt;
Swift strike +1d6&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
3rd&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
Bonus feat&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
4th&lt;br /&gt;
+4&lt;br /&gt;
+1&lt;br /&gt;
+4&lt;br /&gt;
+1&lt;br /&gt;
Uncanny stealth (full speed)&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
5th&lt;br /&gt;
+5&lt;br /&gt;
+1&lt;br /&gt;
+4&lt;br /&gt;
+1&lt;br /&gt;
Swift strike +2d6&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
6th&lt;br /&gt;
+6&lt;br /&gt;
+2&lt;br /&gt;
+5&lt;br /&gt;
+2&lt;br /&gt;
Bonus feat&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
7th&lt;br /&gt;
+7&lt;br /&gt;
+2&lt;br /&gt;
+5&lt;br /&gt;
+2&lt;br /&gt;
Uncanny stealth (charge/run)&lt;br /&gt;
+ 4&lt;br /&gt;
+2&lt;br /&gt;
8th&lt;br /&gt;
+8&lt;br /&gt;
+2&lt;br /&gt;
+6&lt;br /&gt;
+2&lt;br /&gt;
Swift strike +3d6&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
9th&lt;br /&gt;
+9&lt;br /&gt;
+3&lt;br /&gt;
+6&lt;br /&gt;
+3&lt;br /&gt;
Bonus feat&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
10th&lt;br /&gt;
+10&lt;br /&gt;
+3&lt;br /&gt;
+7&lt;br /&gt;
+3&lt;br /&gt;
Swift tracking&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
&lt;br /&gt;
Class Features&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
Target Species&lt;br /&gt;
At 1st level, a Tracer selects a species or specific kind of creature his “target species. The Tracer must have previously encountered at least one member of the target species to select it. An expert tracker, the Tracer gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the target species. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.&lt;br /&gt;
As a free action, a Tracer may spend an action point to change his target species.&lt;br /&gt;
Urban Tracking&lt;br /&gt;
At 1st level, a Tracer gains the bonus feat Urban Tracking.&lt;br /&gt;
Swift Strike&lt;br /&gt;
At 2nd level, the Tracer becomes skilled at taking down unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon and the manner in which it’s used. &lt;br /&gt;
The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.&lt;br /&gt;
Bonus Feats&lt;br /&gt;
At 3rd, 6th, and 9th level, the Tracer gets a bonus feat. The bonus feat must be selected from the following list, and the Tracer must meet all the prerequisites of the feat to select it.&lt;br /&gt;
Advanced Combat Martial Arts, Advanced Firearms Proficiency, Aircraft Operation (spacecraft), Alertness, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (powered), Athletic, Combat Throw, Dead Aim, Double Tap, Elusive Target, Far Shot, Improved Combat Martial Arts, Improved Combat Throw, Improved Initiative, Low Profile, Nerve Pinch, Precise Shot, Shot on the Run, Skip Shot, Spacer, Stealthy, Trustworthy, Unbalance Opponent.&lt;br /&gt;
Uncanny Stealth&lt;br /&gt;
Tracers learn to move quickly yet quietly.&lt;br /&gt;
At 4th level, a Tracer no longer suffers the –5 penalty on Hide and Move Silently checks while moving at full speed.&lt;br /&gt;
At 7th level, a Tracer suffers only a –10 penalty on Hide and Move Silently checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
Swift Tracking&lt;br /&gt;
At 10th level, the Tracer can move a full speed without penalty when using the Survival skill to track. He can move at twice normal speed while tracking, but takes a –10 penalty on the check when doing so.&lt;br /&gt;
&lt;br /&gt;
XENOPHILE&lt;br /&gt;
The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.&lt;br /&gt;
Requirements&lt;br /&gt;
To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
Skills: Knowledge (earth and life sciences) 6 ranks, Knowledge (technology) 6 ranks.&lt;br /&gt;
Smart Hero Talent: Either linguist or exploit weakness.&lt;br /&gt;
Class Information&lt;br /&gt;
The following information pertains to the Xenophile advanced class.&lt;br /&gt;
Hit Die&lt;br /&gt;
The Xenophile gains 1d8 hit points per level. The character’s Constitution modifier applies.&lt;br /&gt;
Action Points&lt;br /&gt;
The Xenophile gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.&lt;br /&gt;
Class Skills&lt;br /&gt;
The Xenophile’s class skills are as follows.&lt;br /&gt;
Bluff (Cha), Computer Use (Int), Craft (pharmaceutical) (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (arcane lore, behavioral sciences, earth and life sciences, history, technology, theology and philosophy) (Int), Read/Write Language (none), Research (Int), Sense Motive (Wis), Speak Language (none), Medical (Wis).&lt;br /&gt;
Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).&lt;br /&gt;
&lt;br /&gt;
Table: The Xenophile&lt;br /&gt;
Class Level&lt;br /&gt;
Base Attack Bonus&lt;br /&gt;
Fort Save&lt;br /&gt;
Ref Save&lt;br /&gt;
Will Save&lt;br /&gt;
Special&lt;br /&gt;
Defense Bonus&lt;br /&gt;
Reputation Bonus&lt;br /&gt;
1st&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
+2&lt;br /&gt;
Xenolore, xenotype (1st)&lt;br /&gt;
+0&lt;br /&gt;
+0&lt;br /&gt;
2nd&lt;br /&gt;
+1&lt;br /&gt;
+2&lt;br /&gt;
+0&lt;br /&gt;
+3&lt;br /&gt;
Xenoresistance (+1)&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
3rd&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
+3&lt;br /&gt;
Bonus feat&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
4th&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+1&lt;br /&gt;
+4&lt;br /&gt;
Xenotype (2nd)&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
5th&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
+1&lt;br /&gt;
+4&lt;br /&gt;
Xenodefense (+1), xenoresistance (+2)&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
6th&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+5&lt;br /&gt;
Bonus feat&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
7th&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
+5&lt;br /&gt;
Xenotype (3rd)&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
8th&lt;br /&gt;
+6&lt;br /&gt;
+4&lt;br /&gt;
+2&lt;br /&gt;
+6&lt;br /&gt;
Xenoresistance (+3)&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
9th&lt;br /&gt;
+6&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+6&lt;br /&gt;
Bonus feat&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
10th&lt;br /&gt;
+7&lt;br /&gt;
+5&lt;br /&gt;
+3&lt;br /&gt;
+7&lt;br /&gt;
Xenodefense (+2), xenotype (4th)&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
&lt;br /&gt;
Class Features&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
Xenolore&lt;br /&gt;
A Xenophile can make a Knowledge check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the Knowledge check equals 10 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
The type of Knowledge check depends on the xenomorph’s creature type, as shown below:&lt;br /&gt;
Knowledge (arcane lore): Fey, magical beasts.&lt;br /&gt;
Knowledge (earth and life sciences): Aberrations, animals, dragons, elementals, giants, humanoids, monstrous humanoids, oozes, plants, vermin.&lt;br /&gt;
Knowledge (technology): Constructs.&lt;br /&gt;
Knowledge (theology and philosophy): Outsiders, undead.&lt;br /&gt;
Xenotype&lt;br /&gt;
A Xenophile studies the behaviors and weaknesses of particular xenomorphs and knows how to exploit them.&lt;br /&gt;
At 1st level, a Xenophile may select a type of creature (also called a “xenotype”) from among those given on Table: Xenotypes. She must meet the special prerequisite to choose a xenotype, as specified in the table. Due to her extensive study of the chosen type of foe and training in the proper techniques for combating or negotiating with such creatures, the Xenophile gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the chosen xenotype. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.&lt;br /&gt;
At 4th, 7th, and 10th level, the Xenophile may select an additional xenotype from those given on the table. In addition, at each such interval, the bonus against any one xenotype (including the one just selected, if desired) increases by 2. A Xenophile who chooses humanoids as a xenotype must also specify a particular species.&lt;br /&gt;
Table: Xenotypes&lt;br /&gt;
Selected Xenotype &lt;br /&gt;
Special Prerequisite&lt;br /&gt;
Aberration &lt;br /&gt;
Knowledge (earth and life sciences) 12 ranks&lt;br /&gt;
Animal&lt;br /&gt;
None&lt;br /&gt;
Construct &lt;br /&gt;
Knowledge (technology) 9 ranks&lt;br /&gt;
Dragon &lt;br /&gt;
Knowledge (earth and life sciences) 9 ranks&lt;br /&gt;
Elemental &lt;br /&gt;
Knowledge (earth and life sciences) 9 ranks&lt;br /&gt;
Fey &lt;br /&gt;
Knowledge (arcane lore) 6 ranks&lt;br /&gt;
Giant &lt;br /&gt;
None&lt;br /&gt;
Humanoid1&lt;br /&gt;
None&lt;br /&gt;
Magical beast &lt;br /&gt;
Knowledge (arcane lore) 9 ranks&lt;br /&gt;
Monstrous humanoid &lt;br /&gt;
Knowledge (earth and life sciences) 9 ranks&lt;br /&gt;
Ooze &lt;br /&gt;
Knowledge (earth and life sciences) 9 ranks&lt;br /&gt;
Outsider &lt;br /&gt;
Knowledge (theology and philosophy) 9 ranks&lt;br /&gt;
Plant &lt;br /&gt;
None&lt;br /&gt;
Undead &lt;br /&gt;
Knowledge (theology and philosophy) 6 ranks&lt;br /&gt;
Vermin &lt;br /&gt;
None&lt;br /&gt;
1 Choose a specific humanoid species.&lt;br /&gt;
&lt;br /&gt;
Xenoresistance&lt;br /&gt;
At 2nd level, a Xenophile gains a +1 bonus on saving throws to resist the extraordinary, spell-like, or supernatural attacks of species other than her own. This bonus increases to +2 at 5th level and +3 at 8th level.&lt;br /&gt;
Bonus Feats&lt;br /&gt;
At 3rd, 6th, and 9th level, the Xenophile gets a bonus feat. The bonus feat must be selected from the following list, and the Xenophile must meet all the prerequisites of the feat to select it. &lt;br /&gt;
Alien Weapons Proficiency, Combat Reflexes, Dodge, Educated, Medical Expert, Mobility, Studious, Surgery, Weapon Focus, Xenomedic.&lt;br /&gt;
Xenodefense&lt;br /&gt;
At 5th level, during her action, the Xenophile can designate an opponent and receive a +1 insight bonus to Defense against any subsequent attacks from that opponent. The opponent must belong to one of the Xenophile’s chosen xenotypes (see Xenotype, above).&lt;br /&gt;
The Xenophile can select a new opponent on any action. At 10th level, the insight bonus to Defense increases to +2.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Occupations&amp;diff=11664</id>
		<title>Occupations</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Occupations&amp;diff=11664"/>
		<updated>2026-07-18T04:20:15Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below is a list of Occupations/Professions that Players can pick for their characters. This is for both role-playing purposes and determining Character wealth. Some professions have prerequisites that must be met before a character can choose them. &lt;br /&gt;
&lt;br /&gt;
In order to fully understand Bonus Income and Credit Rating, please review the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
== Starting Professions ==&lt;br /&gt;
&lt;br /&gt;
Professions can tell the Player what their Character&#039;s &#039;&#039;&#039;Starting Bonus Income&#039;&#039;&#039;, &#039;&#039;&#039;Average Monthly Income&#039;&#039;&#039; and &#039;&#039;&#039;Credit Score Range&#039;&#039;&#039;. They also provide suggestions on which [[General_Equipment#Starter_Packs|Starter Packs]] to pick and any additional equipment a person at the starting level may have. The starting credit score is the lowest number in the Range. This can go up based on how many ranks the Character has in Profession. &lt;br /&gt;
&lt;br /&gt;
Below are instructions for editing the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Use the Skill Profession located on the first page of the Character Sheet to the left to record the Character&#039;s Profession.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All new characters start out at the lowest credit score for the Profession in question. Adding ranks to the [[Profession]] skill can improve the Credit Rating to learn more. Review the [[Profession]] skill. These Professions are broad descriptions of what the Character may do or be trying to do and may not exactly fit the character&#039;s actual career. If a Character has a Profession/Career that is so far removed from anything in the list below, feel free to discuss with the GM about what their wealth/income/credit score should be. Keep in mind it will need to be relative to what is described below.&lt;br /&gt;
&lt;br /&gt;
The Professions are also rated based on how wealthy they make the Character.&lt;br /&gt;
# &#039;&#039;&#039;Very Poor&#039;&#039;&#039;: [[Professions#Jobless|Jobless]], [[Professions#Student|Student]], [[Professions#Criminal|Criminal]]&lt;br /&gt;
# &#039;&#039;&#039;Poor&#039;&#039;&#039;: [[Professions#Rural|Rural]], [[Professions#Adventurer|Adventurer]], [[Professions#Religious|Religious]], [[Professions#Creative|Creative]], [[Professions#Athlete|Athlete]], [[Professions#Spacer|Spacer]], [[Professions#Pioneer|Pioneer]]&lt;br /&gt;
# &#039;&#039;&#039;Independent&#039;&#039;&#039;: [[Professions#Military|Military]], [[Professions#Law Enforcement|Law Enforcement]], [[Professions#Investigative|Investigative]], [[Professions#Emergency Services|Emergency Services]], [[Professions#Blue Collar|Blue Collar]], [[Professions#Technician|Technician]], [[Professions#Cyber-Specialist|Cyber-Specialist]]&lt;br /&gt;
# &#039;&#039;&#039;Rich&#039;&#039;&#039;: [[Professions#Academic|Academic]], [[Professions#White Collar|White Collar]], [[Professions#Mercenary|Mercenary]], [[Professions#Entrepreneur|Entrepreneur]], [[Professions#Diplomat|Diplomat]]&lt;br /&gt;
# &#039;&#039;&#039;Very Rich&#039;&#039;&#039;: [[Professions#Doctor|Doctor]], [[Professions#Dilettante|Dilettante]], [[Professions#Celebrity|Celebrity]]&lt;br /&gt;
&lt;br /&gt;
Most starting Professions have a prerequisite that the character must meet to qualify for the Profession. If they do not qualify, they can choose a different profession and change professions once they do qualify; however, they do not get the Starting Bonus Income.&lt;br /&gt;
&lt;br /&gt;
=== Academic === &lt;br /&gt;
Academics include librarians, archaeologists, scholars, professors, teachers, and other education professionals.&lt;br /&gt;
*Prerequisite: Young Adult Age for the Species, Int Score 14+&lt;br /&gt;
*Starting Bonus Income: $10,000&lt;br /&gt;
*Average Monthly Income: $4,000&lt;br /&gt;
*Credit Rating Range: 7 - 14&lt;br /&gt;
*Suggested Start Pack(s): Official&#039;s Pack (without the Shepherd Chip) or Explorer&#039;s Pack&lt;br /&gt;
** Additional common items: Book(s) (digital or physical) on the topic of interest&lt;br /&gt;
&lt;br /&gt;
=== Adventurer === &lt;br /&gt;
Adventurers include professional daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts, field scientists, thrill-seekers, and others called to face danger for a variety of reasons.&lt;br /&gt;
*Prerequisite: Wisdom Score 14+ or Survival Skill Rank 1+&lt;br /&gt;
*Starting Bonus Income: $5,000&lt;br /&gt;
*Average Monthly Income: $1,500&lt;br /&gt;
*Credit Rating Range: 4 - 15&lt;br /&gt;
*Suggested Start Pack(s): Explorer&#039;s Pack or Outlaw&#039;s Pack.&lt;br /&gt;
** Additional common items: Extra Rope/Duracable with Grappler Tag. Extra Rations(Tech 2) (5-day pack)&lt;br /&gt;
&lt;br /&gt;
=== Athlete === &lt;br /&gt;
Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weightlifters, wrestlers, boxers, martial artists, swimmers, skaters, and those who compete in any competitive sport.&lt;br /&gt;
*Prerequisite: Strength 13 or Dexterity 13.&lt;br /&gt;
*Starting Bonus Income: $4,000&lt;br /&gt;
*Average Monthly Income: $1,500&lt;br /&gt;
*Credit Rating Range: 4 - 15&lt;br /&gt;
*Suggested Start Pack(s): Official&#039;s Pack&lt;br /&gt;
** Additional common items: Rations(Tech 2) (5 day pack), Purifier, Rocket-X&lt;br /&gt;
&lt;br /&gt;
=== Blue Collar === &lt;br /&gt;
Blue-collar occupations include factory work, food service jobs, construction, service industry jobs, taxi drivers, postal workers, and other jobs that are usually not considered to be desk jobs.&lt;br /&gt;
*Prerequisite: Wisdom 14+ or Intelligence 14+&lt;br /&gt;
*Starting Bonus Income: $6,000&lt;br /&gt;
*Average Monthly Income: $2,750&lt;br /&gt;
*Credit Rating Range: 6 - 14&lt;br /&gt;
*Suggested Start Pack(s): Technician&#039;s Pack or Settler&#039;s Pack&lt;br /&gt;
** Additional common items: Contractor&#039;s Field Bag, Clothing Outfit Uniform (worn) (For an old or current job)&lt;br /&gt;
&lt;br /&gt;
=== Celebrity === &lt;br /&gt;
A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye. Actors, entertainers of all types, newscasters, radio and television personalities, and more fall under this starting occupation.&lt;br /&gt;
*Prerequisite: Age 15+. Charisma Score 16+&lt;br /&gt;
*Starting Bonus Income: $20,000&lt;br /&gt;
*Average Monthly Income: $8,000&lt;br /&gt;
*Credit Rating Range: 10 - 22&lt;br /&gt;
*Suggested Start Pack(s): Official&#039;s Pack (with shepherd chip)&lt;br /&gt;
** Additional common items: Booster(pick an ability to boost), Expensive Pen for signing autographs, Clothing Outfit Casual x2 (expensive), Outfit that includes a face covering to protect against paparazzi.&lt;br /&gt;
&lt;br /&gt;
=== Creative === &lt;br /&gt;
The creative starting occupation covers artists of all types who fan their creative spark into a career. Illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, sculptors, game designers, musicians, screenwriters, photographers, and web designers all fall under this occupation.&lt;br /&gt;
*Prerequisite: Wisdom Score 16+ or Intelligence Score 16+&lt;br /&gt;
*Starting Bonus Income: $7,000&lt;br /&gt;
*Average Monthly Income: $2,000&lt;br /&gt;
*Credit Rating Range: 4 - 14&lt;br /&gt;
*Suggested Start Pack(s): Businessman’s Pack or Explorer&#039;s Pack&lt;br /&gt;
** Additional common items: Computation Device, Camera, pen/paper, Book(s) (digital or physical) on creative topics&lt;br /&gt;
&lt;br /&gt;
=== Criminal === &lt;br /&gt;
This illegal starting occupation reveals a background from the wrong side of the law. This occupation includes con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, and other types of career criminals.&lt;br /&gt;
*Prerequisite: N/A&lt;br /&gt;
*Starting Bonus Income: $4,000&lt;br /&gt;
*Average Monthly Income: $1,000&lt;br /&gt;
*Credit Rating Range: 2 - 20*&lt;br /&gt;
** &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Credit Rating for a criminal only counts among other criminals and banks that do secret dealings with them. At the starting level, most players are not considered good criminals and must work their way up. The room for improvement is high, but there are added risks, such as dealing with Law Enforcement or, worse, [[Character_Professions#Tracer|Tracers]].&lt;br /&gt;
*Suggested Start Pack(s): Outlaw&#039;s Pack&lt;br /&gt;
** Additional common items: Lock Release Gun, Fake ID, Hackcard&lt;br /&gt;
&lt;br /&gt;
=== Cyber-Specialist ===&lt;br /&gt;
Cyber-Specialists include hackers, console cowboys, netrunners, and digital security experts who navigate the galactic net.&lt;br /&gt;
*Prerequisite: Intelligence Score 14+ and Computer Use Skill Rank 1+&lt;br /&gt;
*Starting Bonus Income: $9,000&lt;br /&gt;
*Average Monthly Income: $3,800&lt;br /&gt;
*Credit Rating Range: 8 - 16&lt;br /&gt;
*Suggested Start Pack(s): Businessman’s Pack or Technician&#039;s Pack&lt;br /&gt;
** Additional common items: Computation Device, Hackcard, A.I Assistant Software&lt;br /&gt;
&lt;br /&gt;
=== Dilettante === &lt;br /&gt;
Dilettantes usually get their wealth from family holdings and trust funds. The typical dilettante has no job, few re­sponsibilities, and at least one driving passion that ­occupies his or her day. That passion might be a charity or philanthropic foundation, an idea or cause worth fighting for, or a lust for living a fun and carefree existence. &lt;br /&gt;
*Prerequisite: Adult for the Species, Knowledge Culture Skill Rank 1+, and either Current Events or Philosophy Skill Rank 1+ &lt;br /&gt;
*Reputation Bonus Increase: +1.&lt;br /&gt;
*Starting Bonus Income: $24,000&lt;br /&gt;
*Average Monthly Income: $8,000&lt;br /&gt;
*Credit Rating Range: 20 - 30&lt;br /&gt;
** &#039;&#039;&#039;NOTE&#039;&#039;&#039;: A Dilettante &#039;&#039;&#039;cannot&#039;&#039;&#039; use ranks in their [[Profession]] skill to improve or recover their Credit Rating. They will eventually have to pick a different profession if they want their ranks to improve the Credit Rating.&lt;br /&gt;
*Suggested Start Pack(s): Official&#039;s Pack&lt;br /&gt;
** Additional common items: A.I Assistant Software, Booster, Polyvox&lt;br /&gt;
&lt;br /&gt;
=== Diplomat ===&lt;br /&gt;
Diplomats include mega-corporate negotiators, planetary ambassadors, and interstellar envoys trained in galactic law and political relations.&lt;br /&gt;
*Prerequisite: Young Adult Age for the Species, Charisma Score 14+&lt;br /&gt;
*Starting Bonus Income: $15,000&lt;br /&gt;
*Average Monthly Income: $5,500&lt;br /&gt;
*Credit Rating Range: 12 - 24&lt;br /&gt;
*Suggested Start Pack(s): Official&#039;s Pack (with Shepherd Chip)&lt;br /&gt;
** Additional common items: Polyvox, Hologram Player/Recorder, Clothing Outfit Formal x1&lt;br /&gt;
&lt;br /&gt;
=== Doctor === &lt;br /&gt;
A doctor can be a physician (general ­practitioner or specialist), a surgeon, or a psychiatrist.&lt;br /&gt;
*Prerequisite: Adult Age for the Species, Intelligence Score 14+ and Medical Skill Rank 1+&lt;br /&gt;
*Starting Bonus Income: $14,000&lt;br /&gt;
*Average Monthly Income: $6,500&lt;br /&gt;
*Credit Rating Range: 15 - 22&lt;br /&gt;
*Suggested Start Pack(s): Doctor&#039;s Pack&lt;br /&gt;
** Additional common items: Book(s) (digital or physical) on medicine, Clothing Outfit Uniform (worn) x2, Sporekill, Biocort x3.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Services === &lt;br /&gt;
Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category.&lt;br /&gt;
*Prerequisite: N/A&lt;br /&gt;
*Starting Bonus Income: $5,000&lt;br /&gt;
*Average Monthly Income: $2,500&lt;br /&gt;
*Credit Rating Range: 6 - 12&lt;br /&gt;
*Suggested Start Pack(s): Doctor&#039;s Pack or Settler&#039;s Pack&lt;br /&gt;
** Additional common items: Clothing Outfit Uniform (worn) x2, First Aid Kit, Search-and-Rescue Kit, Purifier.&lt;br /&gt;
&lt;br /&gt;
=== Entrepreneur === &lt;br /&gt;
Entrepreneurs have an obsession with being their own boss. They believe in themselves, have an abundance of confidence, and the ability to acquire the funds necessary to bankroll their newest moneymaking venture. These business owners, from small to large, have a knack for developing business plans, securing resources, and getting new ventures off the ground. They rarely want to stick around after the launch, however, as they prefer to put their energies into the next big thing.&lt;br /&gt;
*Prerequisite: Wisdom Score 12+&lt;br /&gt;
:* &#039;&#039;&#039;NOTE&#039;&#039;&#039;: The Player should come up with a business idea that the Character is currently trying to do work. This can change over time, but for the Credit rating to increase, the Character must make successful strides toward this or another idea.&lt;br /&gt;
*Starting Bonus Income: $10,000&lt;br /&gt;
*Average Monthly Income: $4,000&lt;br /&gt;
*Credit Rating Range: 4 - 20&lt;br /&gt;
:* &#039;&#039;&#039;NOTE&#039;&#039;&#039;: The Entrepreneur has to work their way up to become truly wealthy. They may have more money at the start, but that is because they have taken out loans to start their own business. This means they have a much lower Credit rating at the start despite the higher income.&lt;br /&gt;
*Suggested Start Pack(s): Businessman’s Pack or Settler&#039;s Pack&lt;br /&gt;
** Additional common items: Book(s) (digital) on business or inspirational topics, Hologram Player/Recorder, Polyvox&lt;br /&gt;
&lt;br /&gt;
=== Jobless ===&lt;br /&gt;
Some people are just down on their luck. Or they are unable to perform a job due to a disability. Or they are just lazy. In either case, most species will have civilizations now or in their history where people were poor and jobless. Some people may like the freedom, but few enjoy the lack of comfort, security, and stability that wealth can provide. &lt;br /&gt;
*Prerequisite: N/A&lt;br /&gt;
*Starting Bonus Income: $250&lt;br /&gt;
*Average Monthly Income: $0&lt;br /&gt;
*Credit Rating Range: 0&lt;br /&gt;
:* &#039;&#039;&#039;NOTE&#039;&#039;&#039;: The Character must pick a profession to lose this Profession and start getting Credit.&lt;br /&gt;
*Suggested Start Pack(s): N/A&lt;br /&gt;
** Additional common items: A cup to beg for money with, Clothing Outfit Casual (heavily worn) x2&lt;br /&gt;
&lt;br /&gt;
=== Investigative === &lt;br /&gt;
There are several jobs that fit within this occupation, including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyze clues.&lt;br /&gt;
*Prerequisite: Study Skill Rank 1+&lt;br /&gt;
*Starting Bonus Income: $6,500&lt;br /&gt;
*Average Monthly Income: $3,000&lt;br /&gt;
*Credit Rating Range: 8 - 14&lt;br /&gt;
*Suggested Start Pack(s): Explorer&#039;s Pack or Settler&#039;s Pack&lt;br /&gt;
** Additional common items: Evidence Kits, Handcuffs, Truthtell, Environment Scanner&lt;br /&gt;
&lt;br /&gt;
=== Law Enforcement === &lt;br /&gt;
Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, military police, and bounty hunters.&lt;br /&gt;
*Prerequisite: N/A&lt;br /&gt;
*Starting Bonus Income: $7,000&lt;br /&gt;
*Average Monthly Income: $2,500&lt;br /&gt;
*Credit Rating Range: 9 - 14&lt;br /&gt;
*Suggested Start Pack(s): Explorer&#039;s Pack or Settler&#039;s Pack&lt;br /&gt;
** Additional common items: Evidence Kits, Handcuffs, Truthtell, Environment Scanner&lt;br /&gt;
&lt;br /&gt;
=== Mercenary ===&lt;br /&gt;
Mercenary covers both organized private contractors and independent guns for hire.&lt;br /&gt;
*Prerequisite: Strength 13+, Dexterity 13+, or Constitution 13+&lt;br /&gt;
*Starting Bonus Income: $11,000&lt;br /&gt;
*Average Monthly Income: $4,000&lt;br /&gt;
*Credit Rating Range: 10 - 20&lt;br /&gt;
*Suggested Start Pack(s): Explorer&#039;s Pack, Settler&#039;s Pack, or Outlaw&#039;s Pack&lt;br /&gt;
** Additional common items: Clothing Outfit, Fatigues (1 worn, 1 good condition), Demolitions Kit, Ghillie Suit, Compass, Biocort&lt;br /&gt;
&lt;br /&gt;
=== Military === &lt;br /&gt;
Military refers to any of the branches of the armed forces, including the army, navy, air force, and marines, as well as elite training units such as SEALs, Rangers, and Special Forces.&lt;br /&gt;
*Prerequisite: Strength 12+, Dexterity 12+, or Constitution 12+&lt;br /&gt;
*Starting Bonus Income: $8,500&lt;br /&gt;
*Average Monthly Income: $2,250&lt;br /&gt;
*Credit Rating Range: 9 - 14&lt;br /&gt;
*Suggested Start Pack(s): Explorer&#039;s Pack, Settler&#039;s Pack, or Outlaw&#039;s Pack&lt;br /&gt;
** Additional common items: Clothing Outfit, Fatigues (1 worn, 1 good condition), Demolitions Kit, Ghillie Suit, Compass, Biocort&lt;br /&gt;
&lt;br /&gt;
=== Pioneer ===&lt;br /&gt;
Pioneers are part of the brave first waves sent to terraform, survey, and tame newly discovered worlds on the galactic frontier.&lt;br /&gt;
*Prerequisite: Constitution Score 12+ or Survival Skill Rank 1+&lt;br /&gt;
*Starting Bonus Income: $5,000&lt;br /&gt;
*Average Monthly Income: $1,500&lt;br /&gt;
*Credit Rating Range: 5 - 12&lt;br /&gt;
*Suggested Start Pack(s): Settler&#039;s Pack or Explorer&#039;s Pack&lt;br /&gt;
** Additional common items: Rural Map (of home), First Aid Kit, environment scanner&lt;br /&gt;
&lt;br /&gt;
=== Religious === &lt;br /&gt;
The ordained clergy of all persuasions, as well as theological scholars and experts on religious studies,  fall within the scope of this starting occupation.&lt;br /&gt;
*Prerequisite: Knowledge Philosophy Skill Rank 1+&lt;br /&gt;
*Starting Bonus Income: $4,000&lt;br /&gt;
*Average Monthly Income: $1,500&lt;br /&gt;
*Credit Rating Range: 4 - 10&lt;br /&gt;
*Suggested Start Pack(s): Official&#039;s Pack, Settler&#039;s Pack&lt;br /&gt;
** Additional common items: Book(s) (digital or physical) on religion, Religious object(s), Clothing Outfit Uniform x1 (for specific religion or group)&lt;br /&gt;
&lt;br /&gt;
=== Rural === &lt;br /&gt;
Farmworkers, hunters, and others who make a living in rural communities fall under this category.&lt;br /&gt;
*Prerequisite:&lt;br /&gt;
*Starting Bonus Income: $5,000&lt;br /&gt;
*Average Monthly Income: $1,500&lt;br /&gt;
*Credit Rating Range: 6 - 12&lt;br /&gt;
*Suggested Start Pack(s): Settler&#039;s Pack or Technician&#039;s Pack&lt;br /&gt;
** Additional common items: Clothing Outfit Casual x2 (worn), Outerwear, Tool Belt, First Aid Kit, Rural Map (of home)&lt;br /&gt;
&lt;br /&gt;
=== Student === &lt;br /&gt;
A student can be in high school, college, or graduate school. He or she could be in a seminary, a military school, or a private institution. A college-age student should also choose a major.&lt;br /&gt;
*Prerequisite:&lt;br /&gt;
*Starting Bonus Income: $3,000&lt;br /&gt;
*Average Monthly Income: $500&lt;br /&gt;
*Credit Rating Range: 1 - 6&lt;br /&gt;
:* &#039;&#039;&#039;NOTE&#039;&#039;&#039;: A Student can pick another Profession to study. Once they reach 4 credit rating through Rank improvements to the [[Profession]] skill, they can automatically change their Profession to the one they have studied for, regardless of prerequisites. They also change their Monthly Income and Credit Rating to whatever the new Profession is, and transfer +3 Credit Rating. (They cannot pick the Dilettante)&lt;br /&gt;
*Suggested Start Pack(s): Student&#039;s Pack&lt;br /&gt;
** Additional common items: Book(s) (digital or physical) on studied subject&lt;br /&gt;
&lt;br /&gt;
=== Spacer ===&lt;br /&gt;
Spacer/Scavengers make a living salvaging derelict starships, mining asteroids, or working crew shifts on long-haul cargo transports.&lt;br /&gt;
*Prerequisite: Dexterity Score 12+ or Survival Skill Rank 1+&lt;br /&gt;
*Starting Bonus Income: $5,500&lt;br /&gt;
*Average Monthly Income: $1,800&lt;br /&gt;
*Credit Rating Range: 4 - 12&lt;br /&gt;
*Suggested Start Pack(s): Settler&#039;s Pack or Explorer&#039;s Pack&lt;br /&gt;
** Additional common items: Multipurpose Tool, Duracable, directed light source&lt;br /&gt;
&lt;br /&gt;
=== Technician === &lt;br /&gt;
Scientists and engineers of all types fit within the scope of this starting occupation.&lt;br /&gt;
*Prerequisite: At least 1 Crafting Skill Rank in either Mechanical, Electrical, or Structural&lt;br /&gt;
*Starting Bonus Income: $8,000&lt;br /&gt;
*Average Monthly Income: $3,500&lt;br /&gt;
*Credit Rating Range: 8 - 15&lt;br /&gt;
*Suggested Start Pack(s): Technician&#039;s Pack&lt;br /&gt;
** Additional common items: Profession Kit of choice,  Clothing Outfit Uniform (worn) x2, Duct Tape&lt;br /&gt;
&lt;br /&gt;
=== White Collar === &lt;br /&gt;
Office workers and desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisers, tax preparers, clerks, sales personnel, real estate agents, and a variety of mid-level managers fall within the scope of this starting occupation.&lt;br /&gt;
*Prerequisite: Wisdom Score 12+ and Intelligence Score 14+ or Wisdom Score 14+ and Intelligence Score 12+&lt;br /&gt;
*Starting Bonus Income: $14,000&lt;br /&gt;
*Average Monthly Income: $3,500&lt;br /&gt;
*Credit Rating Range: 14 - 20&lt;br /&gt;
*Suggested Start Pack(s): Businessman’s Pack or Official&#039;s Pack&lt;br /&gt;
** Additional common items: Clothing Outfit Business x2, Aluminum Travel Case (Small) (DC15 Lock), Urban Map (In starting city)&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Prestige_Classes&amp;diff=11663</id>
		<title>Prestige Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Prestige_Classes&amp;diff=11663"/>
		<updated>2026-07-18T04:20:03Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; THIS PAGE IS STILL UNDER CONSTRUCTION! &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THIS IS NOT READY... this is more of a holding place!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here is a place to put Prestige Class ideas:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Blade Runner: A prestige class which requires the base Profession of Technosavant and Tracer. These people hunt down robots and help protect the world against the threat of AI.&lt;br /&gt;
&lt;br /&gt;
* Bug Hunter: A prestige class that requires the base Profession of Xenophile and Dreadnaught.&lt;br /&gt;
&lt;br /&gt;
* Temporal Assassin: A prestige class that has a base of Swindler and Tracer&lt;br /&gt;
&lt;br /&gt;
* Black Hat: A prestige class of Tracer and either an Engineer or Technosavant&lt;br /&gt;
== Ranger ==&lt;br /&gt;
&lt;br /&gt;
The Ranger is a broad group of specialist military core that focus on quick, small, effective insurgencies on land. Where Space Marines are large massive fleets of war the Ranger battalions are small and mobile units able to adjust to many different worlds quickly. Rangers prefer fighting planetside and are usefully called are for special missions or if something needs to be done discreetly. They are also a smaller military force and thus easier and cheaper to move. &lt;br /&gt;
&lt;br /&gt;
Rangers are a feared type of force as they are usually a sign of a much large fleet heading your way. They show up first to scout and get a handle on the different environment. Take out tactical locations of importance and setup there allies for a successful invasion or occupation.&lt;br /&gt;
&lt;br /&gt;
Play the Ranger if you want to have a long ranged tactical combat expertise.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
 &lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Athletics (Str), Demolitions (Int), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Stealth (Wis), Survival (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Alertness]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the player must choose between Animal Care or Ranged Sneak Attack talents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Ranger&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Animal Care or Ranged Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Precise Shot&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Prey&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Extra Attack&amp;lt;br /&amp;gt;Phantom Shot&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Steady Aim &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Stunning Hit, Knock Prone&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Regroup&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Deadly Aim&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ranger&#039;s Class Features  ===&lt;br /&gt;
&lt;br /&gt;
;Animal Care&lt;br /&gt;
A 1st level the ranger gains the skill Handle Animal as a class skill and can have a pet animal companion like the Xenophile. However, this animal is a domesticated and military-trained animal unit and assists in combat situations. The animal companion level is 1/2th the Ranger level round up. &lt;br /&gt;
&lt;br /&gt;
;Ranged Sneak Attack&lt;br /&gt;
The ranger has gained extra level of training with a specific weapon type. This weapon has to be a Large to Gigantic ranged weapon, and as long as the Ranger is using this weapon type, they can gain a Sneak Attack damage bonus on the first attack on a target that is either unaware of the Ranger or flanked. This sneak attack acts just like a [[Character_Professions#Tracer|Tracer]] and levels up like a Tracers does.&lt;br /&gt;
&lt;br /&gt;
;Precise Shot&lt;br /&gt;
At 2nd level the Ranger negates the disadvantage for firing into a combat situation. This is when a target is currently in melee with an opponent. Normally in this situation a Character would have disadvantage to accuracy.&lt;br /&gt;
&lt;br /&gt;
;Prey&lt;br /&gt;
This acts like the [[Character_Professions#Space_Marine|Space Marine]]&#039;s Prey talent. At 3rd level, the Ranger can select a target to be their &#039;prey&#039; as a simple action. To re-target another before the Space Marine&#039;s current prey dies requires a standard action. This ability allows them to gain advantage while targeting them and allows them to do an extra 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
At 9th level the Space Marine gains double advantage and deals 2d6 extra damage. &lt;br /&gt;
&lt;br /&gt;
;Phantom Shot&lt;br /&gt;
At 4th level the Ranger can shoot a target and remain in stealth as long as the Ranger doesn&#039;t take any extra attack actions. The DC to perceive the Ranger is lowered by 5 each shot. However, the Ranger doesn&#039;t need to re-roll, and the enemy has to be actively concerned and looking to re-roll a Perception check, meaning that the DC will likely have to go below the enemy&#039;s Passive Perception before the enemy can find the Ranger.&lt;br /&gt;
&lt;br /&gt;
;Steady Aim&lt;br /&gt;
At 5th level the Ranger can take a Standard action for a single shoot that has an advantage bonus to accuracy.&lt;br /&gt;
&lt;br /&gt;
At 10th level the advantage bonus changes to 2 stacked advantage bonuses.&lt;br /&gt;
&lt;br /&gt;
;Stunning Hit&lt;br /&gt;
At 7th level the Ranger can take a Standard action to attempt a shot that will not only do normal damage but also daze the target for one round. The target must make a Constitution saving throw against a DC of 10 + Dex Mod + 1/2 Ranger level round down. &lt;br /&gt;
&lt;br /&gt;
;Knock Prone&lt;br /&gt;
At 7th level the Ranger can take a Standard action to attempt a shot that will not only do normal damage but also knock a target prone. The target must make a Dexterity saving throw against a DC of 10 + Dex Mod + 1/2 Ranger level round down. &lt;br /&gt;
&lt;br /&gt;
;Regroup&lt;br /&gt;
At 9th level the Ranger can retreat to a safe location using a Standard action to go x4 his base speed while also taking Total Defense which grants a +2 to the Ranger&#039;s AC until his next turn.&lt;br /&gt;
&lt;br /&gt;
;Deadly Aim&lt;br /&gt;
At 10th level the Ranger can use a Standard action to study a target. After that for 1d4 + Wis Mod turns the crit range of his ranged weapon against that target is lowed by 2. The Ranger has to be using a weapon he is proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Explorer ==&lt;br /&gt;
Uncharted star system, newly discovered ancient civilization, new planet that no sentient being has landed on. The explorer thrives at bring first, in the unknown, or simply for the challenge of it all. Some have their own agendas or work with an organization. But wither its money, frame or simply personal need, the Explorer&#039;s investigative abilities and curiosity is both impressive and dangerous. Explorers are driven too unraveling the secrets of vanished alien civilizations, mapping new star systems, surveying distant planets for colonization, digging for ancient treasures or even trying to travel beyond this dimension. &lt;br /&gt;
&lt;br /&gt;
If Explorers aren&#039;t out alone they are found acting as scouts and guides in the far reaches of space. &lt;br /&gt;
&lt;br /&gt;
Choose the Explorer if you want your Character to excel at exploration and uncovering secrets in places where most others fear to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:  To qualify to become an Explorer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Explorer’s class skills are as follows. Decipher Script(Int), Choose Any Two Knowledges (Int), Perception (Wis), Pilot (Dex), Language(RD), Study (Int), Survival (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Guide]], [[Spaceship Operations]]&lt;br /&gt;
 	   &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Explorer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Explorer lore, survivalist &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Resolve, skilled searcher &lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 4th ||Trap sense (+1) &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||Extra step &lt;br /&gt;
|-&lt;br /&gt;
| 6th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 7th ||Trap sense (+2) &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||Explorer’s evasion &lt;br /&gt;
|-&lt;br /&gt;
| 9th || Extra Attack&lt;br /&gt;
|-&lt;br /&gt;
| 10th ||Extra step, trap sense (+3) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explorer&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Explorer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Explorer Lore&lt;br /&gt;
An Explorer picks up stray and obscure facts during her adventures. Starting at level 1 the Explorer may make a special Explorer lore check with a bonus equal to her Explorer class level + her Intelligence modifier to see whether or not she knows some relevant knowledge about notable people, legendary items, or noteworthy places. If the Explorer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She may take 10 but cannot take 20 on this check.&lt;br /&gt;
An Explorer lore check does not reveal the powers of a magic or psionic item but may give some hint as to its general function; an Explorer may not take 10 or take 20 on this check.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Explorer Lore&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | DC&lt;br /&gt;
! Type of Knowledge&lt;br /&gt;
! Examples&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Common,  known  by  at  least  a  substantial  minority  of  the  local  population.  ||A  local  official’s  hobbies  and  interests;  common  legends  or  rumors  about  a  powerful  place  of  mystery. &lt;br /&gt;
|-&lt;br /&gt;
| 20 || Uncommon  but  available,  known  by  only  a  few  people  in  the  area.  ||The  coordinates  of  an  known  but  uncharted  world;  legends  or  rumors  about  a  powerful  psionic  artifact. &lt;br /&gt;
|-&lt;br /&gt;
| 25 || Obscure,  known  by  few,  hard  to  come  by.  ||The  customs  of  a  documented  alien  species;  the  true  homeworld  of  an  ancient  royal  dynasty. &lt;br /&gt;
|-&lt;br /&gt;
| 30 || Extremely  obscure,  known  by  very  few,  possibly  forgotten  by  most  who  once  knew  it,  possibly  known  only  by  those  who  don’t  understand  the  knowledge’s  significance.  ||The  most  likely  location  of  a  long-lost  pharaoh’s  tomb;  the  history  of  a  powerful  artifact  and  its  creator;  the  likely  coordinates  of  a  fabled  but  as-yet-undiscovered  planet. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Survivalist&lt;br /&gt;
At 1st level, the Explorer gains the bonus feat [[Track|Track]].&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
Beginning at 2nd level, an Explorer gains a morale bonus equal to one-half her Explorer class level (rounded down) on saving throws to resist fear effects and Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
;Skilled Searcher&lt;br /&gt;
When actively searching for secret doors or traps, an Explorer of 2nd level or higher gains a bonus on her Perception checks equal to one-half her Explorer class level (rounded down).&lt;br /&gt;
&lt;br /&gt;
;Trap Sense&lt;br /&gt;
At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her an advantage bonus on Dexterity saves made to avoid traps. Also the Explorer can passively sense traps while moving.&lt;br /&gt;
&lt;br /&gt;
These bonuses rise to 2 stacked Advantage bonuses at 7th level and 3 stacked Advantage bonuses at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Extra Step&lt;br /&gt;
An Explorer of 5th level or higher has +5 ft base range of movement now. Also the Explorer can now spend an Inertia point to ignore movement penalties because of environment.&lt;br /&gt;
&lt;br /&gt;
At 10th level, the Explorer gains an additional +5ft.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Explore gets a free additional Bonus Feat of her choice as long as she is eligible. &lt;br /&gt;
&lt;br /&gt;
;Explorer’s Evasion&lt;br /&gt;
If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Dexterity saving throw for half damage, the Explorer suffers no damage if she makes a successful saving throw. If the Explorer already has evasion, she gains improved evasion instead. Improved evasion works similar to evasion, except the Explorer suffers only half damage on a failed saving throw.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Space Monkey ==&lt;br /&gt;
Astronauts? What civilization would be without them? They would be backwater, Tech Level 0 or worse -1. One of the defining moments and perhaps the most significant in terms of its neighbors is when a Civilization becomes space worthy. And this is achieved by Astronauts. As a Civilization continues its prestigious climb into space it begins to realize that some of its citizens are more comfortable in the harshness of space. Long veterans of space flight and adventuring usually start to personify space as a harsh mistress and other titles. Different Civilizations have different names for these people but the common name is Space Monkey. &lt;br /&gt;
&lt;br /&gt;
Comfort and willingness to go into the dangerous far reaches of space isn&#039;t the only reason these Space Monkeys become valuable to there society.  Its there talent and knack for all things space. Its one thing to just survive in space, its another thing to thrive in it. When a Nation, or mega-corporation needs to tame a hostile world, moon or build a massive jump station in the deep reaches of space to help connect distance parts of a fast empire or trade route the Space Monkey is the perfect person for the job. Willing to take on almost any challenge for cash Space Monkey&#039;s are seen all over the galaxy making space a safer or at least easier place to live for the rest of civilization. Often caught on the fringe of space having to deal with problems with nothing but a Monkey Wrench (Possible where the name came from) they are great at adapting to the situation.&lt;br /&gt;
&lt;br /&gt;
Choose Space Monkey if you want a Character who can survive and thrive in the far-flung reaches of space. Far from modern civilization, risking it all for adventure and/or money.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]]. though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Space Monkey, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 15+ and Constitution score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# You cannot be an Ambassador class. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Space Monkey’s class skills are as follows. Athletics (Str), Computer Use (Int), Craft both [Mechanical, Structural](Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex),  Choose Any One Knowledge (Int), Pilot (Dex), Perception (Wis), Survival (Wis), Medical (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Endurance]], [[Spaceship Operations]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Space Monkey&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Hibernation Trance&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Monkey&#039;s Wrench&lt;br /&gt;
|-&lt;br /&gt;
|3rd||Extra Attack&amp;lt;br /&amp;gt;Space Suitable(1)&lt;br /&gt;
|-&lt;br /&gt;
|4th||Monkey&#039;s Unite&lt;br /&gt;
|-&lt;br /&gt;
|5th||Know Location (+2)&amp;lt;br /&amp;gt;Space Suit Homey&lt;br /&gt;
|-&lt;br /&gt;
|6th||Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|7th||Monkey Shines&lt;br /&gt;
|-&lt;br /&gt;
|8th||Know Location (+4),&amp;lt;br /&amp;gt; Space Suitable(2)&lt;br /&gt;
|-&lt;br /&gt;
|9th||Extra Attack&amp;lt;br /&amp;gt;The Pilot is a Monkey&lt;br /&gt;
|-&lt;br /&gt;
|10th||Monkey Shot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space Monkey&#039;s Class Features ===&lt;br /&gt;
The following class features pertain to the Space Monkey advanced class.&lt;br /&gt;
&lt;br /&gt;
;Hibernation Trance&lt;br /&gt;
: A Space Monkey can enter a deep trance that allows him to gain the full benefits of sleep or bed rest in a forth of the usual time.&lt;br /&gt;
&lt;br /&gt;
;Monkey’s Wrench&lt;br /&gt;
: Space Monkeys use tools expertly and creatively. Starting at 2nd level, a Space Monkey gains a competence bonus equal to one-half his Space Monkey class level on skill checks made when using a tool kit. This bonus stacks with the tool kit’s normal equipment bonus.&lt;br /&gt;
&lt;br /&gt;
;Space Suitable&lt;br /&gt;
: At 3rd level, a Space Monkey becomes more comfortable in armor. He treats any suit of armor as though its armor penalty and maximum Dexterity bonus were 1 better.&lt;br /&gt;
: At 8th level the armor penalty and maximum Dexterity bonus are 2 better.&lt;br /&gt;
&lt;br /&gt;
;Monkeys Unite&lt;br /&gt;
: Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains a Minor +1 morale bonus on attack rolls when fighting adjacent to another Space Monkey.&lt;br /&gt;
: Furthermore, a Space Monkey gains an additional stacked advantage bonus on attack rolls against an opponent flanked by another Space Monkey.&lt;br /&gt;
&lt;br /&gt;
;Know Location&lt;br /&gt;
: At 5th level, a Space Monkey gains a Misc +1 competence bonus on Navigate and Survival skills to avoid becoming lost. This bonus increases to +2 at 8th level.&lt;br /&gt;
&lt;br /&gt;
;Space Suit Homey&lt;br /&gt;
: At 5th level, a Space Monkey no longer suffers restrictions while wearing a Space Suit or Power Armor. (A Space Monkey will still need the Armor Proficiency (Powered) feat to wear power armor)&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 6th level the Space Monkey can pick a Bonus Feat for free. The Character still has to be eligible for the Feat.&lt;br /&gt;
&lt;br /&gt;
;Monkey Shines&lt;br /&gt;
: Upon reaching 7th level, a Space Monkey has learned sneaky tactics. He can use the Bluff technique of feinting in combat as a free action, allowing him to feint and attack in the same round.&lt;br /&gt;
: If the Space Monkey also has the Improved Feint feat, he gains 2 stacked advantage bonuses (instead of the feat’s usual advantage bonus) on Bluff checks made to feint in combat.&lt;br /&gt;
&lt;br /&gt;
;The Pilot is a Monkey&lt;br /&gt;
: At 9th level the Space Monkey only takes 1/2 penalty for flying craft that he isn&#039;t proficient in. &lt;br /&gt;
&lt;br /&gt;
;Monkey Shot&lt;br /&gt;
: At 10th-level Space Monkey gains an extra attack while still applying his Affinity Die. A Space Monkey can do this only 2 times in between full rests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Swindler&#039;s Techniques ==&lt;br /&gt;
&lt;br /&gt;
-- THIS IS A MAYBE! CURRENTLY NOT SURE IF I SHOULD GIVE THIS CLASS TECHNIQUES --&lt;br /&gt;
&lt;br /&gt;
This is for the [[Character_Professions#Swindler|Swindler]] advance class. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Determine Fate&lt;br /&gt;
:: A Swindler can use this to determine exactly how difficult a particular challenge really is. This forced the GM to tell the Swindler, just the Swindler, the DC (Difficulty Check) for a particular action. This can only be used outside of combat.&lt;br /&gt;
* Cheaters Eye&lt;br /&gt;
:: The Swindler gets an advantage to bluff and diplomacy checks for 1 hour.&lt;br /&gt;
* The Right Time&lt;br /&gt;
:: For the remainder of the day any Take 10/20 actions or halved in time. So a Take 10 action takes only 5 minutes but still yields a 10 as if the Character roll&#039;ed a 10. &lt;br /&gt;
* Warp Ahoy&lt;br /&gt;
:: This reduces the percentile change of running into a problem while at Warp. This action can be taken even if the Swindler isn&#039;t flying. But he has to be aware that he is on a ship and at warp and can only do this once in between 8 hours of rest. The Swindler can also reverse this and make it a higher change that Warp will fail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Back Stab&lt;br /&gt;
:: The target person gets an advantage roll when attacking a target from behind or flanking.&lt;br /&gt;
* Luckiest&lt;br /&gt;
:: This provides an advantage dice to all Attack and Saving throws for the Swindler for 1 turn per 1/2 Swindler level. This is considered a Standard action and can only target himself.&lt;br /&gt;
* Good Graces&lt;br /&gt;
:: The Swindler can use this on any other target except for themselves. This grants an advantage to Saving throws from 1 turn per 1/2 Swindler level.&lt;br /&gt;
* Rewind&lt;br /&gt;
:: The Swindler can use this Technique at any time even outside of there turn. This allows the Swindler to re-roll a dice or force an enemy to re-roll a dice. This can only be used once per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Ill Will&lt;br /&gt;
:: This forces a target to take disadvantages to attack rolls for 1 turn per 1/2 Swindler level. A Wisdom Saving throw reduces the number of turns by half. &lt;br /&gt;
* Bestow Luck&lt;br /&gt;
:: A Swindler can target a friendly person as will as a free action and during that turn the Character can roll d20 twice and take the higher roll. This action can only be used once per combat.&lt;br /&gt;
* Double Take&lt;br /&gt;
:: The Swindler can declare this Technique as a free action and any d20 rolls the Swindler can roll a a d20 twice and take the higher roll. If used as a standard action the Swindler can target an foe and force them to roll twice and take the lower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Master of Fortune&lt;br /&gt;
:: For the next 1 + Cha Mod turns the Swindler rolls d20&#039;s twice for all d20 checks.&lt;br /&gt;
* Distort Time&lt;br /&gt;
:: If the out-comb of a round for the Swindler&#039;s team is not satisfactory for the Swindler then he can choose to redo his actions but only his actions. This does not effect the other team members even if there actions where previously effected by the Swindler. This can only be used once per Combat.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=11662</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=11662"/>
		<updated>2026-07-18T04:19:48Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Skills can seem daunting at first. However, realize that not all skills or skill rules will apply to your character. It is unlikely that you will ever use all the skills available for even a fully leveled-up character. If you want to review the skills themselves, a list of them can be found on the [[ Skills]] page. Also, Skills, similar to [[Ability Themes|Abilities]], are like themes representing a set of possible actions, and thus the Skills in FuturePath are not meant to be an exhaustive list.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Summary&amp;lt;/u&amp;gt;: Skills are actions that Characters can do in the game that require confirmation, as well as having defined outcomes. While a generic action can be loosely associated with an Ability, a Skill is a more specific action. IE: Talking nicely to an NPC ([[Ability Themes In Depth#Charisma|Charisma]] check) vs attempting to convince the NPC of something ([[Diplomacy]] check). Skills have &#039;&#039;&#039;Ranks&#039;&#039;&#039;. The Rank determines the &#039;&#039;&#039;Skill Die&#039;&#039;&#039; that a Player rolls along with the standard d20. To gain more ranks, a player spends &#039;&#039;&#039;Skill Points&#039;&#039;&#039; which are earned at every level. Some skills are &#039;&#039;&#039;Natural&#039;&#039;&#039; which means the skill can be used even if the Rank is zero. Once a skill has at least one rank, then that Skill is considered to be &#039;&#039;&#039;Trained&#039;&#039;&#039;. A Character&#039;s Path and Class provides &#039;&#039;&#039;Favored Skills&#039;&#039;&#039;. All Favored Skills only cost 1 skill point to rank up, while non-favored skills require 2 skill points to improve the Rank. Whenever a Character gets a Favored Skill either at level 1 or at any other level, they get 1 Skill Point that they must spend directly on that Skill. Characters can hold onto Skill Points that they cannot or do not want to spend. &lt;br /&gt;
&lt;br /&gt;
: Skills also have &#039;&#039;&#039;Competency Levels&#039;&#039;&#039;. These resemble milestones in the Character&#039;s training, signifying the Character&#039;s advancement in a particular skill. The Competency Levels are &#039;&#039;&#039;Unexperienced&#039;&#039;&#039; (Rank 0-1), &#039;&#039;&#039;Novice&#039;&#039;&#039; (Rank 2-3), &#039;&#039;&#039;Intermediate&#039;&#039;&#039; (Rank 4-5), &#039;&#039;&#039;Competent&#039;&#039;&#039; (Rank 6-7), &#039;&#039;&#039;Expert&#039;&#039;&#039; (Rank 8-9), &#039;&#039;&#039;Master&#039;&#039;&#039; (Rank 10). Each Competency Level, starting at Novice, adds a +1 to the total. Sometimes, a task provided by the GM may have a Competency requirement. This will adjust the DC depending on the Player&#039;s skill Competency.&lt;br /&gt;
&lt;br /&gt;
: Success is determined by beating the Difficulty Class (DC). This is usually a number between 5 and 40, determined by the GM. Some skills are considered &#039;&#039;&#039;Rank Dependent&#039;&#039;&#039; which means that their Skill Rank predetermines the level of reward for a successful roll. The Rank Dependent skills have a few extra rules that focus on what is possible based on Skill Rank and require more attention.&lt;br /&gt;
&lt;br /&gt;
Skills have specific rules for different Actions, Time, Trying Again, and Aiding Other Players. It is important to review the page for a specific Skill before using it.&lt;br /&gt;
&lt;br /&gt;
: Language skills are unique. The differences in Language are discussed on its Skill page [[Language|here]].&lt;br /&gt;
&lt;br /&gt;
: There are also Feat-based Skills that are only unlocked if the Character gains the associated Feat. These skills have special rules governing how a Character improves at them. And lastly, Skill-like abilities that are Skills that Characters have naturally and improve automatically based on Character level. For example [[Tech]].&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of capabilities that a Character can do in the game. These actions usually occur outside combat situations and can affect the story or the game&#039;s direction. A Character cannot merely say that they do something difficult without some chance of failure. All Skills are also associated with an [[Ability Themes|Ability Theme]]. For example, the Skill [[Athletics]] represents a set of different actions like &amp;quot;Swimming,&amp;quot; &amp;quot;Jumping,&amp;quot; &amp;quot;Climbing,&amp;quot; and so on. They all fall under the Ability of [[Ability Themes#Strength .28Str.29|Strength]]. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;What do I Roll?&#039;&#039;&#039;: A &#039;&#039;&#039;d20 + Skill Die&#039;&#039;&#039; are rolled. The Player then adds the &#039;&#039;&#039;Ability Modifier&#039;&#039;&#039; and &#039;&#039;&#039;Miscellaneous Modifiers&#039;&#039;&#039; to determine the total, which is compared to a number to determine the success of the skill action. Skill Die is described below in section [[SkillsBasics#Skill Ranks|Skill Ranks]]. Learn about Ability Modifiers [[Ability Themes|here]]. As a Character levels up, they can earn Misc Mods for different skills that help improve their odds.&lt;br /&gt;
# &#039;&#039;&#039;What number do I need to beat?&#039;&#039;&#039;: Skill checks are usually against some Difficulty Class or &#039;&#039;&#039;DC&#039;&#039;&#039;. Typically, this number is predetermined by the GM using rules in the [[Skills]] section. Some Skills have &#039;&#039;&#039;Opossing&#039;&#039;&#039; checks. This is when a Skill roll is pitted against an opponent&#039;s Skill roll. For example, someone&#039;s [[Stealth]] check may be used as the DC for another&#039;s [[Perception]] check.  &lt;br /&gt;
# &#039;&#039;&#039;How do I acquire Skills?&#039;&#039;&#039;: By default all &#039;&#039;&#039;Natural&#039;&#039;&#039; Skills a Character can utilize and already have as an option. To gain access to Skills that are &#039;&#039;&#039;UnNatural&#039;&#039;&#039; a Player spends &#039;&#039;&#039;Skill Points&#039;&#039;&#039; that are earned at each level, including level one. Skill Points can be spent to improve Skill &#039;&#039;&#039;Rank&#039;&#039;&#039; and unlocks unnatural skills. &lt;br /&gt;
# &#039;&#039;&#039;How do I improve Skills?&#039;&#039;&#039;: The Character&#039;s [[Character Path|Path]] and Intelligence modifier determine the number of Skill Points per level a Character gets. The minimum is 1, even if the Intelligence modifier is negative. To learn more about leveling, visit the [[Character Creation and Advancement]] page. The maximum Rank a skill can be is 1/2 Character Level rounded up, with the Exception of Language and Profession, which are not limited. Skill Points do not need to be spent and can be held onto until the Player wishes to spend them. Meaning any unspent skill points roll over to the next level. Each Skill Point spent on a Skill improves its Rank. There are also Feats, Path, and Class attributes that improve skills, usually with &#039;&#039;&#039;Misc Mods&#039;&#039;&#039; (Miscellaneous Modifiers)&lt;br /&gt;
# &#039;&#039;&#039;How do I use Skills?&#039;&#039;&#039;: The Player declares that they are going to use a Skill and for what purpose. The Player may also want to declare what they hope the outcome will be and how their Character will act. The GM has the final word on whether the Character can perform an action, but this should be in accordance with the rules. The rules should specify or provide guidelines on what the &#039;&#039;&#039;DC&#039;&#039;&#039; should be for any given check and desired outcome. If a Character can perform the action, the GM should inform the Player of any Advantages or Disadvantages. This should be agreed upon before rolling. To learn more about using a Skill, review the [[SkillsBasics#Using Skills|Using Skills]] section below.&lt;br /&gt;
# &#039;&#039;&#039;How do Skills differ?&#039;&#039;&#039;: To learn about each skill, visit the [[Skills]] page. In short, there are different types of Skills. These types are: &#039;&#039;&#039;Favored&#039;&#039;&#039;, &#039;&#039;&#039;Natural/Unnatural&#039;&#039;&#039;, &#039;&#039;&#039;Rank Dependent&#039;&#039;&#039;. The different types will be explained in more detail below.&lt;br /&gt;
## &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Trained/UnTrained is not a type of skill. Untrained skills are simply skills with a rank of 0. While a Trained skill is a skill a Character has one or more ranks in. This is used to help describe the behavior of Natural vs Unnatural skills.&lt;br /&gt;
&lt;br /&gt;
=== Favored Skills ===&lt;br /&gt;
Paths and Classes provide a number of Favored skills when selected for a Character. It is easier for a character to become more proficient in these skills, as they represent part of his/her professional training and constant practice. When a Character gains a Favored skill, the Character also gains a free Skill Point that has to be spent on that Skill. This also counts if the Character already has that Skill as a Favored Skill. Secondly, in order to add ranks to a Favored skill, the Player only needs to spend 1 skill point. All non-Favored skills require 2 skill points to gain a Rank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Skill Points gained from getting a new Favored Skill must be spent instantly unless the rules specify it cannot. IE: The Skill Rank is already at maximum. If that is the case, the Skill Point is free to be used or unused as the Player wishes.&lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To record what skills are Favored Skills on your character sheet, there is a checkbox on the far left of the skill in question. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Natural/Unnatural ===&lt;br /&gt;
Natural skills imply that the average person in the Future Path universe knows how to perform this particular action. Unnatural implies that it requires training before use. For example, Skill [[Perception]] is a Natural skill. Being able to perceive the environment around yourself using some form of sense, such as smell, sight, sound, or others. Unnatural skills such as [[Craft|crafting]] are not something a person is born knowing how to do, and even if the knowledge were genetically implanted, it would have to have come from somewhere first. &lt;br /&gt;
&lt;br /&gt;
Training means that the Skill is at least Rank 1. Unnatural skills cannot be used at all unless the Character has spent Skill Points in that skill. A Skill Check with a Natural untrained skill is &#039;&#039;&#039;d20 + Ability Modifier + Misc Mods&#039;&#039;&#039;. &lt;br /&gt;
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Character Sheet: On the Character Sheet, skills that are Unnatural are identified with a &#039;*&#039; next to their name. You can also see this on the Skills page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank Dependent Skills ===&lt;br /&gt;
The third and final type of skill is &#039;&#039;&#039;Rank Dependent&#039;&#039;&#039;. Rank Dependent means that the best possible outcome is predetermined by the rank of the skill and/or that the Rank has another static effect on the Character.&lt;br /&gt;
&lt;br /&gt;
The best way to explain Rank Dependent is with the [[Language]] skill.  Let&#039;s say there are two Characters, one with a Skill Rank of 1 in &amp;quot;Common Human.&amp;quot; That Player is just learning to speak/write and understand that language. The second Character, with a Skill Rank of 4 in &amp;quot;Common Human,&amp;quot; is fluent in it. Both Characters are handed a holo-message in the Human language, which is garbled. Because it is garbled, they both need to roll a Skill check to see if they can understand the message. DC is the same 15 for both players. Not only does the second Character with a rank of 4 have a better chance, but the Character also has the best possible outcome in that they can completely understand the message. However, the best possible outcome for the first Character with only 1 rank is only a word here or there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here is a list of all Rank Dependent Skills:&lt;br /&gt;
# [[Athletics]]&lt;br /&gt;
::* The rank can provide bonuses to a Character&#039;s base movement speed and their maximum carry capacity.&lt;br /&gt;
# [[Craft]]&lt;br /&gt;
::* Determines when one can mastercraft and by how much&lt;br /&gt;
# [[Perform]]&lt;br /&gt;
::* Directly determines the maximum possible amount of ISK earned in a performance.&lt;br /&gt;
# [[Language]]&lt;br /&gt;
::* Directly affects the number of languages learned and for each language, how well they know that language, and thus the most they can gain from trying to analyze written or spoken fragments of that language.&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
::* The amount of Hit Die used to roll for recovery of health.&lt;br /&gt;
&lt;br /&gt;
==== Language exceptions ====&lt;br /&gt;
* &#039;&#039;&#039;[[Language]]&#039;&#039;&#039; Ranks are not bound by the 1/2 round up of Character Level. Their Max Rank level is 10. Always considered a Favored Skill for all Paths. For more information, review the specific [[Language|page]].&lt;br /&gt;
&lt;br /&gt;
== Skill Ranks ==&lt;br /&gt;
&lt;br /&gt;
Skills are Ranked. The skill ranks are 1 through 10. The maximum Rank for a skill that a character can have is half Character Level, rounded up. IE, At Character level 2, it is still just Rank 1, while at level 15, it is Rank 8.  Skill points can be spent to rank up a Skill. It costs 1 skill point to move a Favored Skill up a rank and 2 skill points to move a Non-Favored Skill up a rank.&lt;br /&gt;
&lt;br /&gt;
=== Skill Competency Levels ===&lt;br /&gt;
&lt;br /&gt;
Skills also have a Competency Level that is determined by the Rank. Competency Levels are used to distinguish Characters who have focused on a Skill. The levels provide a Miscellaneous Modification Bonus to the Skill Check. The Competency levels are: &#039;&#039;&#039;Unexperienced +0&#039;&#039;&#039; (Rank 0-1), &#039;&#039;&#039;Novice +1&#039;&#039;&#039; (Rank 2-3), &#039;&#039;&#039;Intermediate +2&#039;&#039;&#039; (Rank 4-5), &#039;&#039;&#039;Competent +3&#039;&#039;&#039; (Rank 6-7), &#039;&#039;&#039;Expert +4&#039;&#039;&#039; (Rank 8-9), &#039;&#039;&#039;Master +5&#039;&#039;&#039;(Rank 10)&lt;br /&gt;
&lt;br /&gt;
Sometimes a DC may include a &#039;&#039;&#039;Competency level requirement&#039;&#039;&#039;. For example: &amp;quot;An attempt to [[Computer_Use#Computer_Hacking|Hack]] into the Ship&#039;s computer system: Computer Use DC15 (Competent)&amp;quot;. This means for a Character whose Computer Use is rank 6 or 7, the DC is 15. But for every Competency Level below or above, the GM should add or remove 3 to the DC. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GM Notes:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* This is a solid tool to help distinguish a Player who has put Ranks into a Skill. It makes it harder for another high-rolling player to use their Rank 1 Computer Use to outshine the Player with 4 Ranks just because they have a high Intelligence Ability and somehow always roll really well. It is also an excellent way to create a challenge that may appear impossible at first, but becomes much easier after a level or two.&lt;br /&gt;
* This can also be used to help pre-determine success based on which character succeeded. For example, if the character who was a Novice hacker beat the DC, perhaps they were successful but left a trace, or failed in another way that helps propel the story forward. This is similar to different outcomes or levels of success based on how much more a Player beats a DC check, except the outcome could differ depending on which Character did it.&lt;br /&gt;
&lt;br /&gt;
=== Skill Die Levels ===&lt;br /&gt;
The rank determines the &#039;&#039;&#039;Skill Die Level&#039;&#039;&#039; which in turn tells the Player what Die to roll when doing a skill check. An untrained Skill cannot have a Skill Die when doing a Check, as it cannot have ranks.&lt;br /&gt;
&lt;br /&gt;
Below is a list of &#039;&#039;&#039;Skill Dies&#039;&#039;&#039; listed by their &#039;&#039;&#039;Skill Rank&#039;&#039;&#039; level. This includes the &#039;&#039;&#039;+X&#039;&#039;&#039; provided by the Competency Level that is associated with the Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Skill Rank/Die Levels and success %&lt;br /&gt;
! Skill Rank*&lt;br /&gt;
! Competency Level&lt;br /&gt;
! Skill Die&lt;br /&gt;
! DC5&lt;br /&gt;
! DC10&lt;br /&gt;
! DC15&lt;br /&gt;
! DC20&lt;br /&gt;
! DC25&lt;br /&gt;
! DC30&lt;br /&gt;
! DC35&lt;br /&gt;
|-&lt;br /&gt;
| Rank 0 || Unexperienced || 0 || 80.00% || 55.00% || 30.00% || 5.00% || 0.00% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 1 || Unexperienced || 1d2 || 87.50% || 62.50% || 37.50% || 12.50% || 0.00% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 2 || Novice || 1d2+1 || 92.50% || 67.50% || 42.50% || 17.50% || 0.00% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 3 || Novice || 1d4+1 || 96.25% || 72.50% || 47.50% || 22.50% || 1.25% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 4 || Intermediate || 1d4+2 || 98.75% || 77.50% || 52.50% || 27.50% || 3.75% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 5 || Intermediate || 1d6+2 || 99.17% || 82.50% || 57.50% || 32.50% || 8.33% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 6 || Competent || 1d6+3 || 100.00% || 87.50% || 62.50% || 37.50% || 12.50% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 7 || Competent || 1d8+3 || 100.00% || 90.62% || 67.50% || 42.50% || 17.50% || 1.88% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 8 || Expert || 1d8+4 || 100.00% || 93.75% || 72.50% || 47.50% || 22.50% || 3.75% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 9 || Expert || 1d10+4 || 100.00% || 95.00% || 77.50% || 52.50% || 27.50% || 7.50% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 10 || Master || 1d10+5 || 100.00% || 97.00% || 82.00% || 57.50% || 32.50% || 10.50% || 0.50% &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;10&amp;quot; | This is &#039;&#039;&#039;NOT&#039;&#039;&#039; character level but &#039;&#039;&#039;Skill Rank&#039;&#039;&#039; level. Most characters max out at an AD Level of 16, Feats, Abilities, Techniques, etc., can enhance the Die level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Note: It may appear nearly impossible to succeed at a DC of 35 and completely impossible above this value. However, the probability chart does not account for the Ability Modifier, nor does it account for any Misc Modifiers a Character may earn. There are also times when Advantage can be added to checks, which significantly increases the odds of success.&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill by rolling:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Die + Ability Modifier + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is called a &#039;&#039;&#039;Skill Check&#039;&#039;&#039; and it is usually rolled against a &#039;&#039;&#039;Difficulty Class&#039;&#039;&#039; or DC. Some Skill Checks are &#039;&#039;&#039;Opposing Checks&#039;&#039;&#039;. Opposing checks are when the outcome of the skills action is determined by how another Player, GM-controlled character, monster, or object also rolls on their own Skill/Ability check. &lt;br /&gt;
&lt;br /&gt;
However, there are several things to consider before a Player should commit their Character to a Skill action. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# How much in-game time does it take to use this Skill?&lt;br /&gt;
# Can I simply take 10 or 20, or do I have to roll?&lt;br /&gt;
# If I fail, what are the consequences? &lt;br /&gt;
# Can I try again?&lt;br /&gt;
# Can I get help from other players?&lt;br /&gt;
&lt;br /&gt;
The answers to the above questions are determined per Skill. Correctly using Skill actions is part of the strategy and decision-making in Future Path. A Character may only have time to make 1 or 2 checks while analyzing a situation, and they may not be able to try again. Figuring out which skills to use and when to use them, along with having a party or team with a well-rounded skill set, is important.&lt;br /&gt;
&lt;br /&gt;
Information about each skill is provided on a per-skill basis. You can get a list of all Skills and their pages at the [[Skills]] page or below.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[Ability Themes#Strength .28Str.29|Strength]]&#039;&#039;&#039;:&lt;br /&gt;
:* [[Athletics]], [[Intimidate]], [[Escape Artist]]&lt;br /&gt;
: &#039;&#039;&#039;[[Ability Themes#Dexterity .28Dex.29|Dexterity]]&#039;&#039;&#039;:&lt;br /&gt;
:* [[Acrobatics]], [[Escape Artist]], [[Pilot]], [[Ride]], [[Sleight of Hand]], [[Stealth]]&lt;br /&gt;
: &#039;&#039;&#039;[[Ability Themes#Constitution .28Con.29|Constitution]]&#039;&#039;&#039;:&lt;br /&gt;
:* None&lt;br /&gt;
: &#039;&#039;&#039;[[Ability Themes#Intelligence .28Int.29|Intelligence]]&#039;&#039;&#039;:&lt;br /&gt;
:* [[Computer Use]], [[Craft]], [[Decipher Script]], [[Demolitions]], [[Disable Device]], [[Knowledge]], [[Study]], [[Bluff]], [[Demolitions]]&lt;br /&gt;
: &#039;&#039;&#039;[[Ability Themes#Wisdom .28Wis.29|Wisdom]]&#039;&#039;&#039;:&lt;br /&gt;
:* [[Perception]], [[Sense Motive]], [[Survival]], [[Medical]], [[Diplomacy]], [[Demolitions]], [[Handle Animal]]&lt;br /&gt;
: &#039;&#039;&#039;[[Ability Themes#Charisma .28Cha.29|Charisma]]&#039;&#039;&#039;:&lt;br /&gt;
:* [[Bluff]], [[Diplomacy]], [[Disguise]], [[Handle Animal]], [[Intimidate]], [[Perform]]&lt;br /&gt;
&lt;br /&gt;
=== Time ===&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of pressure. This requires some time, often measured in rounds (in combat) or in seconds, minutes, or hours. A Skill Check usually takes 1 to 2 minutes of in-game time, unless rushed, like in combat. &lt;br /&gt;
&lt;br /&gt;
A Skill action can be used even outside of combat. In that case, the Skill action takes X rounds outside of combat, which is 3 Seconds * Number of Rounds. However, actions that can be taken both in and out of combat should be measured differently. In combat, time is compressed, and the action&#039;s DC should be increased due to the rushed, dangerous nature of the situation. If there is a question of time for an action done outside of combat, the minimal calculation should be 10 Seconds * Number of Rounds, and the maximum should be 1 Minute * Number of Rounds, and this is determined by the GM. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rushing&#039;&#039;&#039; should immediately increase the DC by 5. So if a challenge, such as breaking into a locked door, has a DC of 15, but then guards come around the corner and combat starts, now the DC for opening the door is 20 while in combat.&lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
If a Character is not under a time constraint, such as combat, then a Character can take 10 or 20 minutes to perform the necessary actions. A simple explanation is that the Character takes their time to focus and to perform a task diligently. This means actually taking 10 or 20 minutes of in-game time to perform the action associated with the skill. The Player declares that their Character spends that amount of time doing just that and nothing else, with the exception of being able to converse with other Characters. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The Player must also be aware of the time constraints within the narrative. The GM should inform them of any time issues before they commit to an action. This doesn&#039;t mean the GM tells the Players the odds of something negative happening or even what will happen. However, Players should be reminded that in-game time is a resource that needs to be spent carefully. &lt;br /&gt;
&lt;br /&gt;
;Requirements for taking 10/20: &lt;br /&gt;
# The Player and GM must agree that there is enough in-game time that the story will allow.&lt;br /&gt;
# The Character is not faced with any threads or distractions. &lt;br /&gt;
# The action being attempted carries no penalties for failure. &lt;br /&gt;
## This should be considered anything that would damage a Character, provide a negative effect or condition, and even remove the ability to try again. However, this does not include story-specific negative side effects, which are left to the GM&#039;s discretion to determine whether they disqualify the taking 10/20 ability.&lt;br /&gt;
&lt;br /&gt;
; Taking 20/10 results.&lt;br /&gt;
&lt;br /&gt;
: The Player declares that their Character is going to &#039;Take 20&#039; or &#039;Take 10&#039; for a particular action/skill check. This means the Player doesn&#039;t need to roll; instead, the d20 automatically counts as a Time taken, and the Skill Rank Level, Competency Level, and Misc Mods are added directly to the total. ie; 20/10 + Skill Rank + Competency Level + Misc Mods.&lt;br /&gt;
&lt;br /&gt;
: This doesn&#039;t mean automatic success; the end result could still be a failure if the DC is simply higher than your Character&#039;s Take 20 Skill Check total. This cannot be considered a &#039;critical success&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Trying Again ===&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be retried once a check for a particular task has failed. If the use of a skill carries no penalty for failure, a Character can keep trying until he or she eventually succeeds. &lt;br /&gt;
&lt;br /&gt;
; GM Note: If they try again, the GM should consider whether to impose consequences. Some game time is not really important. The GM should communicate with the Players about topics such as the importance of time as a resource in the game. If that is something that the GM wishes to change as the story changes, please keep the Players informed.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader of the effort, while the others try to aid them. This is a &#039;&#039;&#039;Standard Round&#039;&#039;&#039; action if done in combat. The attempt to aid can only occur if the helping character can also perform the same skill. The Aided Character gains Advantage equal to the number of helpers. They can also re-roll failures up to the total number of helpers, with a max of 3. These re-rolls do not take up more time.&lt;br /&gt;
&lt;br /&gt;
; Dividing up the Task: Aiding and dividing up a task are two different things. Dividing up a task means that all Characters perform a section of the work, and all have to succeed in order for a successful outcome. Crafting large items, such as structures, is an example of a task that can be divided. This makes the task go by faster but not easier. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; You cannot divide up to Take 10 or Take 20 actions. The helper Character or Characters cannot take 10 or 20. &lt;br /&gt;
&lt;br /&gt;
; Cooperative Check: Another scenario is cooperative work. This is when all characters work together as a group on the same group task. This often can happen in [[Grand Encounters]]. Here, all the Characters in the group roll for themselves. However, not all have to be successful for a positive outcome. One example is that the group as a whole must participate in a negotiation; if 2 or more of the Characters succeed on their Diplomacy checks, the party as a whole succeeds. Another example of this would be searching for clues. Each Player rolls a Perception skill check for their respective Characters, but only one has to be successful at spotting the clue. Yet the party as a whole shares in the positive outcome.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
&lt;br /&gt;
Ability Checks are when a Character performs a task that requires confirmation of success but doesn&#039;t fit directly in one of the Skills. For example, determining if a drink or poison affected the Character (Constitution Check). &lt;br /&gt;
&lt;br /&gt;
An Ability Check Roll is:&lt;br /&gt;
:&#039;&#039;&#039;d20 + Ability Mod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, if the Character has an Affinity with the Ability, the roll is: &#039;&#039;&#039;d20 + Ability Die + Advantage Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are also &#039;&#039;&#039;Ability Saving Throws&#039;&#039;&#039;. These are when actions are done to the Character, and the Character must react to avoid the consequences, usually negative, such as damage. The roll is the same as the Ability check.&lt;br /&gt;
&lt;br /&gt;
A Character can aid another Character in Ability Checks as long as the helping Character has at least a score of 10 in that Ability. They cannot aid in Ability Saving Throws. The Take 10/20 rules do not apply to Ability Checks/Saving Throws.&lt;br /&gt;
&lt;br /&gt;
=== Ability Checks Examples ===&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a person you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There can also be opposing Ability checks. For example, two characters arm wrestle, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
== GM Related Skill Information ==&lt;br /&gt;
Below are rules and information that will likely be important for a GM to know, but not necessary for a Player.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Most checks are made against a &#039;&#039;&#039;Difficulty Class&#039;&#039;&#039; (&#039;&#039;&#039;DC&#039;&#039;&#039;). The DC is a number set by the GM (using the skill rules as a guideline) that a Character must meet or beat to be successful. This DC is used not only for skills but also for other roles, such as Saving throws. Also, a DC can have a Competency Level associated with it. For example, DC12 (Novice). This can adjust the DC based on the Character&#039;s Skill Competency level, attempting to beat it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Read something in your native language (Language)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Athletics: Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Perception)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Disable Device/Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Fly a space ship through a dense asteroid field (Pilot)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Do surgery on an Alien species in a combat zone (Medical: Surgery)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando through an alien forest on an overcast night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any DC seen as 0-4 (Very Easy) should be an automatic success and not require a roll. Although a Character may not be able to beat it, and it may be very important, the GM may still have them roll for an ultra-low DC.&lt;br /&gt;
&lt;br /&gt;
The values in the chart above are for an average Character at a level around 10. This means the DC value should adjust slightly depending on the characters&#039; average level. A game where the players are all level 18+ should see 40 as not necessary, nearly impossible, but instead Heroic or Superheroic. Basically, every 5 levels, these values should be adjusted by 2-5 points. At level 1, almost all actions that have a DC of 30+ should just be considered automatic failures, even ones that the Character specializes in. &lt;br /&gt;
&lt;br /&gt;
Some Characters will find the same task just as impossible at level 20 as it was at level 1. The GM should be aware of all their Characters&#039; strong and weak points, as well as what their max rolls for tasks are, in order to help determine the appropriate DC.&lt;br /&gt;
&lt;br /&gt;
=== Altering The DC ===&lt;br /&gt;
There are times when the GM may want to alter the default DC to fit the situation. There are several options for doing this. &lt;br /&gt;
&lt;br /&gt;
As the GM, it is important to understand the success rate of the dice. The easiest way to do that is to take the maximum possible dice roll before miscellaneous modifiers and divide it by two. For a d20 that would be 10. If it&#039;s a d20 + d10, that would be 15 (actually higher, but you should round the number), and so on. If the challenge has a DC15, then the Player can roll d20+d10, and before modifiers, the Character has a ~50% chance of success. Adding static modifiers such as +1 would change the average roll, so when calculating a challenge for a Player to overcome, consider what that Player&#039;s Character stats are. DC values noted in the book are guidelines or starting places. As the GM, feel free to adjust, but do not do so without explanation. A Player may ask why this electronic lock is so hard to bypass. As the GM, you should be ready to provide an explanation that fits the story.&lt;br /&gt;
&lt;br /&gt;
==== Competency Levels ====&lt;br /&gt;
&lt;br /&gt;
The GM can add a Competency Level to the check. This works if the Check is a Skill check. Then, only Characters with the required Competency level can attempt with the DC unaltered. Character&#039;s with lower Competency Levels will take a +4 to the DC per Competency level. Competency can imply that the obstacle is inherently more difficult than others without adjusting the DC. This can help create an obstacle that is impossible for all but one Player whose Competency in a particular skill is high enough giving that Player a chance to shine. &lt;br /&gt;
&lt;br /&gt;
==== Advantage/Disadvantage ====&lt;br /&gt;
&lt;br /&gt;
The GM can grant the Player an advantage or disadvantage in accordance with the [[Advantage]] rules. Note that the maximum number of advantage dice that can be added to a roll is 3. Advantage allows a Player to add their Advantage die to the roll to help boost the total and gain a statistically higher chance of success. The same happens with disadvantages, except in reverse. This should be followed by an explanation of why the advantage or disadvantage is being given, one that fits the environment or story. Players may ask for an advantage, and if so, the GM should ask for an explanation from the Player as to why their Character has an advantage.&lt;br /&gt;
&lt;br /&gt;
==== Simple Adjust the DC ====&lt;br /&gt;
&lt;br /&gt;
The GM can alter the odds by simply adjusting the DC. This is the simplest way to make an obstacle more challenging for Characters. The disadvantage here is that the Players may know the rules and want to know why this particular obstacle is different. The GM can make up a story or some basic excuse, but it can take Players out of a story if the world appears inconsistent. A GM should not overuse this option. Often, the obstacle is an item with a provided DC rating. If that is the case, there are usually rules, such as masterwork or tech up, that can increase the DC of the item. The GM should know the rules for any obstacles the players must deal with.&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are &#039;&#039;&#039;Opposing Checks&#039;&#039;&#039;. They are made against a randomized number, usually another character’s skill check result. If a check ties the character with the higher key Ability Score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Stealth||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race|| Pilot || Pilot&lt;br /&gt;
|-&lt;br /&gt;
| Change appearance ||Disguise||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Language||Perception&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tools / Profession kits===&lt;br /&gt;
Some skill applications require tools. If tools are needed, the specific items required are mentioned in the skill description. These kits are categorized as [[General Equipment#Profession Kits|Profession kits]].&lt;br /&gt;
&lt;br /&gt;
These kits sometimes also provide bonuses to actions. And they have a limited number of uses. By default, a new non-masterworked kit has 20 uses. A failure with a skill check still causes the kit to be used.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. In this case, the Player rolls for both Skill checks and takes the higher roll. Example: Sleight of Hand could be argued to help in Surgery. Surgery is a sub-action within the Medical skill. If the Character has ranks in both Medical and Sleight of Hand, then they can roll for both skill checks and take the higher.&lt;br /&gt;
&lt;br /&gt;
Skill Synergy is an optional rule at the GM&#039;s discretion. Players and the GM should agree on skill synergies before games.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=11661</id>
		<title>Ground Combat Guide</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=11661"/>
		<updated>2026-07-18T04:19:28Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Example List of Actions&lt;br /&gt;
!Free Actions&lt;br /&gt;
|-&lt;br /&gt;
| Drop an object&lt;br /&gt;
|-&lt;br /&gt;
| Speak&lt;br /&gt;
|-&lt;br /&gt;
| Drop prone&lt;br /&gt;
|-&lt;br /&gt;
!Simple Actions&lt;br /&gt;
|-&lt;br /&gt;
| 5-foot step &lt;br /&gt;
|-&lt;br /&gt;
| Draw/Holster Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Picking up an Item (at feat)&lt;br /&gt;
|-&lt;br /&gt;
| Get Item in Quick Access Slot&lt;br /&gt;
|-&lt;br /&gt;
| Open Unlocked Door&lt;br /&gt;
|-&lt;br /&gt;
! Standard Move Actions&lt;br /&gt;
|-&lt;br /&gt;
| Move (Walk/Run) &lt;br /&gt;
|-&lt;br /&gt;
| Climb, Crawl, Swim (Half Speed)&lt;br /&gt;
|-&lt;br /&gt;
| Reload Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Switch Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Standard Attack Actions&lt;br /&gt;
|-&lt;br /&gt;
| Attack (Melee Weapon)&lt;br /&gt;
|-&lt;br /&gt;
| Attack (Ranged)&lt;br /&gt;
|-&lt;br /&gt;
| Attack with Item&lt;br /&gt;
|-&lt;br /&gt;
! Standard Technique Actions&lt;br /&gt;
|-&lt;br /&gt;
| Perform any Technique&lt;br /&gt;
|-&lt;br /&gt;
| Perform Class/Path Trick/Talent&lt;br /&gt;
|-&lt;br /&gt;
| Utilize/Perform Feat&lt;br /&gt;
|-&lt;br /&gt;
! Standard Item Use Actions&lt;br /&gt;
|-&lt;br /&gt;
| Use Item (not targeting enemy)&lt;br /&gt;
|-&lt;br /&gt;
| Use a Skill &lt;br /&gt;
|-&lt;br /&gt;
! Bonus Actions&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Move (via Standard Move)&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Attack (via Standard Attack)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For an overview of Ground Combat and its Phases, go to the [[Combat]] page. This page lists all the default and/or common Actions that can be performed during the [[Combat#The_Action_Phase|Action Phase]] of Combat.&lt;br /&gt;
&lt;br /&gt;
Each round represents roughly 3 seconds of in-game time. The table below helps break down the Action Types that are part of the Action Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: Time and actions in a round of combat.&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | ---- Time (~3 seconds) ----&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Simple&amp;lt;br /&amp;gt;Action || Standard Action &amp;lt;br /&amp;gt; (Move/Attack/Technique/Use Item Action) || Simple/Bonus&amp;lt;br /&amp;gt;Action&lt;br /&gt;
|-&lt;br /&gt;
|  colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | Free Action &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Free Actions ==&lt;br /&gt;
A free action is anything that can be quickly done in less than a second if necessary or can be done while performing other actions. For example, dropping an object merely requires that a combatant let go of the object. This can be done in a split second, even if the object takes much longer to hit the floor. Or talking, which can be done while performing other actions. Free actions that are earned by Characters as they level are not unlimited use and are restricted to one Free action per Character&#039;s action in a Group&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
;Drop an Object: Anything that is not connected in any other way except by a single directly accessible method of release. Whether that is simply releasing your hold on the item, or it&#039;s on an easy-release clip. This also implies that it holds even in low or zero gravity. As long as the character does not care about the direction that the object is sent or the lack of motion of the object. For example, you may be very concerned about a grenade as it would simply float around you. You would need to throw the object, as you care about the direction. However, if you simply wanted to leave the grenade there and flee the area, then letting go of the grenade becomes a free action. &lt;br /&gt;
&lt;br /&gt;
;Speak: Words should be limited to only a few seconds&#039; worth of speech per turn. You can even reply out of your turn. Just your words should not add up to more than ~3 seconds per round. Thus, your conversation during combat must be quick, and it is likely to take multiple turns to convey complex ideas. This is a role-playing game, and combat is supposed to be fast and intense. At least it should seem that way to your characters. Pausing for out-of-game player conversation is always a nice feature of a strategy game, but it can also be abused. GMs should ensure that players do not bring information from beyond the 4th wall into their characters&#039; knowledge. In other words, knowledge gained from Player communication that is considered outside of the actual gameplay should never mix with in-game Character knowledge without time for the Characters to share that Knowledge.&lt;br /&gt;
&lt;br /&gt;
: If you have your characters role-play a complex discussion in battle, it must take a Standard Action dedicated to the conversation. Like people behind a barrier talking about how ridiculous the battle is and what to do about it. People may still shoot at them, but they do not have to react unless they are hit, which breaks the conversation directly. &lt;br /&gt;
&lt;br /&gt;
: It is up to the GM to enforce rules around speaking between players during combat. Just remember that role-playing is fun because it is a game of the imagination, and overcoming these imagined barriers can be both challenging and exciting. But for some people, having too many restrictions can ruin the fun. So the party as a whole should decide how to handle conversations between Characters in-game.&lt;br /&gt;
&lt;br /&gt;
: One way to get around this to some degree is to declare that your statement is wrapped up in a gesture. A simple (Attack here, defend that) gesture can be made at the same time someone moves, talks, or attacks with a single-handed weapon. You can role-play the hand singles or simply speak what you intend without it taking away from some words you can say.&lt;br /&gt;
&lt;br /&gt;
;Going Prone: Simply going Prone or &#039;hitting the dirt&#039; is a Free action as long as the Character is not in Low or Zero Gravity.&lt;br /&gt;
&lt;br /&gt;
== Simple Actions ==&lt;br /&gt;
&lt;br /&gt;
Simple Actions can often serve as placeholders for other actions as the Character levels up. For example, reloading is a Standard action unless the Player gains the [[Quick Reload]] feat. Bonus Actions are earned Simple Actions; they just add an additional option the Character can do if they haven&#039;t yet used their Simple Action after performing a Standard Action. There are many examples of when Simple actions can gain more utility. &lt;br /&gt;
&lt;br /&gt;
;5-foot step: The 5-foot step is a Simple Move action that is also the declaration of the end of the Character&#039;s turn. It must be done as the last action in a Player&#039;s Turn for the Group they are in. If a 5ft step removes a Character from a Threat Range, then a Tactical Opportunity still applies. This 5ft step allows you to move a little bit after a Standard Attack. So one can fire and move slightly in one turn.&lt;br /&gt;
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;Draw Weapon Holster: If the Weapon is in a quick access slot or quick access item, such as a holster, then reading the weapon for us (as in drawing it) is a Simple Move Action. Simple Move Actions do not grant Bonus actions of any kind by default. &lt;br /&gt;
&lt;br /&gt;
;Switching Positions: Standing up from a Sitting, Kneeing, Prone, or lying down position is considered a Simple action.&lt;br /&gt;
&lt;br /&gt;
== Move Rules ==&lt;br /&gt;
Before getting into the specifics of different Move Actions, an overview of the Character Placement and Movement rules is necessary.&lt;br /&gt;
&lt;br /&gt;
;Character Placement: Future Path uses squares to help visualize combatants&#039; locations and who they can see and hit. You do not need a square mat to play, as some groups prefer to imagine the whole thing and may feel that visual aids hamper their imagination. However, it is also nice for at least the GM to have some scratch graph paper to help ensure that the rules are followed. &lt;br /&gt;
&lt;br /&gt;
: Each square is considered 5ft. Each player, Medium or smaller, occupies at least 1 square as their personal space. A combatant cannot move through an enemy&#039;s square, unless they attempt an [[Techniques#Combat_Techniques|Overrun]] or if the combatant is considered [[Conditions#Helpless.2FIncapacitated.2FUnconscious|helpless]]. Each combatant has a 5ft melee attack radius known as the &#039;&#039;&#039;Threat Range&#039;&#039;&#039;. Basically, every square adjacent to them. Diagonal squares are considered adjacent. &lt;br /&gt;
&lt;br /&gt;
: When moving, a character can move in any of the eight directions. Forward, Backwards, Left, Right, as well as the diagonal directions. There is also up and down, and so on, for flying or ships in space.&lt;br /&gt;
&lt;br /&gt;
;Movement: A character has a certain amount of range they can run during combat. The default range is set by their [[Species]], but the most common speed is a Base Speed (Walk) of &#039;&#039;&#039;15ft&#039;&#039;&#039;. The 3 speeds of movement in combat is Walk/Run x2/Sprint x4. By default, while in the Combat Character&#039;s move at Run speed. Speed is always calculated in increments of 5ft. Each square is 5ft. So 30ft of movement means 6 squares in any direction, including diagonal. You also do not have to have things line up perfectly. For example, a wall can end in the middle of a square, so that the distance between walls in a corridor is 2.5 squares. The half square is still a valid space. &lt;br /&gt;
&lt;br /&gt;
;Difficult Terrain: Terrain only affects how a character moves. GMs can use discretion on whether the terrain they describe/imagine has any credible effect on the character&#039;s movement. By default, all movement speed is reduced by half. However, in some cases, such as uneven Terrain, the GM may instead give a -X ft movement speed reduction. Difficult Terrain means a Character cannot &#039;&#039;&#039;Sprint&#039;&#039;&#039;, &#039;&#039;&#039;Withdrawn&#039;&#039;&#039;, &#039;&#039;&#039;[[Techniques#Combat_Techniques|Charge]]&#039;&#039;&#039;, or &#039;&#039;&#039;[[Techniques#Combat_Techniques|Overrun]]&#039;&#039;&#039; without first rolling an Acrobatics skill check to make sure they do not trip. The DC should be 15 + Misc Mods. Failure usually means a character trips and falls, unable to complete their action, and becomes prone. Usually, about halfway through doing what they were trying to do.&lt;br /&gt;
&lt;br /&gt;
;While [[Stealth#Moving_While_Stealthed|Stealthed]]: Moving at Run or faster while stealthed reduces the Character&#039;s Stealth by -(5 - 1/2 Character level). If this penalty is greater than the Stealth roll, then the Character is no longer stealthy. Moving through Difficult Terrain or Zero-G, this penalty is doubled.&lt;br /&gt;
&lt;br /&gt;
== Move Actions ==&lt;br /&gt;
;Standard Move: The default move speed in combat is Run, which usually implies 30ft or 6 squares. Using the standard move action provides a bonus move action, which allows for options like Sprint and Dash. Normally, movement doesn&#039;t require a roll and is resolved before other actions, such as attacking. However, circumstances such as difficult terrain may require a roll to confirm success.&lt;br /&gt;
&lt;br /&gt;
;Climb, Crawl, Swim: These are other move actions that require additional skill or simply hinder the speed at which you can move. The speed is reduced by half. This still grants the Bonus Move Action, which can increase your total movement per turn; however, a Character cannot Climb, Crawl, or Swim with a Bonus Action and stay Stealthed.&lt;br /&gt;
&lt;br /&gt;
;Withdrawl: This is a special move action that doesn&#039;t grant a Bonus Move Action. It allows the combatant to carefully disengage from the enemy (s) without getting a [[Complete_Combat_Actions#Tactical_Opportunity|Tactical Opportunity]]. This cannot be done if the combatant is on difficult terrain or otherwise has their movement restricted, hindered, or penalized in any way. &lt;br /&gt;
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;Reload: Loading a weapon with Ammo is a Standard Move action by default. However, it can change based on weapon specifications. A weapon specifies its Ammunition amount and its Reload Speed. This tells you how many times you can use the item before it needs to be reloaded. The [[Quick Reload]] feat can also be learned to change this from Standard to Simple.&lt;br /&gt;
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;Move an object: Moving any object requires a Strength or Athletics check. Ability and Skill checks are considered part of Standard Use Item Actions; however, this involves moving objects and the Character around. This action counts as a Standard Move Action, but in case [[Combat#Order_Resolution|Order Resolution]] it resolves as a Use Item Action. If a character has a Strength of 3 or below, they are unable to even move. Strength can determine how much a character can lift over their head, to their waist, and drag on the ground. It also indicates how much weight a character can carry during a journey or adventure without becoming encumbered. &lt;br /&gt;
&lt;br /&gt;
: Moving any medium-weight or heavier object starts out at 1/2 speed. If a Character chooses to use their Bonus Move Action to continue to move the object, they must roll another Strength/Athletics check to do so.&lt;br /&gt;
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;Open a door slowly: Normally, opening an unlocked door is a Simple Action. However, doing it cautiously or slowly is considered a Standard Move Action. Standard Move Action&#039;s grant Bonus Move Action, and since the Character has not moved from their 5ft, instead manipulated the movement of the door, the Bonus Action is considered a &#039;&#039;&#039;Dash&#039;&#039;&#039; or a quick split-second movement of the Character&#039;s base Walk speed.&lt;br /&gt;
&lt;br /&gt;
;Get Weapon/Item from Pack: If the Weapon is in the Backpack or container or some other not-so-easily-accessible space, then this is considered a Standard Move Action. This does grant a Bonus Move Action, but because the Character hasn&#039;t actually moved locations, only moved around in their 5ft square, the base movement starting speed is 0ft.&lt;br /&gt;
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== Attack Rules ==&lt;br /&gt;
The most standard Attack action is to use a Weapon to attempt to hit and damage a target. The device must first be ready and held by the Character for an Attack to start. A Character needs to make an &#039;&#039;&#039;Accuracy Check&#039;&#039;&#039; depending on the Weapon or type of Attack:&lt;br /&gt;
&lt;br /&gt;
:;Melee Attack: &amp;lt;u&amp;gt;Accuracy Check:&amp;lt;/u&amp;gt; d20 + Advantage Die + Strength Modifiers + Misc Mod. &lt;br /&gt;
:;Range Attack: &amp;lt;u&amp;gt;Accuracy Check:&amp;lt;/u&amp;gt; d20 + Advantage Die + Dextarity Modifiers + Misc Mod. &lt;br /&gt;
&lt;br /&gt;
The value of the &#039;&#039;&#039;Accuracy Check&#039;&#039;&#039; is compared against the target&#039;s &#039;&#039;&#039;[[Armor Class|AC]]&#039;&#039;&#039;. This AC may change depending on the nature of the attack.&lt;br /&gt;
&lt;br /&gt;
:;Target AC: 10 + Armor Bonus + Dextarity Modifiers + Size Modifier + Natural Armor + Miscellaneous Modifiers&lt;br /&gt;
:;Touch AC: (This removes Armor and Natural Armor Bonuses) 10 + Dexterity Modifiers + Size Modifier + Miscellaneous Modifiers&lt;br /&gt;
:;[[Conditions#Flat_Footed|Flat-Footed]] AC: (This removes Dextarity Bonuses) 10 + Armor Bonus + Size Modifier + Natural Armor + Miscellaneous Modifiers&lt;br /&gt;
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Once a hit is confirmed, the &#039;&#039;&#039;Damage Die&#039;&#039;&#039; is rolled. The Damage Die is based on the Weapon&#039;s Level, which is between 1d2 and 2d12. The Weapon may also have Bonus Damage or some Bonus Effect that needs to be accounted for. If the weapon is Melee, you get to add your Strength Modifier to the total damage. &lt;br /&gt;
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:;Melee Attack Damage: &amp;lt;u&amp;gt;Damage Roll:&amp;lt;/u&amp;gt; Weapon&#039;s Damage Die + Strength Mod + Misc Modifiers&lt;br /&gt;
:;Ranged Attack Damage: &amp;lt;u&amp;gt;Damage Roll:&amp;lt;/u&amp;gt; Weapon&#039;s Damage Die + Misc Modifiers&lt;br /&gt;
&lt;br /&gt;
; Accounting for Damage Reduction (DR): A target may have &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039; also referred simply as &#039;&#039;&#039;DR&#039;&#039;&#039;. DR removes damage from the damage total, all the way down to zero if possible. DR usually states a damage type. The default damage type for weapons is Kinetic, but all DR must specify a type; if it doesn&#039;t, it is assumed to be (ALL). More about Damage Types [[Damage_Types_and_Attributes|here]]. So if a combatant rolls a successful attack against a target with a DR2 and the Player rolls a total of 10 for damage, then the target receives 8 damage. DR is always calculated at the very end after all damage has been totaled. DR stacks by half for Extra Damage. If a combatant gets off a &#039;Major Hit&#039; with Extra Damage, then for every Extra Damage applied, the DR increases by 1/2 the starting DR, rounded up. If you take the previous example again, but say that the combatant had 1 Extra Damage and the Player still rolls a total of 10 damage against the target with DR2, then the total damage received would be 7. DR2 + (2 / 2). &lt;br /&gt;
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;Minor Hit: An Accuracy Check that misses the AC by no more than 2 points can still roll for Damage. However, the total damage is halved, rounded down. No bonus weapon effects can be applied. Bonus Effects account for Bonus Damage Dice, or effects like Trip or Stunned. Static Bonus Damage from things like Masterworked status, such as &amp;quot;1d6+1,&amp;quot; still counts towards the total before it is halved. Also, bonuses or effects that come from active Techniques, Class or Path Talents, Tricks, etc., only count on Noram or Major Hits. &lt;br /&gt;
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;Major Hit without Extra Damage: An Accuracy Check that beats the AC of the target by 4 or more is considered a &#039;&#039;&#039;Major Hit&#039;&#039;&#039;. Another way to say this is that the Major Hit&#039;s &#039;&#039;&#039;Threshold&#039;&#039;&#039; is 4. If a Character gains a Major Hit, they may roll their Weapon&#039;s damage die twice and take the higher result. This doesn&#039;t include rolling Bonus Damage dice twice if the weapon has any.&lt;br /&gt;
&lt;br /&gt;
;Major Hit with Extra Damage: As a Character levels up, they periodically gain an &#039;&#039;&#039;Extra Damage&#039;&#039;&#039;. This just means that the Character gets to roll their Weapon&#039;s Damage Die again when beating the &#039;&#039;&#039;Major Hit&#039;s Threshold&#039;&#039;&#039;. This acts as if the Character hit the target twice, allowing them to add two Weapon Damage totals together, including Bonus Damage. However, this doesn&#039;t include Bonus Effects such as trip, bleed, stunned, etc. A Character can gain more than one Extra Damage status. Each Extra Damage has its own Threshold value. The first Extra Damage Threshold is equal to the Target&#039;s AC + 4, the same as a Major Hit. Every Extra Damage has to beat the previous Threshold by the same increment. Example: The opponent&#039;s AC is 15, and the Hero is a [[Character_Path#Path_of_Strength_(Strong_Hero)|Strong Hero]] level 5. He has 1 Extra Damage. If the player rolls a 15, 16, 17, or 18, then the Strong Hero hits the target but only deals normal damage. If the player rolls a 19+, then they get to roll the Weapon&#039;s damage dice twice for extra damage. However, no matter how much higher the Player rolls, they only get one Extra Damage at level 5. If the Character was at level 11, and the Player rolls a 23+, then the Player can roll the Weapon&#039;s damage dice 3 times. &lt;br /&gt;
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;Critical Success: This is when a &#039;&#039;&#039;Natural Twenty&#039;&#039;&#039; is rolled. Natural Twenty means the d20 landed on 20. This is considered a Critical Success and automatically hits the target regardless of the actual total. This includes dealing more damage with the rule: &#039;&#039;&#039;&amp;quot;Role twice and multiply the highest&amp;quot;&#039;&#039;&#039;. Ie: If the Weapon is a [[Laser_Pistol|Laser Pistol]] 1d8+1 (T) 20/x2, that means its damage die is a 1d8, and it is considered a critical hit only if the d20 lands on a 20, and the critical damage multiplier is x2. When the Critical happens, the Player rolls 1d8 twice, takes the higher of the two values, and multiplies it by 2. Then they would add the +1 bonus damage for the total. &lt;br /&gt;
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:: &#039;&#039;&#039;Note:&#039;&#039;&#039;: Some weapons allow the Critical Range to be adjusted, making it easier to achieve a Critical Success. Such as 19-20 or 18-20. Weapons have a Critical Multiplier which defaults to x2. If it is not displayed, then it is assumed to be x2. An example of an Weapon that has both its Critical Range and Critical Multipler adjusted. [[Plasma_QCB#Micro_Plasma_Rapid_Pistol|Micro Plasma Rapid Pistol]] 2d10 (T) 19-20/x3. &lt;br /&gt;
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;Critical Success with Major Hits: Major Hits without Extra Damage do not factor into Criticals. If the Character has Extra Damage when they roll a Critical, then consider the Major Damage threshold met for all Extra Damage. When using Extra Damage, the Critical only accounts for the first Damage roll. The Player rolls the d20 again. If the roll is another Critical, then the Damage Die for the next Extra Damage is also multiplied, and so on. If the Player fails to roll another critical, the rest of the Extra Damage rolls are normal and not multiplied. If the player rolls a natural 1, the Extra Damage is ignored.&lt;br /&gt;
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;Critical Failure: A &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; means that the Character fails to do any damage at all and possibly has another negative side affect the GM can state. Such as you fumble and drop your gun.&lt;br /&gt;
&lt;br /&gt;
== Attack Actions ==&lt;br /&gt;
;Standard Attack: The follows the rules as discribed [[Complete_Combat_Actions#Attack_Rules|above]]. The Character must have a readied weapon, must have a target within range, and must not have more than 3 disadvantages to attacking the target. If all these conditions are met, then the Player rolls an Accuracy Check against the target&#039;s AC. If successful, then the damage dice is rolled, also taking into account if the Character has Extra Damage, or a critical success. Once the damage and side effects are determined, then the DR of the target is subtracted from the total damage. If the target has a special ability to react to the attack, they can do so after damage is applied. This grants a [[Complete_Combat_Actions#Bonus_Actions|Bonus Attack]] action as an option after the Standard Attack. Most Standard Attack actions do this unless specified otherwise. &lt;br /&gt;
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;Touch Attack: This is a special version of the Standard Attack that is often mentioned. When doing a Touch Attack, simply ignore the Target&#039;s Armor when calculating their AC. All other rules are the same. Normally, a Touch Attack has no reach and implies that the Character is physically adjacent to the target. However, some attacks or special abilities will state &#039;Ranged Touch Attack&#039;, which effectively gives reach to the Touch. The reach range is specified. IE: Ranged (60ft) Touch Attack.&lt;br /&gt;
&lt;br /&gt;
;Natural Attack: This is usually for Animal Companions, Monsters, or Characters with mutant abilities. This simply implies that the weapon of choice is physically part of the Character in a natural or innate way. &#039;&#039;&#039;All&#039;&#039;&#039; Natural Attacks can be used in Bonus Attacks or in special reactions, and if used as in the Standard action, they grant a Bonus Attack as per usual. They also do not necessarily have to follow the Weapon leveling rules.&lt;br /&gt;
&lt;br /&gt;
;Throw an Object (Grenade): Throwing an object, any small and light object, like a grenade or similar explosive device, requires a particular set of rules. A list of grenades and explosives as well as rules for crafting and buying them, can be found [[Weapons#Explosives_.28Grenades.2FTraps.29|here]]. The target is considered a 5ft area, not a combatant. &lt;br /&gt;
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:# Max range is determined by combining both Strength and Dexterity modifiers. Max throw-able range is &#039;&#039;&#039;30ft + 5ft per Str Mod and Dex Mod&#039;&#039;&#039;. The Character can choose how far they want to throw the object, just not any further than their max range.&lt;br /&gt;
:# Grenades do &#039;&#039;&#039;not&#039;&#039;&#039; explode on contact. Instead, they explode at the end of the target&#039;s turn. This gives the combatants within the &#039;&#039;&#039;Area of Effect&#039;&#039;&#039; (or AoE), the choice of accepting the damage or moving away from it. This is a useful tactical move as it can force a target or targets to move out of cover and thus not attack for a round.&lt;br /&gt;
:# A Character can attempt to &#039;cook&#039; the grenade so that it goes off at the start of the target&#039;s turn instead of at the end. This is risky, however, and requires a Wisdom check DC25 + Misc mods. The source of the miscellaneous modifier is up to the GM. If it fails, then the grenade harmlessly explodes in the air, wasting the grenade and the turn. If the Player critically fails, then the grenade never leaves their hand, and the explosion goes off with full effect. The Character holding the grenade takes max damage and is affected without any saving throws. &lt;br /&gt;
:# Grenade throws are calculated with two d10s. The 2d10 can be rolled all at once and read from top to bottom or left to right. Or rolled one at a time. In either case, the first die represents how accurate the throw is from left to right, while the second die represents whether the throw was too short or too long. A 4 through a 7 is a success, while a 3 is 5ft to the left. An 8 is 5ft to the right. This continues by 5ft increments. If either D10 lands on a Zero, it is an immediate success. This is the same for the second d10, except a 3 is 5ft too short, while 8 is 5ft too long. There is a [[Bazooka_Arm|Feat]] that can improve the chances.&lt;br /&gt;
&lt;br /&gt;
;Attack Defensively: Your Character takes a defensive posture but still tries to deal damage against an opponent. This action can only be done with Melee combat or with Range combat while behind cover.&lt;br /&gt;
&lt;br /&gt;
: (&#039;&#039;&#039;Melee&#039;&#039;&#039;) What you gain - &lt;br /&gt;
:# +1 AC to Character and all enemies get disadvantage when attempting to target your Character.&lt;br /&gt;
&lt;br /&gt;
: (&#039;&#039;&#039;Ranged&#039;&#039;&#039;) What you gain - (only possible if benefiting from cover)&lt;br /&gt;
:# +2 AC to Character &lt;br /&gt;
&lt;br /&gt;
: (&#039;&#039;&#039;Melee/Ranged&#039;&#039;&#039;) Penlity - &lt;br /&gt;
:# All Advantages the Character gets on Accuracy and Damage rolls are halved, rounded down. The Character cannot benefit from Major Hits or Extra Damage.&lt;br /&gt;
&lt;br /&gt;
;Attack Around a Corner/From Full Concealment: Your Character cannot currently see the enemy. But with a &#039;&#039;&#039;slight&#039;&#039;&#039; movement, ie: a small step, a lean, a peak, your Character has line of sight on the enemy. The most common example is a Character on the wall next to an open door. They know the enemy is within the room, but they would have to peek around the corner to see them. The rules are slightly different depending on Ranged vs Melee. &lt;br /&gt;
&lt;br /&gt;
: (&#039;&#039;&#039;Melee&#039;&#039;&#039;) Attacking in this situation requires that the Character has a much better knowledge of the location of the target, either by already locating them before, or through help from a person who knows the location. In this case, the Melee attack is against a square space instead of an enemy combatant. The space needs to be within the melee reach of the Character from the corner of the door or other full cover. The Melee weapon cannot be affected by the &#039;Clunky&#039; attribute. The Character takes 2x disadvantage to hit, and also takes 1AD of disadvantage on the damage roll. The Character cannot take advantage of Major Hits/Extra Damage.&lt;br /&gt;
&lt;br /&gt;
: (&#039;&#039;&#039;Range&#039;&#039;&#039;) The Weapon cannot be affected by the &#039;Clunky&#039; attribute. The Character takes 2x disadvantage to hit, and also takes 1AD of disadvantage on the damage roll. The Character cannot take advantage of Major Hits/Extra Damage.&lt;br /&gt;
&lt;br /&gt;
;Attack a Held Object: A Character can declare that they are attacking an item/object/weapon being held or otherwise on a living target. This immediately takes double disadvantage or -2AD. Otherwise, follow the [[Item Damage]] rules.&lt;br /&gt;
&lt;br /&gt;
;Attack an Object: You can declare that you are attacking what appears to be an inanimate object. Such as a door or a wall. This attack can be a Melee/Combat Technique/Ranged. The Accuracy Check is unnecessary as long as the target is genuinely an inanimate object that will not move. Learn about Item damage [[Item Damage]]. Attacking a helpless Character is like hitting a [[Conditions#Flat_Footed|Flat Footed]], but instead of dealing damage to HP, it causes extra Constitution damage. To read more about this go [[Health_and_Injury#Zero_Hit_Points|here]].&lt;br /&gt;
&lt;br /&gt;
;Attacking a Helpless Oponent (Coup de grace): Pronounced &amp;quot;coo day grahs.&amp;quot; The chance to fully finish off an opponent. This is only possible if the opponent has the condition [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Helpless]] or otherwise is completely unable to defend themselves in any capacity. If a Character has zero HP, and combat is over, then this is instant death; otherwise, the damage counts towards Constitution as noted  [[Health_and_Injury#Zero_Hit_Points|here]]. If the Character has HP remaining, this counts as an automatic Critical Success as if the Player rolled a natural d20 when dealing damage.&lt;br /&gt;
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== Other Standard Actions ==&lt;br /&gt;
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=== Technique/Talent/Abilities/Feats Rules ===&lt;br /&gt;
&lt;br /&gt;
;Combat Technique: The Character performs a [[Techniques#Combat_Techniques|Combat Technique]]. These are special types of Melee Attacks that are more likely to cause a condition on another opponent than damage. Those Combat Techniques require extra time to perform, and thus, this does &#039;&#039;&#039;NOT&#039;&#039;&#039; grant a Bonus Attack action. Review the [[Techniques]] page for the rules on specific Techniques.&lt;br /&gt;
&lt;br /&gt;
;Class Specific Technique: Techniques specific to certain advanced classes. By default, all Techniques require extra time to perform, and thus, this does &#039;&#039;&#039;NOT&#039;&#039;&#039; grant a Bonus Attack action. However, some Techniques or special class abilities can adjust this rule. Please review the [[Techniques]] page for more information.&lt;br /&gt;
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;Class Specific Talent/Trick/Ability: Both Classes and Paths can provide Talents, Tricks, or Abilities. These phrases can often be used interchangeably. Some Talents may inflict damage or otherwise affect target opponents in different ways. By default, they do not provide an Attack Bonus Action unless specified otherwise. Also, by default, they are all considered Standard Actions, again, unless specified otherwise.&lt;br /&gt;
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=== Use Item/Skills Rules ===&lt;br /&gt;
&lt;br /&gt;
;Use Item: The Item in question needs to already be in one&#039;s hand (s) to use. Pulling an item from a quick-access pouch or utility belt is a Simple Action, but if it is not located in an easy-to-access slot, then it is considered a Standard Move action to dig it out of whatever pack contains it. The Item may have specific rules for its use in Combat. The default rules are that it takes a Standard Action and does not grant any bonus actions. Items that, when used, deal damage to one or more enemies or affect them in any way are considered an Attack Action instead. Deploying shields, using a scanner, or some other device is a Standard Action with no Bonus Actions.&lt;br /&gt;
&lt;br /&gt;
;Preform Skill: Many Skills have uses in combat. Some skills are required to overcome an obstacle. For example, Acrobatics is still often used as a Free Action to determine whether the Player can maintain balance while riding in a moving vehicle or Sprint across Difficult Terrain. However, there are also skills like [[Diplomacy]] or [[Intimidate|Intimidation]] that can be used as Standard Actions to attempt to end combat peacefully. Please review the rules for [[Skills]] to learn more about their possible uses in combat. All Skill uses by default do not provide any Bonus Actions.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Stabilizing Dying Character&#039;&#039;&#039;: This is considered a Skill check. Characters can die once their Constitution Score hits zero, more on Death [[Health_and_Injury|Here]]. While their health is at zero or below, they are considered dying. In this state, they lose health every turn until dead. At which point, a Medic can do no more for the character. However, if the character has not died yet, there is still hope. If a Character hits 0, they start to bleed out. A character can attempt to stabilize a dying character. This requires a field medical kit and at least a single rank in the Medical skill. If successful, the character gains a single point of HP, and any ill effects that may cause the person to instantly go back to 0 have been removed. However, any constitutional damage is still temporarily in effect.&lt;br /&gt;
&lt;br /&gt;
== Bonus Actions == &lt;br /&gt;
&lt;br /&gt;
Bonus Actions are usually earned through performing a successful Standard Action and are meant to represent the Character taking advantage of the momentum of their success to follow through with another of the same action. A Bonus Action is an earned Simple Action option the Player can choose from. Just because a Bonus Action was earned doesn&#039;t mean the Player can pick to have the Character perform a different Simple Action. Also, remember that a Character can only perform 1 Simple Action per turn. So this is only possible if the Character hasn&#039;t already performed a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Bonus Attack Off-Handed/Main Weapon (from Standard Attack): Bonus Attacks happen after a Character earns it through a qualifying action. By default, only the Standard Attack Action grants a Bonus Attack Action. The Character must have a qualified weapon to benefit from a Bonus Attack Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Off-Handed Weapon&#039;&#039;&#039; Qualifying Rules&amp;lt;/u&amp;gt;: If the Character is holding an Off-Handed weapon, that weapon must qualify for Bonus Attacks, or it cannot be used in this manner.&lt;br /&gt;
# The Character must be considered proficient in the weapon&#039;s use.&lt;br /&gt;
# The Weapon cannot have the &#039;Two-Handed&#039; or &#039;Clunky&#039; attributes, nor be considered &#039;Heavy&#039;, nor can the main hand weapon. If the Main Hand Weapon cannot also qualify as an off-handed weapon, then the Character cannot wield both at the same time.&lt;br /&gt;
:# The default rules for this are that the Weapon must be considered Light or Levels 0 through 2. If Medium (Levels 3 thru 5), then the Weapon must have the Versatile attribute.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Off-Handed Weapon&#039;&#039;&#039; Bonus Attack Rules&amp;lt;/u&amp;gt;:&lt;br /&gt;
# Holding a qualified Off-Handed weapon automatically grants a Bonus Attack on Standard Attack Actions, even if the Standard Attack fails. Unlike when holding a main weapon.&lt;br /&gt;
# An Off-Handed/Bonus Attack by default cannot benefit from Extra Damage. (Only Feats, Techniques, or Talents may adjust this)&lt;br /&gt;
# By default, a Character &#039;&#039;&#039;cannot&#039;&#039;&#039; gain any Advantage while using an Off-Handed Weapon, this includes the advantage from being proficient in the weapon. This can be changed with the [[Akimbo Specialist]] Feat.&lt;br /&gt;
# If the Weapon is Melee, then by default the Weapon Damage is reduced by one die level. IE: 1d8 to 1d6. This can be changed with the [[Niten Ichi]] Feat. If the weapon is already a d2 then the damage is just 1 each time.&lt;br /&gt;
# If the Weapon is a ranged weapon, then by default, the weapon has to take disadvantage when doing accuracy checks. This can be changed with the [[Gun-Fu]] Feat.&lt;br /&gt;
# All Bonus Damage, including Bonus Damage Die for a Weapon, is reduced by 1/2. Ie: 1d8(K) + 1d4(T) + 2 weapon all the damage provided after the primary Weapon Die (1d8(K)) is halved, rounded down.&lt;br /&gt;
# An Off-Handed/Bonus Attack cannot benefit from extra effects on a Weapon, such as Trip, for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Main Weapon&#039;&#039;&#039; Qualifying Rules&amp;lt;/u&amp;gt;: If the Character is not holding an Off-Handed weapon or they wish to use their main weapon instead, then the main weapon must qualify for Bonus Attacks.&lt;br /&gt;
# The Character must be considered proficient in the weapon&#039;s use.&lt;br /&gt;
# Ranged weapons must have a speed of Manual or Faster.&lt;br /&gt;
# Melee weapon cannot be size Gigantic or have the Clunky attribute.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Main Weapon&#039;&#039;&#039; Bonus Attack Rules&amp;lt;/u&amp;gt;:&lt;br /&gt;
# This is earned only when the Standard Action attack succeeds. (Unless specified otherwise by Technique or Talent etc..)&lt;br /&gt;
# The weapon must target the same opponent.&lt;br /&gt;
# This is treated as an Off-Handed weapon attack in terms of penalties. However, this &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; benefit from Two Weapon Fighting Feats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Bonus Movement Sprint/Dash (from Standard Move): When committed to a Standard Move Action, the Character is granted a Bonus Move Action that can take the place of their Simple Action if they have yet to perform one. This allows the Character to move at the same speed as their Move Action. If they were running, then this is considered &#039;&#039;&#039;Sprinting&#039;&#039;&#039;. If the Character didn&#039;t physically move location, then the Move Action speed is 0ft, and the Bonus Movement speed for this is their Walk speed; this is called a Dash. A Dash is considered a quick split-second movement of the Character&#039;s base Walk speed. A &#039;&#039;&#039;Dash&#039;&#039;&#039; allows the Character to move their Walk Speed, but it is implied that they do this quickly. &#039;&#039;&#039;Sprinting&#039;&#039;&#039; happens when the Character chooses to use their Bonus Move action after using the Standard Move Action to Walk/Run. &#039;&#039;&#039;Dash&#039;&#039;&#039; happens when the Move Action doesn&#039;t have the Character&#039;s physical move location, like reloading or standing up from Prone.&lt;br /&gt;
&lt;br /&gt;
* A Bonus Move Action can only happen if the Character is still able to move either in the same direction or a turn no greater than 90 degrees. If the Character is stopped short by the end of a hallway, then if their only direction is back the way they came, they will have to completely turn around, stopping all their momentum, which is what a Sprint/Dash is meant to represent.&lt;br /&gt;
&lt;br /&gt;
* Sprint/Dashing in &#039;&#039;&#039;Difficult Terrain&#039;&#039;&#039; requires an Acrobatics Check (Or just a Dexterity check if no ranks in Acrobatics) with a DC15 + X. X should be up to the GM&#039;s discretion on how difficult the terrain actually is. A failure on this check means the Character can only move 5ft. A Critical Failure could imply they trip and fall.&lt;br /&gt;
&lt;br /&gt;
=== Other Earned Bonus Actions ===&lt;br /&gt;
&lt;br /&gt;
Many Characters, as they level up, earn Talents or learn Techniques and/or Tricks that give them more choices in Bonbus Action. They can also learn more ways to earn a Bonus Action. This improves a Character&#039;s Action economy per turn and shows how a Character is progressing. Just like with Simple Actions, Bonus Actions are a placeholder for gaining new abilities and choices for what to do in Combat. A Player should keep an eye out for these powerful abilities as they level their Character.&lt;br /&gt;
&lt;br /&gt;
== Other Actions and Situations ==&lt;br /&gt;
While in combat or even outside of combat, countless special situations or actions may arise, where there may be exceptions to the rules. Below is a list of actions or situations that require additional explanation.&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
&lt;br /&gt;
Taking cover, or setting up a position of fire, normally takes a Standard Move Action. If the Character is already in Cover, maintaining that cover is considered a Free Move Action. This is important because the Character briefly exposes themselves while firing from cover. If they are blocked from taking free movement actions or otherwise restricted, the cover no longer counts if they perform a Simple/Standard action that requires physical movement.&lt;br /&gt;
&lt;br /&gt;
The cover provides a disadvantage for accuracy checks done by enemy combatants. There is Partial Cover, which provides x1 disadvantage. Heavy Cover provides x2 disadvantage. Full cover means that the enemy is &#039;hidden&#039; and cannot be directly shot at. In this case, grenades are useful. However, if a ranged weapon has AP damage, then it can fire through the barrier. Then a percentile is rolled, or a single d10 is rolled. If 6 or higher, the weapon connects; 5 or lower is a miss. If the weapon connects, an Accuracy check with x1 disadvantage is rolled to make sure that the weapon didn&#039;t glance their armor. &lt;br /&gt;
&lt;br /&gt;
There are also things that disrupt the line of sight or otherwise blind the enemy. Things like flood lights or a smoke grenade. This acts like Partial Cover, while thick fog can cause Full Cover.&lt;br /&gt;
&lt;br /&gt;
There is a gear that allows characters to do things like see through walls, gain night vision, or infrared vision. These things can remove the negative effects of cover in some cases.&lt;br /&gt;
&lt;br /&gt;
=== Delay/Ready ===&lt;br /&gt;
&lt;br /&gt;
To delay or ready an action implies the same thing, and the words can be used interchangeably in the combat rules. The Character can ready an action under specific requirements. For example, they can be ready to fire their pistol when the enemy comes around the corner. So the Character sacrifices their turn and cannot take any actions until the next turn. If the enemy comes around the corner, then the Character gets an instant action that resolves immediately. If the enemy is performing an action that requires rolling and will be affected by the instant action, then an Initiative check is rolled to determine who goes first. &lt;br /&gt;
&lt;br /&gt;
An example of a special Ready action is [[Weapons#Advance_Weapon_Creation|Suppression Fire]], which is a Weapon Bonus Ability.&lt;br /&gt;
&lt;br /&gt;
Delayed actions can be useful because they allow for more cooperation between Character actions.&lt;br /&gt;
&lt;br /&gt;
=== Flanking === &lt;br /&gt;
&lt;br /&gt;
A Character can flank an opponent to gain a single Advantage on accuracy checks. To do this, the Character must attack an opponent who is also being attacked by another enemy, and that enemy must be opposite of the Character or on the other side so that if a line were drawn between the Character attempting to flank the other opponent in combat, the line would intersect the opponent. &lt;br /&gt;
&lt;br /&gt;
=== Tactical Opportunity ===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Tactical Opportunity&#039;&#039;&#039; temporarily gives an opponent an Advantage to both Accuracy Checks and Damage Die. Gaining Advantage to Damage Die just means the Advantage Die is rolled as a situational bonus to the Weapon&#039;s damage inflicted on the target.&lt;br /&gt;
&lt;br /&gt;
;Moving out of Threat Range: The way a Character can cause this unfortunate circumstance is to move out of a Character&#039;s melee &#039;&#039;&#039;Threat Range&#039;&#039;&#039;, which includes reach. If a Character were to move out of or through an enemy&#039;s threat range (without attacking first), this creates a Tactical Opportunity temporarily for that enemy against the Character for one round. &lt;br /&gt;
&lt;br /&gt;
;Attacking at Point Blank range: If a Character is using a Ranged weapon and targeting an adjacent enemy target or has adjacent enemy targets, then all adjacent enemies have a Tactical Opportunity counter for one round against the Character. The [[Feats|feat]] [[Point_Blank_Shot|Point Blank Shot]] negates this.&lt;br /&gt;
&lt;br /&gt;
;Performing a Technique/Tricks: If a Character performs a Technique adjacent to or within melee threat range of enemies that are not the target of the Technique, those enemies gain a Tactical Opportunity. This does not count for the Basic or Advanced Combat Techniques, but only to Class-specific Techniques or Psionic powers. All class-specific Tricks and Talents are treated like performing Techniques in the context of earning Tactical Opportunity.&lt;br /&gt;
&lt;br /&gt;
;Negating TC with a Withdrawal: A Player can commit to the Withdraw action. This allows the Character to move at their Run speed for the terrain they are in, but negates any Tactical Opportunities that are caused by movement. This cannot be done in difficult terrain and does not earn a Bonus Action.&lt;br /&gt;
&lt;br /&gt;
=== Traps/Mines in Combat ===&lt;br /&gt;
&lt;br /&gt;
Traps can be encountered in and out of combat. In combat, if a Trap is detected, the Character can still attempt to [[Disable_Device|Disable]] it, but they cannot Take 20. Instead, it takes &#039;&#039;&#039;both&#039;&#039;&#039; a &#039;&#039;&#039;Simple&#039;&#039;&#039; and a &#039;&#039;&#039;Standard&#039;&#039;&#039; action together, and they have disadvantage. If they fail by more than 5 against the DC, then the Trap detonates. If it fails by 5 or fewer, they have to wait 1 round before trying again.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Techniques&amp;diff=11660</id>
		<title>Techniques</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Techniques&amp;diff=11660"/>
		<updated>2026-07-18T04:19:14Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; THIS PAGE IS STILL UNDER CONSTRUCTION! (MOSTLY DONE) &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Techniques are special combat moves that a Character can perform. They can cause damage like a normal attack but often are used to give an enemy a [[Conditions|Condition]] or effect them in some other way. For example, a Technique can immobilize an enemy, causing them to be distracted for a time, or provide buffs to ally stats. &lt;br /&gt;
&lt;br /&gt;
The Techniques below are separated out by each [[Character_Professions|Advance Class]] they are associated with. First however is the [[Techniques#Combat_Techniques|Combat Techniques]] these are generic Techniques that any character can perform at level 1 and beyond. They are followed by [[Techniques#Advanced_Combat_Techniques|Advanced Combat Techniques]] which any Character with the [[Advanced_Combat_Techniques|Advanced Combat Technique Feat]] can perform.&lt;br /&gt;
&lt;br /&gt;
There are also certain [[Feats|Feats]] that can be taken to improve the use and power of Techniques and they are listed under the &#039;Techniques&#039; category.&lt;br /&gt;
&lt;br /&gt;
== Using Techniques ==&lt;br /&gt;
&lt;br /&gt;
All Characters have access to [[Techniques#Combat_Techniques|Combat Techniques]] and if they take the [[Advanced_Combat_Techniques|Advanced Combat Technique Feat]] they can learn to use an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]]. All other Techniques are only available for there specific [[Character_Professions|Advance Class]]. &lt;br /&gt;
&lt;br /&gt;
Most Techniques are used in Combat but some can be declared outside of Combat. In non-combat situations, Techniques are considered automatic successes unless their result starts combat. Inside of Combat, however, most Techniques require an &#039;&#039;&#039;opposing check&#039;&#039;&#039;. The &#039;&#039;&#039;Target&#039;&#039;&#039; rolls an &#039;&#039;&#039;Ability Saving Throw&#039;&#039;&#039;. This is against the Techniques &#039;&#039;&#039;DC&#039;&#039;&#039; which is determined by the Character performing the Technique. The &#039;&#039;&#039;DC&#039;&#039;&#039; is &#039;&#039;&#039;10 + Technique Die + Misc Modifiers&#039;&#039;&#039;. The Technique Die is similar to [[SkillsBasics#Skill_Die_Levels|Skill Die Levels]]. &#039;&#039;&#039;Technique Die = Ability Modifier + Technique Level&#039;&#039;&#039;. All Techniques are associated with one of the 6 Character Ability Scores. This is usually specified at the top of the Technique category or if there is an exception in the Technique description itself. Techniques can also have &#039;&#039;&#039;Advantage&#039;&#039;&#039; under certain circumstances this is added to the &#039;&#039;&#039;DC&#039;&#039;&#039; role.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Modifiers and Bonus Techniques&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;| Ability Scores (+ Modifier)&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Bonus Technique Uses (By Techinque Level)&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 11 (+0) || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12 - 13 (+1) || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 14 - 15 (+2) || 1 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 17 (+3) || 1 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 18 - 19 (+4) || 2 || 1 || 1 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 20 - 21 (+5) || 2 || 2 || 1 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 22 - 23 (+6) || 2 || 2 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 24 - 25 (+7) || 3 || 2 || 2 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 26 - 27 (+8) || 3 || 2 || 2 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 28 - 29 (+9) || 3 || 3 || 2 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 30 - 31 (+10) || 4 || 3 || 2 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:70%;align=left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be performed at will infinitely with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Techniques by default take a Full Round action and are the declaration of the end of the Character&#039;s turn. Techniques are resolved last in combat order; however, the effect happens in that round. This means if there is a Technique that boasts a friendly ally&#039;s speed and they declare they are going to move 60ft instead of 30ft because of the Technique the Character starts their movement and if the Technique is successful then they end up the full 60ft of movement if the Technique was to fail for some reason then the Character would end up only 30ft. The Character is still stuck with their decision.&lt;br /&gt;
&lt;br /&gt;
Characters can only perform Techniques a certain number of times per day, with the exception of Combat/Advanced Combat Techniques. This is determined by that Character&#039;s Advanced Class level. The table shows the number of Techniques learned by the Character as well as the number that can be performed in a day. Characters do not need to prepare for using Techniques only rest up. However, Characters that can use special Techniques because of their Profession get &#039;&#039;&#039;Bonus Uses&#039;&#039;&#039; based on that Character&#039;s Profession&#039;s primary Ability. For example, the [[Character_Professions#Envoy|Enoy&#039;s]] Technique Ability is Charisma. So the Envoy gets bonus uses of Techniques in levels they can perform based on their Charisma Modifier using the table to the right. These bonus Technique uses do not count as newly learned Techniques but only more uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Rest&#039;&#039;&#039; is needed for all Technique uses to become available again. However, a &#039;&#039;&#039;Half Rest&#039;&#039;&#039; will return half of the uses per level, rounded down, excluding Bonus Uses of any kind.&lt;br /&gt;
&lt;br /&gt;
== Combat Techniques ==&lt;br /&gt;
&lt;br /&gt;
All Combat Techniques are considered Level 0 Techniques. The Ability associated with a Combat Technique is usually Strength. But some may specify a different Ability, the second most common being Dexterity. The target of the attack must roll an Ability Saving throw against whatever Ability the Combat Technique is associated with. Again, this is usually Strength. The DC is: &#039;&#039;&#039;10 + Technique Die + Misc Mods&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Advanced Combat Techniques require the [[Advanced_Combat_Techniques|Advance Combat Technique]] Feat to learn and are all considered Level 1 Techniques. Each time this [[Advanced_Combat_Techniques|Feat]] is taken, the Character can learn 1 new Advanced Combat Technique. Some professions allow the Character to learn Advanced Combat Techniques in place of learning a new Level 0 Technique from their class. &lt;br /&gt;
&lt;br /&gt;
To read more about Combat and actions that can be done in Combat, please go [[Combat#The_Combat_Phase_.28Step_4.29|here]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Push&#039;&#039;&#039;: As a full round action, a Character can physically push an opponent 5ft back from them.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Or if done in conjunction with an &#039;&#039;&#039;Overrun&#039;&#039;&#039;, can move through the target and possibly knock them prone. The Technique uses the &#039;&#039;&#039;Strength&#039;&#039;&#039; Ability score. If the target fails the check by more than 5 and it is used with &#039;&#039;&#039;Overrun&#039;&#039;&#039;, then the target is knocked prone. If the target passes the Saving throw, then they are not pushed back, and if it was used with &#039;&#039;&#039;Overrun&#039;&#039;&#039;, the Character stops moving. The improved version of the Technique is the &#039;&#039;&#039;Throw&#039;&#039;&#039; Advanced Combat Technique. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Use Cases&#039;&#039;&#039;: This can be useful to push a melee character back from you. Taking a 5ft step at the declaration of the end of a Character&#039;s turn, or it is a Move action. However, this is considered a Full Round attack action, which means that a Character may then be able to attack with a single Bonus Attack using the &#039;Bonus Attack&#039; simple action if they have a weapon that supports it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disarm&#039;&#039;&#039;: You can attempt to disarm your opponent in place of a melee attack.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Character is also considered at a disadvantage when attempting to Disarm. If the item is held by two hands then that also accounts as an additional Disadvantage. The Technique uses the &#039;&#039;&#039;Dexterity&#039;&#039;&#039; Ability score. If the target succeeds against the Saving throw then not only do they not drop the weapon but they gain Advantage against you on their next round. If they fail the Saving throw then they drop the weapon.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grapple&#039;&#039;&#039;:  As a standard action, you can attempt to grapple a foe, hindering his combat options.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Humanoid creatures without two free hands attempting to grapple a foe take a disadvantage penalty on the Combat Technique roll. (This means that you do not roll Advantage Die as the Advantage and the Disadvantage cancels each other out.) This uses the &#039;&#039;&#039;Strength&#039;&#039;&#039; Ability score. If successful, &#039;&#039;&#039;both&#039;&#039;&#039; you and the target gain the [[Conditions#Grappled|grappled]] condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). &lt;br /&gt;
&lt;br /&gt;
Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. After a successful grapple on the next round you can choose to continue grappling the foe which and also allows you to perform additional actions on the target. If you choose to continue and not release the grapple, before you can preform additional actions on the target you must make a new Grapple action, as a Standard Action, to determine the new DC of the hold. The Target can attempt to break the Grapple each round by rolling a Strength Saving throw against your Grapple DC. If your target does not break the grapple, you get an advantage circumstance bonus on grapple checks made against the same target in subsequent rounds. &lt;br /&gt;
&lt;br /&gt;
Below are the different actions you can do too the target. Theses act like there own Combat Techniques with there own associated Ability and Saving throws. Remember that before this can be done another Grapple check to determine the next rounds DC must be done first. If one of these actions are chosen besides simply maintaining the Grapple then the action is the Declaration of the End of Your Turn. Otherwise simply keeping the Grapple going is a Standard Action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. This uses the &#039;&#039;&#039;Strength&#039;&#039;&#039; Ability Score. The target does a Strength Saving throw against the Strength technique. If successful you fail to move the target. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives both the Saving throw to stop the movement and a free attempt to break your grapple with an advantage bonus to the Strength Saving Throw during your turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:: You can inflict damage to your target equal to your [[Weapons#Melee.2FMartial_Arts_Combat|unarmed strike]], a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal. Instead of rolling an accuracy check this is considered a &#039;&#039;&#039;Strength&#039;&#039;&#039; Ability Score Technique. If the Target succeeds at the Saving Throw they gain a free attempt to break your grapple with an advantage bonus to the Strength Saving Throw during your turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:: You can give your opponent the pinned condition (see [[Conditions#-_Pinned|Pinned]] ). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC. This is a &#039;&#039;&#039;Strength&#039;&#039;&#039; based Technique. If the Target succeeds the saving throw then the Target gains a free attempt to break your grapple with an advantage bonus to the Strength Saving Throw during your turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tie Up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:: If you have your target has either the [[Conditions#-_Pinned|Pinned]], or the [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Helpless]] Conditions, you can use rope or other restraints to tie him/her up. This works like a pin effect. The Character no longer needs to make a check every round to maintain the pin and can be free to move onto another opponent/task. This is a &#039;&#039;&#039;Strength&#039;&#039;&#039; based Technique. The target however gains nothing if they succeed the saving throw except that they are not Tied up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If You Are Grappled&#039;&#039;&#039;&lt;br /&gt;
:: There are only 3 options for a person that is the Target of a Grapple.&lt;br /&gt;
:* &#039;&#039;&#039;Break Free&#039;&#039;&#039;: You can attempt to Break Free of a grapple with a Strength Saving Throw against the grappler&#039;s Grapple Technique DC. This is considered a Standard Action attack action. If free the Character can make a Simple action like a Bonus Attack and/or a free action like a 5ft step.&lt;br /&gt;
:* &#039;&#039;&#039;Reverse Grapple&#039;&#039;&#039;: You can attempt to Reverse the Grapple and now be the one Grappling the grappler. This requires a Full Round action. You simply preform the Grapple Technique as you normally would against the Target. However the Target gains advantage to there Saving throw.&lt;br /&gt;
:* &#039;&#039;&#039;Damage Grappler&#039;&#039;&#039;: You can attempt to preform the &#039;&#039;&#039;Damage&#039;&#039;&#039; action as if you where the Grappler. Except you have not advantage and take 1 disadvantage when preforming the Technique This is considered a Full Round action. If the target&#039;s Saving throw is a critical failure (ie: rolled a natural 1) then you immediately gain a Free action to attempt to escape with advantage too your Strength check.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Multiple Peoples&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Allies assisting on Grappling a Single Target&#039;&#039;&#039;:  The creature that first initiates the grapple is the only one that makes a check, with an advantage bonus for each creature that assists in the grapple (using the Aid Another action). If they continue to gain assistance from another they gain advantage and/or the Target gains disadvantage for each person assisting. Advantage and Disadvantage only stack 3 high and no higher.&lt;br /&gt;
** &#039;&#039;&#039;A single Person Grappling more then one Target&#039;&#039;&#039;: If a Person has more then 2 hands they can attempt to Grapple more the one target. It requires 2 free hands to preform a Grapple. However if the person preforming the Grapple only has 1 free hand they can still attempt the action at a disadvantage. It also only requires the same number of hands to maintain a grapple that where used to start it. The person cannot preform more then 1 grapple at a time. However they can choose to maintain as many Grapples as the number of Number of Hands/2 round up. The action to maintain a Grapple is a standard action and only needs to be rolled once for each turn and that roll counts for all Grapples the person has active. If one of the grappled targets is successful at reversing the grapple then all other grappled persons are instantly freed. If any Grappled target gains a free chance to escape &#039;&#039;&#039;ALL&#039;&#039;&#039; other grappled targets also gain a chance to escape.&lt;br /&gt;
** &#039;&#039;&#039;Multiple persons can help free a grappled ally&#039;&#039;&#039;: There are multiple ways to free a grappled ally. &lt;br /&gt;
*** You can attempt to damage the grappler. If you succeeded with a critical hit the grappled person gains an instant free attempt to flee. The risk however if that you may hit the ally instead. You gain disadvantage when targeting an enemy who is grappled regardless if they are the ones doing the grappling or the ones being grappled. If you miss the accuracy check by more then 5 then you accidentally hit the wrong person. &lt;br /&gt;
*** You can attempt to assist in freeing the ally with the Aid Another action. This gives them &#039;&#039;&#039;double advantage&#039;&#039;&#039; to escaping the grapple.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Overrun&#039;&#039;&#039;: As a standard action, or as part of a push, you can attempt to overrun your target, moving through its square.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You can only overrun an opponent who is no more than one size category larger than you. If your overrun attempt fails, you stop in the space directly in front of the opponent, and that opponent gains advantage when attacking you next round.&lt;br /&gt;
&lt;br /&gt;
When you attempt to overrun a target, the target can simply choose to avoid you, allowing you to pass through its square. This is a &#039;&#039;&#039;Dexterity&#039;&#039;&#039; Ability Technique. If your target does not avoid you, the target must make a Dexterity Saving throw. If your maneuver is successful, you move through the target&#039;s space and can keep moving your normal distance. If successful you can also choose to do a Push technique. However this means the action is now the Declaration of the End of Your Turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trip&#039;&#039;&#039;: You can attempt to trip your opponent in place of a melee attack.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unlike other Combat Techniques this is a Standard Attack action instead of a Full Round attack action. You can only trip an opponent who is no more than one size category larger than you. This is considered a &#039;&#039;&#039;Strength&#039;&#039;&#039; Ability Technique. If you fail to preform this Technique the target gains advantage to attacking you next round.&lt;br /&gt;
&lt;br /&gt;
: If the target has more than two legs, add +4 as a Misc Modifier to the Target&#039;s Saving throw for each extra leg. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feint&#039;&#039;&#039;: Fake out your opponent, making them drop their guard for one round.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unlike all other Combat Techniques this is not a Strength or even an Ability check but a Bluff. Instead of using the Character&#039;s Strength Modifier, use their Bluff Skill Die roll. (This doesn&#039;t include a D20 as it is not a true Bluff check but a Bluff Technique,. IE: 10 + Advantage Die + Bluff Skill Die + Misc Mods) &lt;br /&gt;
&lt;br /&gt;
If successful, the next attack or any one roll against the Target grants the Character advantage. The Target also gains disadvantage on any attack against the Character during their next round. If the Character fails, there is simply no effect. This is considered a Standard Action.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Against a creature lacking an Intelligence score below 3, it&#039;s impossible to Feint.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charge&#039;&#039;&#039;: Charging is a special full-round action that allows you to move up to twice your speed and do a melee attack during the same action. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Charging, however, carries tight restrictions on when you can do it and how you can move. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use Cases&#039;&#039;&#039;: This is very good for doing melee attacks on targets that are attempting to run away. This can also be a useful way to &#039;bridge the gap&#039; if you are a melee fighter. This also deals with the problem of not being able to attack and move at the same time under normal circumstances. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Line of Sight&#039;&#039;&#039;: You must have direct line of sight of the target. There cannot be any last minute guessing where the target is while sprint full speed. If the target is under 100% concealment or has ran around a corner then You cannot preform a Charge. You will have to simply chase the person. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Movement During a Charge&#039;&#039;&#039;: You must move at least 10 feet (2 squares) between you and the Target. You may move up to double your speed. You do not need to move in a straight line except for the last 10ft. However you cannot zigzag your way any obstacles bigger then 5ft make it impossible to do a charge. You &#039;&#039;&#039;must have a clear path&#039;&#039;&#039; toward the opponent, and &#039;&#039;&#039;nothing can hinder your movement&#039;&#039;&#039; (such as difficult terrain or obstacles bigger then 5ft). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can&#039;t charge. If enemy targets are between you and the target you may attempt an Overrun however they block not only there 5ft range but there melee attack reach as well (which is default 5ft). Helpless creatures don&#039;t stop a charge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drawing your Weapon&#039;&#039;&#039;: If you move a distance equal to your normal speed or less, you can also draw a weapon during a charge attack &#039;&#039;&#039;if&#039;&#039;&#039; your Advantage Die is at least 1d6. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special Full Round Attack Action&#039;&#039;&#039;:  You can&#039;t take a 5-foot step in the same round as a charge or any other free action except for Speak. You also do not gain your Bonus Attack action unless a Talent or Feat provides you with it. After moving, you may make a &#039;&#039;&#039;Single Melee Attack&#039;&#039;&#039;. You get an &#039;&#039;&#039;Advantage Bonus&#039;&#039;&#039; on the accuracy roll and gain &#039;&#039;&#039;double Strength Mod&#039;&#039;&#039; as Bonus Damage. take a &#039;&#039;&#039;–2 penalty to your AC&#039;&#039;&#039; until the start of your next turn. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special Forms of Movement&#039;&#039;&#039;: There are times when you can slide down a slippery slop or swing from a rope or be thrown/blasted at the target. All of these movements count as a Charge except without the Movement restrictions. All other restrictions apply which means if you do not have line of sight then the action doesn&#039;t count as a Charge. The GM may also require that the Players roll an Acrobatics check before attempting the Melee attack.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced Combat Techniques ==&lt;br /&gt;
&lt;br /&gt;
These are combat Techniques that any player can learn using the Advanced Combat Technique Feat. These feats are also available for the [[Character_Professions#Helix_Warrior|Helix Warrior]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Throw&#039;&#039;&#039;: You can attempt to throw a foe as a standard action.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You can only throw an opponent that is no larger than you (size category wise). You must be within reach of the target. This Technique can be used inside of a Grapple as well as outside of one. A Throw Technique attempts to grab and toss another character to a new location without doing any harm. This is a &#039;&#039;&#039;Strength&#039;&#039;&#039; Ability based Technique. If you attempt to Throw the target to a location that would certainly cause harm to the Target and the Target is aware of the presence of this danger then you take disadvantage (this means you do not get to use your Advantage Die for the Strength Technique DC) and the Target gains advantage when preforming the Strength Saving throw. If your attack is successful, you may move your target 5ft + 5ft per (1/2 Strength Mod round up) to a new location. If you fail then the Target gains advantage against you next around.&lt;br /&gt;
&lt;br /&gt;
: You cannot move a creature into a square that is occupied by a solid object or obstacle.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combination Melee Attack&#039;&#039;&#039;: You can attempt a weapon free combination melee attack as a full round action.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This Technique allows the player to roll twice for an accuracy check for a Melee Attack using only physical combat and then take the highest roll. If a hit is confirmed the damage dice follows the same rules as a single melee punch noted in [[Weapons#Melee.2FMartial_Arts_Combat|Melee &amp;amp; Martial Arts Combat]] except it is 1 damage dice higher. The draw back is that if both rolls fail then the Target gains advantage against you next round and this move negates your ability to preform a Bonus Attack.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Kick&#039;&#039;&#039;: You can attempt to do a swiping kick attack as a Full Round attack action.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This is a &#039;&#039;&#039;Strength&#039;&#039;&#039; Ability based Technique. If successful the target not only takes unarmed damage based on the rules noted in the [[Weapons#Melee.2FMartial_Arts_Combat|Melee &amp;amp; Martial Arts Combat]] but the Target is also knocked prone. If the Target succeeds at the Saving throw then nothing happens and the Target gains advantage against you on there next round.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tackle&#039;&#039;&#039;: The Character attempts to run into the enemy target knocking them down and instantly entering a Grappled state.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This is effectively a Charge Technique except the attack action is a Grapple instead of a Melee attack. All the same rules apply. The bonus provided is to the Grapple Technique in the form on a single advantage bonus. If successful you gain a free &#039;&#039;&#039;Damage&#039;&#039;&#039; or &#039;&#039;&#039;Move&#039;&#039;&#039; Grapple action before ending your turn. The -2 AC still applies. If the Target succeeds at resisting the Tackle then you gain disadvantage until then end of your next round and the Target gains advantage against you on there next round.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dimensional Tricks ==&lt;br /&gt;
&lt;br /&gt;
Dimensional Tricks are specialized Techniques utilized by the Dimension Knight. Unlike standard Techniques, these do not consume daily slots from a pool. Instead, each Trick has its own individual frequency limit (e.g., &amp;quot;1 + 1 every 5 levels per day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technique DC&#039;&#039;&#039;: Unless otherwise stated, any Saving Throw required by a Trick is against your Dimensional DC:&lt;br /&gt;
: &#039;&#039;&#039;DC 10 + Wisdom Modifier + 1/2 Dimension Knight Level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Prime&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bend Spacetime&#039;&#039;&#039;: Slightly warp reality to ensure a favorable outcome on a single roll.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When making an accuracy check or skill check, you may &#039;&#039;&#039;roll twice&#039;&#039;&#039; and take the highest result. If you have multiple attacks in a round, this only applies to the first.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Free Action (used during a roll).&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dimensional Jump&#039;&#039;&#039;: Fold space to instantly teleport to a visible or known location.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Instantly teleport to a location within &#039;&#039;&#039;30ft + 5ft per DK level&#039;&#039;&#039;. You do not need Line of Sight, but if you attempt to jump into an occupied or solid space, the jump fails and you are &#039;&#039;&#039;Dazed&#039;&#039;&#039; for 1 round.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per combat encounter. &lt;br /&gt;
: &#039;&#039;&#039;Level Scaling&#039;&#039;&#039;: At level 5, you can bring one adjacent willing ally. At level 10, you can bring a vehicle or large object you are touching.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disruption&#039;&#039;&#039;: Generate a field of unstable space that hinders technology and psionics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You generate a &#039;&#039;&#039;15ft radius&#039;&#039;&#039; field of unstable space for &#039;&#039;&#039;1d6 turns&#039;&#039;&#039;. Within this field, FTL drives fail, force fields collapse, and anti-gravity systems malfunction. Any creature attempting to use a Psionic Talent or Technique within the field must succeed on a Wisdom save (DC 15) or the action fails.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1/4 DK Level (round up) per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Bubble&#039;&#039;&#039;: Create a protective stasis field around a single target.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You generate a protective bubble around a target (including yourself) for &#039;&#039;&#039;1d6 turns&#039;&#039;&#039;. The target is suspended in stasis; no time passes for them, they cannot be moved, and they are immune to all external damage or effects.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action (Simple Action at DK level 10).&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Travel Safely&#039;&#039;&#039;: Peer into gates and rifts to detect hazards and adjust your exit point.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Peer into a dimensional gate or rift. With a &#039;&#039;&#039;Perception check (DC 15)&#039;&#039;&#039;, you determine the environmental conditions on the other side. If you traverse the gate, you may roll a &#039;&#039;&#039;Survival check&#039;&#039;&#039; to &amp;quot;shift&amp;quot; your exit point by up to 20ft + 5ft per WIS mod to avoid immediate hazards.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action (Utility).&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Unlimited.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Blink&#039;&#039;&#039;: Rapidly flicker through space to become harder to hit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For &#039;&#039;&#039;1d4 + Wisdom Mod&#039;&#039;&#039; rounds, you gain partial concealment; all enemies take a &#039;&#039;&#039;Disadvantage Die&#039;&#039;&#039; on accuracy checks against you. At DK level 10, this duration increases to &#039;&#039;&#039;1d6 + Wisdom Mod&#039;&#039;&#039; and enemies take &#039;&#039;&#039;double Disadvantage&#039;&#039;&#039;.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warped Wall&#039;&#039;&#039;: Shape a wall of space that reflects incoming matter and energy.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You shape a &#039;&#039;&#039;5ft x 5ft&#039;&#039;&#039; wall (per Wisdom Mod) of warped space that lasts for 1 round. Any projectile or creature entering the wall is instantly reflected back in the direction it came. &lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per combat encounter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warped Shield&#039;&#039;&#039;: Clothe yourself in a field of spatial distortion to deflect ranged fire.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For &#039;&#039;&#039;1 + 1d4&#039;&#039;&#039; rounds, you gain a &#039;&#039;&#039;+2 AC&#039;&#039;&#039; bonus against Ranged Weapons. This increases to &#039;&#039;&#039;+3 AC&#039;&#039;&#039; at Character Level 10 and &#039;&#039;&#039;+4 AC&#039;&#039;&#039; at Character Level 20.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Unity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Cosmos&#039;s Judgment&#039;&#039;&#039;: Deliver a devastating strike that ignores all conventional armor.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A melee touch attack that channels the weight of the universe. &lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action (Melee Touch Attack).&lt;br /&gt;
: &#039;&#039;&#039;Damage&#039;&#039;&#039;: 4d10 + 1d10 per Extra Damage + Wisdom Mod (Gravity Damage). This damage ignores all DR.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quantum Entanglement&#039;&#039;&#039;: Bind your physical coordinates to an ally and instantly swap places.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You instantly swap physical locations with a willing ally within &#039;&#039;&#039;30ft + 5ft per DK level&#039;&#039;&#039;. This movement is instantaneous and does not trigger tactical opportunities.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action (Move).&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unified Aegis&#039;&#039;&#039;: Fold space to intercept an attack meant for an ally.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; the space around you can instantly bend from objects of your choice towards you. When an ally within &#039;&#039;&#039;30ft + 5ft per DK level&#039;&#039;&#039; is targeted by a ranged attack, you may optionally bend space to redirect the trajectory of the attack to yourself instead.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Free Anytime&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Divergent&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Invisible Grip&#039;&#039;&#039;: Wrap a target in a crushing force of focused gravity.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A target within &#039;&#039;&#039;30ft + 5ft per DK level&#039;&#039;&#039; is caught in a crushing grip.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action (Requires concentration each round).&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: Target is &#039;&#039;&#039;Grappled&#039;&#039;&#039;. Each round the target remains gripped, they take &#039;&#039;&#039;1d10 + Strength Mod&#039;&#039;&#039; damage (2d10 + Strength Mod at DK level 10).&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Unlimited (standard grapple rules apply).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shatter Dimension&#039;&#039;&#039;: Create a sub-space shockwave that tears at everything in the vicinity.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Generate a temporary rift that wreaks havoc within 120ft. All targets in a &#039;&#039;&#039;25ft radius&#039;&#039;&#039; must succeed on a Dexterity save (DC 20) or take &#039;&#039;&#039;1d8 damage per Strength Modifier (Max 10d8)&#039;&#039;&#039;. This damage ignores all DR.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spatial Rend&#039;&#039;&#039;: Slice through the fabric of space to bypass conventional defenses.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Make a ranged touch attack with a range of &#039;&#039;&#039;30ft + 5ft per WIS/STR Mod&#039;&#039;&#039;. A localized tear in space slashes the target, dealing &#039;&#039;&#039;2d8 + Wisdom Mod&#039;&#039;&#039; damage. This attack completely ignores Armor bonuses, Hardness, and Damage Reduction. At DK 5th level damage increases to 3d8, and at 10th level it goes up to 4d8.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action (Ranged Touch Attack).&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gravity Well&#039;&#039;&#039;: Fracture gravity in a localized area to slow and pull enemies.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Pick a point within 60ft. A &#039;&#039;&#039;20ft radius&#039;&#039;&#039; area becomes a gravity sink for &#039;&#039;&#039;1d4 + Wisdom Mod&#039;&#039;&#039; rounds. The area is &#039;&#039;&#039;Difficult Terrain&#039;&#039;&#039;. Any creature starting its turn there must make a Strength save or be pulled 10ft toward the center and have its speed reduced to 0 for that turn.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Nature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Time Shift&#039;&#039;&#039;: Force a target&#039;s body to revert to a state from moments ago.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(Requirement: DK Level 4) You &amp;quot;push&amp;quot; a target&#039;s body back in time. You choose a number of rounds (up to your Wisdom Modifier). The target is encased in a &#039;&#039;&#039;Warp Bubble&#039;&#039;&#039; for that many rounds; when the bubble collapses, the target&#039;s HP, conditions, and position are restored to what they were at the start of the chosen round. You can choose yourself. If the target is unwilling they can make an Dex or Acrobatics savingn throw DC12 + DK Level.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action (Touch Attack).&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slow Down Time&#039;&#039;&#039;: Accelerate your own personal timeline to increase combat speed.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If you succeed on a Wisdom check (DC 15), you gain &#039;&#039;&#039;Extra Damage +1&#039;&#039;&#039; for &#039;&#039;&#039;1 + 1d4&#039;&#039;&#039; rounds as your perception of time slows relative to your body. The first Extra Damage threshold is reduced by one.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Free Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hurdle Thru Chaos&#039;&#039;&#039;: Hurl a target&#039;s mind through descriptions of pure multiversal madness.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The target disappears and does not reappear until the start of its next turn.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action (Touch Attack).&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: Deals &#039;&#039;&#039;4d6 + 2d6 per Extra Damage&#039;&#039;&#039; (Mind-Affecting Psionic). Target must make a Wisdom save or be &#039;&#039;&#039;Frightened&#039;&#039;&#039; (&#039;&#039;&#039;Cowering&#039;&#039;&#039; if they fail by 10 or more).&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Glimpse the Flow&#039;&#039;&#039;: Peer seconds into the future to anticipate and dodge incoming strikes.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For &#039;&#039;&#039;1 + (STR or WIS Mod)&#039;&#039;&#039; rounds, if an enemy&#039;s accuracy check beats your AC, you may roll a &#039;&#039;&#039;Dexterity Saving Throw (DC 10 + amount the attack beat your AC by)&#039;&#039;&#039; to force the attack to miss.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Accelerated Entropy&#039;&#039;&#039;: Force an object or creature to rapidly age through temporal contact.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action (Touch Attack).&lt;br /&gt;
:* &#039;&#039;&#039;Object&#039;&#039;&#039;: Deals &#039;&#039;&#039;3d6 + DK Level&#039;&#039;&#039; damage, ignoring Hardness.&lt;br /&gt;
:* &#039;&#039;&#039;Creature&#039;&#039;&#039;: Target must make a Constitution save or become &#039;&#039;&#039;[[Conditions#Fatigue_Track|Exhausted]]&#039;&#039;&#039; as their body experiences days of fatigue in a second.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 levels of Dimension Knight per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer Techniques ==&lt;br /&gt;
&lt;br /&gt;
These Techniques are used by the [[Character_Professions#Electro-Mancer|Electro-Mancer]], and involve the manipulation of electromagnetic fields and the manifestation of raw electrical energy. These Techniques are associated with a Character&#039;s Intelligence ability unless specified otherwise. Level Zero Techniques cannot be expanded into higher-level Techniques or affected by the [[TechniqueMaster|Technique, Master]] Feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Rules&#039;&#039;&#039;: All Techniques require a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; unless specified otherwise. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technique DC&#039;&#039;&#039;: Unless otherwise stated, any Saving Throw required is against your Electromancy DC:&lt;br /&gt;
: &#039;&#039;&#039;DC 10 + Intelligence Modifier + 1/2 Electro-Mancer Level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level Zero&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magnetic Lift&#039;&#039;&#039;: Manipulate light metal objects with your mind.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You can lift and move metallic objects weighing up to 5lbs + 5lbs per odd level of Electro-Mancer. Range is 10ft + 5ft per Intelligence Modifier.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sense Electronics&#039;&#039;&#039;: Heighten your senses to detect active electromagnetic fields.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For 20 minutes, you gain a &#039;&#039;&#039;+10 bonus&#039;&#039;&#039; to Perception checks made to locate active electronics, power sources, or hidden sensors within 30ft.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Electric Drain&#039;&#039;&#039;: Siphon the power from a small electronic device.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You drain the battery of a Large or smaller device. If the device has no internal battery, it ceases to function only as long as you maintain contact.&lt;br /&gt;
: &#039;&#039;&#039;Note&#039;&#039;&#039;: Requires physical contact.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Power Surge&#039;&#039;&#039;: Overload an electronic device with a spike of voltage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You induce a minor surge in a device you are touching, causing it to shut down until reset or repaired. Robots and high-tech gear with redundant systems are immune.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adsorb Power&#039;&#039;&#039;: Draw energy from a massive power source to replenish yourself.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You tap into a Large or bigger generator. Roll an Intelligence check (DC 15). On success, you regain a use of &#039;&#039;&#039;1 or more&#039;&#039;&#039; of a technique slot (Level 1–5 based on the result). Failure deals &#039;&#039;&#039;1d6 Electric damage&#039;&#039;&#039; to you for every 5 points below the DC. If you beat the DC by 4 or less then regain a Zero level slot. For every 5 you beat the DC gain the ability to either gain a use of a 1 higher level slot or gain another use of the current level slot.&lt;br /&gt;
For example: a roll of 25 would imply the Electro-Mancer could regain the use of 3 level zero techniques, or 1 level two, or 2 level ones.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Electrified Trap&#039;&#039;&#039;: Imbue a conductive object with a high-voltage charge.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You charge a metallic object (like a door handle). The first creature to touch it takes &#039;&#039;&#039;1d6 + Electro-Mancer Level&#039;&#039;&#039; Electric damage. The trap lasts for 12 hours or until triggered.&lt;br /&gt;
: &#039;&#039;&#039;Detection&#039;&#039;&#039;: DC 10 + Intelligence Modifier.&lt;br /&gt;
: &#039;&#039;&#039;Defuse&#039;&#039;&#039;: Same as detection.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Static Spark&#039;&#039;&#039;: Release a small arc of electricity from your fingertips.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A reliable low-power jolt with a range of 30ft. You gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on the accuracy check if the target is a robot, cyborg, or wearing metal armor.&lt;br /&gt;
: &#039;&#039;&#039;Damage&#039;&#039;&#039;: 1d4 Electric damage + Intelligence Modifier.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level One&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Electric Nade&#039;&#039;&#039;: Form and hurl a ball of condensed lightning.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Acts like an explosive with a range based on throwing rules. Deals &#039;&#039;&#039;1d8&#039;&#039;&#039; Electric damage (increases to &#039;&#039;&#039;2d6&#039;&#039;&#039; at level 3, &#039;&#039;&#039;2d8&#039;&#039;&#039; at level 6, and &#039;&#039;&#039;2d10&#039;&#039;&#039; at level 9).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shocking Grasp&#039;&#039;&#039;: Deliver a powerful shock through physical contact.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A melee touch attack dealing &#039;&#039;&#039;1d6 + Intelligence Modifier&#039;&#039;&#039; Electric damage. Damage increases by an additional &#039;&#039;&#039;1d6&#039;&#039;&#039; every 3 Electro-Mancer levels.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Static Shock&#039;&#039;&#039;: Paralyze an opponent with a continuous arc.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A melee touch attack. The target must succeed on a Constitution save or be &#039;&#039;&#039;Entangled&#039;&#039;&#039; for &#039;&#039;&#039;1 + Intelligence Modifier&#039;&#039;&#039; rounds (Max 5).&lt;br /&gt;
;Note: If this enhanced by &#039;Advanced Electromancy&#039; with the &#039;Double Damage/Effect&#039; then add the Condition &#039;&#039;&#039;Electrified&#039;&#039;&#039;, this does 1d6 (E) for the same amount of rounds the Character is entangled.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Static Armor&#039;&#039;&#039;: Envelop yourself or an ally in a repelling field.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Provides a &#039;&#039;&#039;+1 AC bonus&#039;&#039;&#039; for 4 hours. Bonus increases to &#039;&#039;&#039;+2 AC&#039;&#039;&#039; at level 7.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grounded Body&#039;&#039;&#039;: Align your internal charge to resist electricity.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You gain &#039;&#039;&#039;2 + Intelligence Modifier&#039;&#039;&#039; DR against Electric attacks for 1 hour per level. This changes to &#039;&#039;&#039;4 + Intelligence Modifier&#039;&#039;&#039; at level 7. (The Max any DR can be is 10)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Electrify a weapon to deal extra damage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A weapon deals an additional &#039;&#039;&#039;1d6 Electric damage&#039;&#039;&#039; for &#039;&#039;&#039;1 + Intelligence Modifier&#039;&#039;&#039; rounds. Damage increases to &#039;&#039;&#039;1d8 + Int Mod&#039;&#039;&#039; at level 9.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Signal Ghost&#039;&#039;&#039;: Eavesdrop on and manipulate local wireless frequencies.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You tune your implants to catch stray signals. For 1 hour, you can listen to any non-encrypted radio or wireless communication within 100ft. You can also project your own voice into these frequencies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level Two&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Electro Shield&#039;&#039;&#039;: Create a shimmering wall of electrical resistance.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Manifests a 5ft x 5ft wall. The wall has &#039;&#039;&#039;DR equal to your Level + Intelligence Modifier&#039;&#039;&#039; and lasts for &#039;&#039;&#039;1 + Intelligence Modifier&#039;&#039;&#039; turns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amped Power Surge&#039;&#039;&#039;: Overload devices or cybernetics at range.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Range 10ft + 5ft per Intelligence Modifier. Deals &#039;&#039;&#039;1d8 + Intelligence Modifier&#039;&#039;&#039; damage per + 1d8 per 3 level to robots or creatures with cybernetics (ignoring DR).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thunder Wave&#039;&#039;&#039;: Release a pulse of magnetic force in all directions.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Area of Effect: 15ft radius. Targets take &#039;&#039;&#039;2d8 + Intelligence Modifier&#039;&#039;&#039; damage (plus &#039;&#039;&#039;1d8 per 1/3rd level round down&#039;&#039;&#039;) and are pushed back 5ft and knocked &#039;&#039;&#039;Prone&#039;&#039;&#039;. Dexterity save for half damage and no push.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Electric Burst&#039;&#039;&#039;: Target a foe with a sudden, massive discharge.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Target takes &#039;&#039;&#039;1d10 + Int Modifier&#039;&#039;&#039; plus &#039;&#039;&#039;1d10 damage per every 3 Electro-Mancer levels&#039;&#039;&#039;. Constitution save for half damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amp Up&#039;&#039;&#039;: Supercharge an ally&#039;s nervous system.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Target gains a &#039;&#039;&#039;+2 bonus&#039;&#039;&#039; to Strength or Dexterity for &#039;&#039;&#039;Intelligence Modifier&#039;&#039;&#039; rounds. At 7th level this goes up to +3 to either Strength or Dexterity and +1 to the other.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Remote Interface&#039;&#039;&#039;: Wirelessly interact with computers and keypads from a distance.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
As long as you have line of sight, you can use your &#039;&#039;&#039;Computer Use&#039;&#039;&#039; or &#039;&#039;&#039;Disable Device&#039;&#039;&#039; skill on an electronic target up to 30ft + 5ft per Intelligence Modifier away.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level Three&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thunder Ball&#039;&#039;&#039;: Create a growing sphere of devastating voltage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Initial damage is &#039;&#039;&#039;3d6 + Intelligence Modifier&#039;&#039;&#039; (increasing by &#039;&#039;&#039;1d6&#039;&#039;&#039; each round you spend a Standard Action to concentrate). You can create and throw as many balls as 1 + 1/3 your Electro-Mancer level (round down). When thrown, it deals damage to the target and half damage to all adjacent units.&lt;br /&gt;
: &#039;&#039;&#039;Process&#039;&#039;&#039;: Standard Action to create/charge, Standard Action to throw. The Electro-Mancer may hold onto a Thunder Ball and not charge or throw it as a Simple Action. This takes up at free hand. The Electro-Mancer can also choose to perform a Concentration/Intelligence Check DC15 + 1 per round already held to change charging into a Simple Action or Holding onto a Free Action. If the check fails by more than 4 then the sphere explodes in the Electro-Mancer&#039;s hand and deals the 1/2 damage. If it fails by 4 or less than they have wasted their Standard Action on a check.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed of Light&#039;&#039;&#039;: Move with the velocity of a lightning strike.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For Intelligence Modifier turns, the target has &#039;&#039;&#039;triple movement speed&#039;&#039;&#039; and a &#039;&#039;&#039;+2 bonus&#039;&#039;&#039; to Dexterity. Gain Advantage on Charge and Tackle for both Accuracy but also Damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thunder Strike&#039;&#039;&#039;: Call down a bolt of pure energy.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Target takes &#039;&#039;&#039;2d8 + Intelligence Modifier&#039;&#039;&#039; gain a bolt per every 4 levels of Electro-Mancer. Each bolt can target any viable enemy. Dexterity halves damage. A Dexterity save can be performed per Bolt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stunning Blast&#039;&#039;&#039;: Release a high-voltage flash to disable foes.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Range 50ft + 10ft per level. Target must succeed on a Constitution save or be &#039;&#039;&#039;Stunned&#039;&#039;&#039; for 1 round (2 rounds if they fail by 5 or more).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hardware Override&#039;&#039;&#039;: Directly command a simple machine&#039;s hardware.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You force your will into a machine&#039;s physical circuitry. You can temporarily command a simple, non-sentient machine (security turret, cargo crane, automated vehicle) to perform one basic task. This does not require a hacking roll, but the machine returns to normal after the task is done. This cannot be done while in combat.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bio-Electrical Dampener&#039;&#039;&#039;: Mask your squad&#039;s electrical presence from sensors.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For 1 hour, you and all allies within 30ft gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on Stealth checks against electronic sensors, thermal cameras, and robotic observers.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level Four&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Energize Body&#039;&#039;&#039;: Focus energy into your own cells to peak performance.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Target gains a &#039;&#039;&#039;+2 bonus&#039;&#039;&#039; to all accuracy, ability, and skill checks, and becomes immune to: &#039;&#039;&#039;Dazed, Exhausted, Fatigued, Nauseated, and Shaken&#039;&#039;&#039;. Lasts for Intelligence Modifier turns. If the Target already has one of these conditions the effect is just temporarily removed until this Technique wears off.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lightning Blade&#039;&#039;&#039;: Shape raw electricity into a lethal melee weapon.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A blade that deals &#039;&#039;&#039;1d8 + Intelligence Modifier&#039;&#039;&#039; damage and has &#039;&#039;&#039;AP 2&#039;&#039;&#039;. Lasts for Intelligence Modifier turns. It is considered a single handed Light weapon. This wweapon cannot be targeted, damaged, or otherwise removed from the Character. The Character can choose to disable this weapon at will before the number of turns is up. If so they can activate it again for its remaining turns up too 4 hours after the Technique was used.&lt;br /&gt;
: &#039;&#039;&#039;Note&#039;&#039;&#039;: Standard Action to manifest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amped Imbue Weapon&#039;&#039;&#039;: Grant a weapon massive destructive electrical power.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Range 60ft. Ally or your own weapon deals an additional &#039;&#039;&#039;1d8 Electric damage&#039;&#039;&#039;, gains &#039;&#039;&#039;AP 2&#039;&#039;&#039;, and has a &#039;&#039;&#039;+2 Accuracy bonus&#039;&#039;&#039; for 1 + Intelligence Modifier turns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Total Blackout&#039;&#039;&#039;: Emit a specialized wave to &amp;quot;freeze&amp;quot; all nearby electronics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While not in combat. For 1 minute, you emit a field with a 100ft radius. All non-shielded electronic devices within this area are completely non-functional.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level Five&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amped Electro Shield&#039;&#039;&#039;: Manifest a massive, lethal barrier.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Size 15ft. Wall has &#039;&#039;&#039;DR [K,C,E] 2 + 1/2 Level + Intelligence Modifier&#039;&#039;&#039;, max DR is always 10 for any weapon firing through it in one direction, determined and controlled by the Electro-Mancer. Any creature attempting to pass through takes &#039;&#039;&#039;1d8 + Intelligence Modifier&#039;&#039;&#039; Electric damage (AP 2). Lasts for Intelligence Modifier turns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arc Bolt&#039;&#039;&#039;: Release a chain of lightning that leaps between foes.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Initial damage &#039;&#039;&#039;4d10 + Intelligence Modifier&#039;&#039;&#039; (plus &#039;&#039;&#039;1d10 per 1/3 Electro-Mancer level, round down&#039;&#039;&#039;). The bolt leaps up to 3 times at enemies within 10ft, dealing half damage each time. Dexterity save to avoid.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Electrified Defense&#039;&#039;&#039;: Become a living circuit that punishes attackers.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For Intelligence Modifier rounds, any enemy that hits you with a melee attack takes &#039;&#039;&#039;2d8 Electric damage (AP 2)&#039;&#039;&#039;. This can trigger once per target, per round.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Field Officer &amp;amp; Envoy Techniques ==&lt;br /&gt;
&lt;br /&gt;
These Techniques are for both the [[Character_Professions#Field_Officer|Field Officer]] and the [[Character_Professions#Envoy|Envoy]] character professions. These Techniques use the Charisma Ability by default, and all require a Standard Action unless they specify otherwise. They represent the specialized training in leadership, psychology, and tactical coordination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technique DC&#039;&#039;&#039;: Unless otherwise stated, any Saving Throw required is against your Leadership DC:&lt;br /&gt;
: &#039;&#039;&#039;DC 10 + (Wisdom or Charisma Modifier) + 1/2 Class Level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level 0 - Basic Coordination&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Guidance&#039;&#039;&#039;: Provide expert supervision to ensure an ally&#039;s success.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Instead of making a skill check to aid another, you may provide guidance. This grants a competence bonus on the ally’s skill check equal to your Charisma or Wisdom Modifier. The ally must be within sight and hearing distance and able to understand you.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action (Equivalent time to the task).&lt;br /&gt;
: &#039;&#039;&#039;Restriction&#039;&#039;&#039;: Cannot be used in combat or on yourself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Steadfast&#039;&#039;&#039;: Help allies maintain their focus and composure.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Your calm presence stabilizes your team. This removes the following conditions from all allies within visual range: &#039;&#039;&#039;Fatigued&#039;&#039;&#039;, &#039;&#039;&#039;Dazed&#039;&#039;&#039;, &#039;&#039;&#039;Shaken&#039;&#039;&#039;, or &#039;&#039;&#039;Panicked&#039;&#039;&#039;.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Restriction&#039;&#039;&#039;: Cannot be used in combat. An ally can only benefit from this once per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stirring Speech&#039;&#039;&#039;: Motivate your comrades before a dangerous undertaking.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You provide a speech that bolsters the squad&#039;s nerves. For the next 1 hour (or until the end of the first combat encounter), all affected allies gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on Saving Throws and Opposing checks.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: 2 Minutes (Non-combat).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Internalize Fear&#039;&#039;&#039;: Master your own emotions to lead by example.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You hide your true emotions in the heat of battle. This removes any &#039;&#039;&#039;Fear-based condition&#039;&#039;&#039; currently affecting you.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action (Declaration of the end of turn).&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per combat encounter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: Track an enemy&#039;s movement to guide an ally&#039;s aim.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level 1 - Tactical Direction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader of Men&#039;&#039;&#039;: Negate harmful mental effects on a single ally.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You use your leadership to snap an ally out of a harmful state. Removes one of the following: &#039;&#039;&#039;Cowering&#039;&#039;&#039;, &#039;&#039;&#039;Dazed&#039;&#039;&#039;, &#039;&#039;&#039;Fatigued&#039;&#039;&#039;, &#039;&#039;&#039;Nauseated&#039;&#039;&#039;, &#039;&#039;&#039;Panicked&#039;&#039;&#039;, &#039;&#039;&#039;Shaken&#039;&#039;&#039;, or &#039;&#039;&#039;Stunned&#039;&#039;&#039;. Ally must be within sight or hearing.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Restriction&#039;&#039;&#039;: Cannot be used on yourself. An ally can only benefit from this once per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Direct Allies&#039;&#039;&#039;: Point out a target to focus the squad&#039;s efforts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For &#039;&#039;&#039;1 + (CHA or WIS Mod)&#039;&#039;&#039; turns, any ally within 30ft + 5ft per WIS Mod gains an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on accuracy checks and a &#039;&#039;&#039;+2 Moral bonus to AC&#039;&#039;&#039; when dealing with the specific target. While active, you cannot attack or use techniques on any other target.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Invoke Enemy&#039;&#039;&#039;: Taunt or challenge an enemy to draw their attention.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The target must succeed on a Wisdom save or be forced to redirect their attention to you for their next turn. This interrupts any task the target is currently performing that requires concentration.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Calming Command Aura&#039;&#039;&#039;: project a field of focus to protect allies&#039; minds.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For &#039;&#039;&#039;1d4 + (CHA or WIS Mod)&#039;&#039;&#039; rounds, all allies within 60ft gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on saving throws and opposing checks against Mind-Affecting and Fear-based attacks.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action to initiate (Active Aura), Free Action to maintain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Personal Leadership&#039;&#039;&#039;: Work directly alongside an ally to boost their impact.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You coordinate your movements perfectly with an ally within 5ft. When the ally performs an attack, you must perform an attack on the same target. If successful, before determining the ally&#039;s success or damage, they can roll an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; for their attack and if successful gain bonus damage equal to your CHA or WIS Modifier.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action to initiate. Lasts until end of combat or distance exceeded, or until the Character either chooses another action other than attacking or otherwise cannot perform the assisted attack.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suppressing Command&#039;&#039;&#039;: Coordinate heavy fire to pin down the opposition.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You direct an ally&#039;s fire to maximize disruption. One ally within visual range may perform the &#039;&#039;&#039;Suppressing Fire&#039;&#039;&#039; action as a &#039;&#039;&#039;Bonus Action&#039;&#039;&#039; this turn. Additionally, the penalty to the ally performing the Bonus Supperssing Fire Action is removed.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Triage Priority&#039;&#039;&#039;: Instantly assess the tactical health of the battlefield.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You analyze the vital signs and combat readiness of all combatants. You instantly learn the exact HP and current Conditions of one target within visual range. One dying ally within range, is prevented from taking Constitution Damage for one round. Any Medical Skill check done by an ally in visual range that is in your same group also gain advantage to the check. The use of a Pharmacuitial is automaticully successful with max possible bonus.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Watch Your Six&#039;&#039;&#039;: Shout a warning to prevent an ally from being blindsided.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For 1 + Wisdom Modifier number of rounds. When an ally is targeted by an attack from an enemy who is flanking them or attacking from stealth, you provide an immediate warning. The ally is not considered &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; and gains a &#039;&#039;&#039;+1 bonus to AC&#039;&#039;&#039; against that specific attack. This can happen once per turn, and is a Free Reaction.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action, Simple Action to continue, per round.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level 2 - Advanced Command&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weaken Resolve&#039;&#039;&#039;: Demean and insult the enemy group to break their spirit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Targets within 60ft + 10ft per WIS or CHA Mod must succeed on a Wisdom save or suffer a &#039;&#039;&#039;Disadvantage Die&#039;&#039;&#039; on Accuracy, Saving Throws, and Opposing checks for &#039;&#039;&#039;1d4 + (CHA or WIS Mod)&#039;&#039;&#039; turns. A critical failure on the save results in two Disadvantage Dice.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Imbue Strength&#039;&#039;&#039;: Provide the tactical encouragement needed to push harder.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All allies within 30ft gain a &#039;&#039;&#039;+2 bonus&#039;&#039;&#039; to both Strength and Dexterity scores for &#039;&#039;&#039;1d4 + (CHA or WIS Mod)&#039;&#039;&#039; turns.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aggressive Command Aura&#039;&#039;&#039;: Drive your allies toward high-impact strikes.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For &#039;&#039;&#039;1d4 + (CHA or WIS Mod)&#039;&#039;&#039; rounds, all allies within visual range gain a bonus: if they score a &#039;&#039;&#039;Critical Hit&#039;&#039;&#039;, they gain an bonus &#039;&#039;&#039;Extra Damage&#039;&#039;&#039;. Extra Damage threshold is shifted down by 1.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action to initiate.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Command Aura&#039;&#039;&#039;: Instruct allies on using cover and maintaining evasion.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For &#039;&#039;&#039;1d4 + (CHA or WIS Mod)&#039;&#039;&#039; rounds, all allies within 30ft + 5ft per WIS Mod if attacked by melee have their attacker take disadvantage (-1AD). If the ally is being fired upon while in concealment or Fighting Defensively they gain +2 to their AC. Allies also gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on all Dexterity Saving throws and Stealth checks.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action to initiate.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactical Withdrawal&#039;&#039;&#039;: Orchestrate a perfectly timed squad retreat.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You coordinate a synchronized repositioning. All allies within your group gain a &#039;&#039;&#039;Move Action&#039;&#039;&#039; to Withdrawl, as long as they are moving away from the combat they do not gain Tactical Advantage against them. Up to 2 additional allies within 30ft that are not in your Group can immediately perform a &#039;&#039;&#039;Bonus Move Action&#039;&#039;&#039; as a Withdrawl as well. If they have not moved this turn then, following the Move rules, considered the Bonus Move Action as if they performed Standard Move Action of 0ft.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per combat encounter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chink in the Armor&#039;&#039;&#039;: Expose a critical structural flaw in an enemy&#039;s equipment.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You identify a weakness in an enemy&#039;s posture or gear. For &#039;&#039;&#039;1d4&#039;&#039;&#039; rounds, the target&#039;s &#039;&#039;&#039;Damage Reduction (DR)&#039;&#039;&#039; is reduced by your Wisdom or Charisma Modifier (Minimum 1). This counts against all damage recieved directly by you or your allies.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coordinated Barricade&#039;&#039;&#039;: Fortify your squad&#039;s position behind cover.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You direct your squad to maximize their environmental advantages. All allies within 60ft currently utilizing cover gain an additional &#039;&#039;&#039;+2 bonus to AC&#039;&#039;&#039; and an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on Stealth checks for as long as they remain behind that specific cover.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level 3 - Master Stratagems&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proactive Leadership&#039;&#039;&#039;: Intervene out of turn to save an ally from failure.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All Standard Actions including Techniques can for &#039;&#039;&#039;1d4 + (CHA or WIS Mod)&#039;&#039;&#039; rounds gain the effect that if you earn a Bonus Action but choose not to use it gain a &#039;Bonus Proactive Leadership Reaction&#039; until the start of your next turn. With this Bonus Reaction you can jump in to help an ally within Run Distance in a moment of crisis. This allows the ally to &#039;&#039;&#039;re-roll&#039;&#039;&#039; one attack, skill check, or saving throw.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Reaction (Forfeits your earned Bonus Action)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Terrifying Gaze&#039;&#039;&#039;: Paralyze a single target with your sheer force of will.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The target must succeed on a Wisdom save or be &#039;&#039;&#039;Frightened&#039;&#039;&#039; for 1d4 turns. If they fail by 5 or more, they are &#039;&#039;&#039;Cowering&#039;&#039;&#039;; if they fail by 10 or more, they are &#039;&#039;&#039;Panicked&#039;&#039;&#039;.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Restriction&#039;&#039;&#039;: Can only target the same combatant once per combat encounter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Push Through&#039;&#039;&#039;: Lead a desperate charge to inspire a total squad breakthrough.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You perform a &#039;&#039;&#039;Charge&#039;&#039;&#039; action. If successful, all allies who can see you gain &#039;&#039;&#039;double Advantage&#039;&#039;&#039; and bonus damage equal to your CHA and WIS Modifier combined on their next attack this round. If an ally scores a critical hit, it deals maximum damage. All Allies also gain a Bonus Move Action that they can perform on their off-group.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action (Charge).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Controlled Chaos&#039;&#039;&#039;: Disrupt the enemy&#039;s command and control.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You manipulate the enemy&#039;s coordination. One enemy combatant must succeed on a Wisdom save or be forced into the opposite initiative group (e.g., if they are in the Vanguard, they act in the Rearguard next round).&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perfect Sync&#039;&#039;&#039;: Command your squad to act as a single, unstoppable unit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For &#039;&#039;&#039;1d4&#039;&#039;&#039; rounds, you enter a state of total concentration. Whenever an ally in your combat group (Vanguard or Rearguard) successfully performs a Bonus Action, then the opposite group immediately gains a free &#039;&#039;&#039;Bonus Action&#039;&#039;&#039; of the same type in a pool that one of the Character&#039;s in that group can choose to use immediately. The Players on the other team have to choose who gets the action. If a Character utilizes this action when they start their turn they act as if they have already used a Simple Action.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action, every turn after that the Character has to perform a Simple Action to keep this effect going.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Helix Strains ==&lt;br /&gt;
&lt;br /&gt;
Helix Strains represent specific genetic pathways unlocked through rigorous training or mutagenic triggers for the [[Character_Professions#Helix_Warrior|Helix Warrior]]. Unlike standard Techniques, these do not consume slots from a daily pool. Instead, each Strain has its own individual frequency limit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Genetic Enhancement&#039;&#039;&#039;: At odd levels (1st, 3rd, 5th, 7th, 9th), a Helix Warrior chooses either to learn &#039;&#039;&#039;one&#039;&#039;&#039; Strain from this list OR gain &#039;&#039;&#039;2 Mutation Points (MP)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strain DC&#039;&#039;&#039;: Unless otherwise stated, any Saving Throw required by a Strain is against your &#039;&#039;&#039;Helix DC&#039;&#039;&#039; ie: &#039;&#039;&#039;DC 10 + Wisdom Modifier + 1/2 Helix Warrior Level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stance&#039;&#039;&#039;: If any of the Strains has &#039;&#039;&#039;Stance&#039;&#039;&#039; in the title it cannot done at the same time as another Strain. Only one Stance at a time and during a Stace no other Strain can be used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Bio-Feedback Strains (Utility &amp;amp; Resilience)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sensory Overload&#039;&#039;&#039;: Sharpen your senses to detect the undetectable.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You temporarily hyper-tune your eyes and ears. You gain a &#039;&#039;&#039;+2 Misc bonus&#039;&#039;&#039; to Passive Perception and active Perception checks for 10 minutes * WIS Mod (min 10).&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 Helix Warrior levels per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Neural Suppression&#039;&#039;&#039;: Temporarily ignore the body&#039;s pain signals.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You dampen your pain receptors. You ignore all penalties from being &#039;&#039;&#039;Shaken&#039;&#039;&#039; or &#039;&#039;&#039;Sickened&#039;&#039;&#039; for 1 minute. This does not remove the conditions, only the penalties.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 Helix Warrior levels per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biological Anchor&#039;&#039;&#039;: Lock your joints and muscles into a reinforced stance.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You become incredibly difficult to move. You gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on all checks or saving throws made to resist being tripped, pushed, or moved against your will. Lasts for 1 + Str Mod rounds.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 Helix Warrior levels per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Second Wind&#039;&#039;&#039;: Force your body to recover from the brink of death.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If you are at 0 HP or stabilized, you can force your cells to regenerate. You instantly recover &#039;&#039;&#039;1 Hit Die + Wisdom Modifier&#039;&#039;&#039; in HP.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Triggered Free Action (usable when you reach 0 HP or are stabilized).&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Martial Strains (Stances &amp;amp; Maneuvers)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Focused Strike&#039;&#039;&#039;: Infuse your strikes with tactical precision.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You use your enhanced mind to guide your limbs. For your next attack this turn, you may add your &#039;&#039;&#039;Wisdom Modifier&#039;&#039;&#039; along with your &#039;&#039;&#039;Strength Modifier&#039;&#039;&#039; for accuracy and damage.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 Helix Warrior levels per combat encounter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crane Stance&#039;&#039;&#039;: A fluid stance designed for staff-like weapons.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Requires a two-handed melee weapon. You gain a &#039;&#039;&#039;+2 bonus to AC&#039;&#039;&#039; and accuracy checks. Additionally, you may attempt a &#039;&#039;&#039;Disarm&#039;&#039;&#039; technique as a Bonus Action following a successful Standard Attack. Lasts until the end of combat or until you are Prone/Grappled.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action (Toggle).&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Unlimited (Stance).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hydra Stance&#039;&#039;&#039;: A rapid, multi-limbed defensive posture.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Requires two melee weapons or unarmed strikes. You gain a &#039;&#039;&#039;+2 bonus to AC&#039;&#039;&#039;. If you perform a &#039;&#039;&#039;Standard Attack Action&#039;&#039;&#039; and miss, you may instantly make a second attempt. This doesn&#039;t conflict with Simple/Bonus actions. Lasts until the end of combat.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action (Toggle).&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Unlimited (Stance).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Comet Dash&#039;&#039;&#039;: Convert your momentum into an explosive impact.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You perform a &#039;&#039;&#039;Charge&#039;&#039;&#039; melee attack. The impact is so great that the damage die for the attack is increased by one level (e.g., 1d8 becomes 1d10) and add double Strength Modifier to the total. If successful, the target is automatically knocked &#039;&#039;&#039;Prone&#039;&#039;&#039;.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 Helix Warrior levels per combat encounter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Tactical Strains (Evasive &amp;amp; Disruptive)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synaptic Dodge&#039;&#039;&#039;: Move before the trigger is even pulled.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When targeted by a ranged attack from an enemy you can see, you may roll an &#039;&#039;&#039;Opposing Initiative Check&#039;&#039;&#039; against the attacker. If you win, the attack automatically misses. &lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Reaction.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + Wisdom Mod per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shatter-Point Kick&#039;&#039;&#039;: Target a weak joint during a flurry of blows.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Following a successful Standard Attack, were damage is rolled normally and no negatives effects have been done back to you, you deliver a precise kick. The target must succeed on a Dexterity save or be &#039;&#039;&#039;Prone&#039;&#039;&#039; and &#039;&#039;&#039;Dazed&#039;&#039;&#039; for 1 round.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Bonus Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 Helix Warrior levels per combat encounter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synaptic Flash&#039;&#039;&#039;: Strike a cluster of nerves to blind the opponent.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You make a melee touch attack. The target must succeed on a Wisdom save or be &#039;&#039;&#039;Blinded&#039;&#039;&#039; for &#039;&#039;&#039;1d4 + Wisdom Mod&#039;&#039;&#039; rounds as their visual cortex is overloaded.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + 1 every 5 Helix Warrior levels per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Apex Strains (Devastating)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Iron Mirror Stance&#039;&#039;&#039;: A perfect counter-offensive state.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You gain a &#039;&#039;&#039;+4 AC bonus&#039;&#039;&#039; for 1 round. During this time, every time an enemy misses you with a melee attack, you may immediately make a &#039;&#039;&#039;Standard Melee Attack&#039;&#039;&#039; against them as a Free Action.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per encounter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genesis Strike&#039;&#039;&#039;: Push your muscles to their absolute structural limit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Must have at least Character level 5. You unleash a series of strikes dealing &#039;&#039;&#039;Xd10 + Strength Mod&#039;&#039;&#039; damage per hit (X = 1 + Wisdom Mod). After using this technique, you become &#039;&#039;&#039;Exhausted&#039;&#039;&#039; and cannot use any further Strains until you no longer Exhausted.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System Shutdown&#039;&#039;&#039;: A precise blow to the brainstem.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You make a melee touch attack. The target must succeed on a Constitution save or be rendered &#039;&#039;&#039;Unconscious&#039;&#039;&#039; for &#039;&#039;&#039;1d4 rounds&#039;&#039;&#039;. If they succeed, they are still &#039;&#039;&#039;Paralyzed&#039;&#039;&#039; for 1 round.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per encounter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer Techniques ==&lt;br /&gt;
&lt;br /&gt;
This is the list of Techniques for the [[Character_Professions#Shield_Splicer|Shield Splicer]]. Shield Splicer Techniques involve the direct mental control of force fields, often at a molecular level. These techniques primarily use Constitution as their governing authority. All Techniques require a Standard Action unless specified otherwise. Level Zero Techniques cannot be expanded into higher-level Techniques or affected by the [[TechniqueMaster| Technique, Master]] Feat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technique DC&#039;&#039;&#039;: Unless otherwise stated, any Saving Throw required is against your Splicer DC:&lt;br /&gt;
: &#039;&#039;&#039;DC 10 + Constitution Modifier + 1/2 Shield Splicer Level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level Zero Shield Splicer Techniques&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sixth Sense&#039;&#039;&#039;: Project a cloud of shield particles to detect movement.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Once activated, this lasts for 1 hour. You gain a &#039;&#039;&#039;+2 bonus&#039;&#039;&#039; to both Passive Perception and the Perception skill for anything within 30ft. You may take 20 on this check outside of combat.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Telekinetic&#039;&#039;&#039;: Warp a small shield around a light object to move it.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You can manipulate an object weighing up to 5lbs within a 15ft reach. Range and weight limit increase by 5ft and 5lbs every odd level.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Integrated Senses&#039;&#039;&#039;: Layer the ground with particles to track hidden units.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You become aware of anything walking within a 60ft radius. This allows you to pinpoint the location of stealth or cloaked units. This is only on unbroken terrain. Doors, walls, large rubble, a raven, a river can block the effect. This lasts for every round you do not move up to your Constitution Modifier number of rounds.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action (Requires you to remain stationary).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shape Shield&#039;&#039;&#039;: Create a low-impact sensory alarm.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You shape a tiny (1ft x 1ft) nearly invisible shield. It lasts for 1 hour per Shield Splicer level. If the shield is disrupted, you are instantly mentally alerted, regardless of distance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;: Shoot a small concentration of force at a target.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A Ranged Touch Attack with a range of &#039;&#039;&#039;30ft + 5ft per level&#039;&#039;&#039;.&lt;br /&gt;
: &#039;&#039;&#039;Damage&#039;&#039;&#039;: Constitution Mod + Advantage Die. You gain additional damage equal to your Con Mod for every Extra Damage you possess.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Push&#039;&#039;&#039;: Shoot a wave of shield energy to knock an opponent back.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This is a ranged &#039;&#039;&#039;Push&#039;&#039;&#039; technique (Range: 20ft + 5ft per 1/2 level). You use Constitution instead of Strength for the check.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Kinetic Stabilizer&#039;&#039;&#039;: Fire a counter-burst of force to keep an ally upright.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you or an ally within 15ft is about to be knocked &#039;&#039;&#039;Prone&#039;&#039;&#039; or moved by a &#039;&#039;&#039;Push/Tackle&#039;&#039;&#039; technique, you fire a stabilizing pulse. The target gains an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; to resist the effect.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Reaction (Costs your next turn&#039;s &#039;&#039;&#039;Simple Action&#039;&#039;&#039;).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Friction Field&#039;&#039;&#039;: Increase local gravity to hinder movement.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You target a single 5ft square within 60ft. That square is considered &#039;&#039;&#039;Difficult Terrain&#039;&#039;&#039; for 1 minute.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level One Shield Splicer Techniques&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Wall&#039;&#039;&#039;: Construct a static vertical barrier of energy.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You create a wall up to 15ft by 5ft. The wall has &#039;&#039;&#039;DR 1 + (1/2 Shield Splicer level)&#039;&#039;&#039; and lasts for &#039;&#039;&#039;1d4 + 1 turns&#039;&#039;&#039;. Enemies can move through the shield and take no damage from doing so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflection&#039;&#039;&#039;: Summon a blindingly bright shield to confuse attackers.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Target (Range 60ft) is surrounded by a shifting wavelength shield for 1 + Conn Mod turns. Any enemy targeting them must succeed on a Wisdom save or be &#039;&#039;&#039;Blinded&#039;&#039;&#039; until their next turn. Even if they succeed, they take a &#039;&#039;&#039;Disadvantage Die&#039;&#039;&#039; on the attack.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a high-frequency vibrating field.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A target weapon deals an additional &#039;&#039;&#039;1d6 Kinetic damage&#039;&#039;&#039; for 1 + Conn Mod turns. If the Weapon is held by a friendly instead of the Shield Splicer themselves they must stay within 30ft + 5ft per Con mod or loose the affect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mass Push&#039;&#039;&#039;: Release a burst of energy to clear the area.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All creatures within a 15ft radius must succeed on a Dexterity save or be pushed 5ft and knocked &#039;&#039;&#039;Prone&#039;&#039;&#039;. Gases in the air or effects or damage caused by lingering gases are removed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Concussive Blast&#039;&#039;&#039;: Trigger a sonic-kinetic boom within a group.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Targets within a 15ft radius must succeed on a Constitution save or become &#039;&#039;&#039;Stunned&#039;&#039;&#039; for 1 round.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Burst Leap&#039;&#039;&#039;: Fire a pulse of force to launch yourself or an ally.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You fire a blast at the feet of a target within 10ft. The target may immediately move 15ft in any direction (including vertically). This movement does not trigger &#039;&#039;&#039;Tactical Opportunities&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Distortion Screen&#039;&#039;&#039;: Create a shimmering screen to deflect ranged fire.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You project a screen around an ally within 60ft. For &#039;&#039;&#039;1d4&#039;&#039;&#039; rounds, all ranged attacks against that ally take a &#039;&#039;&#039;Disadvantage Die&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level Two Shield Splicer Techniques&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cloak&#039;&#039;&#039;: Warp light around yourself to disappear.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You gain partial concealment for &#039;&#039;&#039;1d4 + (1/4 Splicer level)&#039;&#039;&#039; rounds. This is negated by advanced tracking or thermal sensors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Punch&#039;&#039;&#039;: Launch a fists-sized kinetic strike at range.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A ranged attack (Range: 10ft + 5ft per Splicer level). Target is considered &#039;&#039;&#039;Flat-Footed&#039;&#039;&#039; for this attack. This is considered an unarmed strick that deals leathal damage. You use Constitution in place of Strength and Wisdom in place of Dextarity for Weapon Die [[Weapons#Melee/Martial_Arts_Combat|rules]]. Gain 1 punch/Attack plus an additional seperate punch/Atack for each Extra Damage the Character has. Divid up the punchs againstn as many or as little targets as the Player chooses.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Boost Shield&#039;&#039;&#039;: Pump extra power into an active barrier.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Restore &#039;&#039;&#039;5 HP + 1 per Splicer level&#039;&#039;&#039; to a shield generated by the &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; or &#039;&#039;&#039;Selfless Shield&#039;&#039;&#039; or any other Item or Technique that generates a Shield with &#039;HP&#039;. This can stack on top of the maximum provided but cannot stack on top of itself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shield Snare&#039;&#039;&#039;: project a field of low-intensity traps on the ground.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You project a 30ft circle (Range 30ft + 5ft per level). Enemies entering or moving within this space must succeed on a Dexterity save or be &#039;&#039;&#039;Entangled&#039;&#039;&#039; for 1d4 turns. The area is considered &#039;&#039;&#039;Difficult Terrain&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Smash&#039;&#039;&#039;: Slam a target down with a massive block of energy.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Range 15ft + 5ft per level. Target takes &#039;&#039;&#039;1d8 + CON Mod&#039;&#039;&#039; damage (plus an extra 1d8 + Con Mod per Extra Damage). A successful Dexterity save results in half damage and prevents being knocked &#039;&#039;&#039;Prone&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Massive Lift&#039;&#039;&#039;: Warp a heavy object and move it through the air.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You target a Large or smaller object (up to 500lbs) within 30ft. You can move the object up to 30ft in any direction. This can be used to create cover or drop objects on enemies (dealing damage equal to your &#039;&#039;&#039;Shield Bullet&#039;&#039;&#039;).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shield Link&#039;&#039;&#039;: Synchronize your energy field with an ally.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You connect your shield from whatever source to an ally within 30ft. For &#039;&#039;&#039;1d4&#039;&#039;&#039; rounds, you both share the benefit of the shield.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level Three Shield Splicer Techniques&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shattered Ground&#039;&#039;&#039;: Generate dangerous pockets of static energy.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You project a 30ft circle (Range 30ft + 5ft per level). Enemies moving within this space must succeed on a Dexterity save or take &#039;&#039;&#039;1d10 + CON Mod&#039;&#039;&#039; damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Improved Imbue Weapon&#039;&#039;&#039;: Coat a weapon in a reinforced kinetic field.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A melee weapon deals an additional &#039;&#039;&#039;1d12 Kinetic damage&#039;&#039;&#039; and gains &#039;&#039;&#039;AP 4&#039;&#039;&#039; for 2d4 + Con Mod turns. The other same rules applie from Imbue Weapon.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shield Crash&#039;&#039;&#039;: Purge your own fields to collapse those around you.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You negate all your active shields to force all shields within 30ft + 10ft per level to crash. If an enemy combatant has a shield they must succeed on a Constitution save or be &#039;&#039;&#039;Shaken&#039;&#039;&#039; for 1 round.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hold Person&#039;&#039;&#039;: Wrap a target in a localized, non-moving force bubble.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This is a ranged &#039;&#039;&#039;Grapple&#039;&#039;&#039; (Range 15ft + 5ft per 1/4 level) using Constitution instead of Strength. You must have a free hand. All other grapple rules still apply.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spliced Bullet&#039;&#039;&#039;: Shower an area with force-projectiles.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A 15ft cone area effect (starting point range 15ft + 5ft per 1/4 level). Deals damage equal to Xd10 + Advantage Die + Con Mod. Targets may roll a Dexterity save for half damage. X = 1 + the total number of Extra Damage the Character has.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Kinetic Wave&#039;&#039;&#039;: Release a focused cone of physical pressure.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You release a 30ft cone of pure kinetic energy. Targets take &#039;&#039;&#039;3d10 + CON Mod&#039;&#039;&#039; + 1d10 per Extra Damage, damage and are pushed back 15ft. A successful Dexterity save results in half damage and no push.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Signal Dampener&#039;&#039;&#039;: Generate a field that jams communications and sensors.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You create a 15ft radius sphere within 60ft. Electronic devices and robots within the sphere must succeed on a Wisdom save or be &#039;&#039;&#039;Dazed&#039;&#039;&#039; for 1 round as their internal sensors are jammed. Wireless communication is impossible through the sphere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level Four Shield Splicer Techniques&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Raining Force&#039;&#039;&#039;: Saturate the air with dormant shield particles.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For 2 + 1/4 Shield Splicer Level (round up) rounds, you are surrounded by a 60ft +5ft per Con Mod field. Each round once per round as a &#039;&#039;&#039;Free Action&#039;&#039;&#039; the Character can activate one of the following:&lt;br /&gt;
# Deal &#039;&#039;&#039;Xd8 + CON&#039;&#039;&#039; damage in a 15ft radius. Targets may roll a Dexterity save for half damage. X = 1 + the total number of Extra Damage the Character has.&lt;br /&gt;
# Instantly perform any lower-level Technique (maximum distance is 60ft radius limit) This consumes a use of that Technique level. Cannot use Expand Talent or other Technique Feats to improve this technique.&lt;br /&gt;
If the Shield Splicer chooses to withhold there action they gain a single Reaction they can choose instead.&lt;br /&gt;
# Force an Initiative check against an enemy attempting an move action or a melee attack action; if you win, the action is canceled.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Crush&#039;&#039;&#039;: Completely envelop and compress a target.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Range 15ft + 5ft per level. Target takes &#039;&#039;&#039;2d10 + CON Mod&#039;&#039;&#039; damage (plus 1d10 per Extra Damage). A successful Strength save results in half damage. Gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on the DC if the target is already Grappled.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Directed Overload&#039;&#039;&#039;: Concentrate massive energy into a single target.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A Melee Touch Attack. Roll a Constitution check; the result is the damage dealt (ignoring all DR). If you roll a 1, you take 1d6 damage yourself. You may perform this attack as many times as you have Extra Damage. The target can roll an opposing Strength check. If successful they take half damage. This save is done once for all attacks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crushing Singularity&#039;&#039;&#039;: Generate a point of extreme gravitational pressure.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You create a point within 60ft. All creatures within 25ft are pulled 10ft toward the center. Any creature within 5ft of the center takes &#039;&#039;&#039;5d10 + CON Mod&#039;&#039;&#039; damage plus an additional 2d10 per Extra Damage. A successful Strength save results in half damage and prevents the pull.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;De-Phase Shielding&#039;&#039;&#039;: Desynchronize your body with solid matter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For 1 + 1/2 Shield Splicer Level (round up) rounds, your body and equipment become partially ethereal. You can move through solid walls or obstacles (up to 10ft thick) as if they weren&#039;t there. If you end your turn inside an object, you are shunted to the nearest open space and take 3d6 damage.&lt;br /&gt;
All attackers now have to role a percental check on top of an accuracy check. If the Accuracy Check was successful then role a Percentile Check. 25 or lower the hit just misses. 26-75% the damage does half. 76 or higher and take damage as normal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supernova Discharge&#039;&#039;&#039;: Overload your personal shield into a devastating blast.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Requires an active &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; or &#039;&#039;&#039;Selfless Shield&#039;&#039;&#039; barrier. You violently collapse the field, dealing damage equal to the &#039;&#039;&#039;remaining HP of the shield&#039;&#039;&#039; to all creatures in a 30ft radius ignoring all DR. The shield is instantly depleted and enters its normal cooldown.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Level Five Shield Splicer Techniques&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Extended Mass Smash&#039;&#039;&#039;: A massive aerial bombardment of kinetic energy.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Acts like &#039;&#039;&#039;Force Smash&#039;&#039;&#039;, but has a range of &#039;&#039;&#039;120ft&#039;&#039;&#039; and hits all targets in a &#039;&#039;&#039;30ft radius&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Infused Tackle&#039;&#039;&#039;: Hurl a spiked chain of force to snare a target.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A ranged &#039;&#039;&#039;Tackle&#039;&#039;&#039; (Range 20ft + 5ft per 1/2 level) using Constitution instead of Strength. If successful, you deal &#039;&#039;&#039;Xd8 + CON&#039;&#039;&#039; damage and the target is &#039;&#039;&#039;Grappled&#039;&#039;&#039;. X = 1 plus total Character Extra Damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Splintered Shield&#039;&#039;&#039;: Overload a fine point in space to trigger an explosion.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Creates a massive explosion in a 30ft radius. Within 20ft + 5ft per 1/2 level. This deals 2d10 + Constitution Modifier plus an additional 2d10 + Constitution Modifier per Character Extra Damage. Targets may roll a Dexterity save for half damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Prison&#039;&#039;&#039;: Manifest solid plates of energy to trap a foe.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You trap a target within 30ft in a 10ft cube of solid force. The box is airtight and opaque, has &#039;&#039;&#039;100 HP&#039;&#039;&#039; and &#039;&#039;&#039;DR 10&#039;&#039;&#039;, and lasts for &#039;&#039;&#039;1 + 1/2 Shield Splicer levels&#039;&#039;&#039; rounds or until destroyed. The Target if unwilling can make a Dexterity save to jump out of the box. If this is the case the box dissipates instantly and the target resumes their orginial position.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Medical_Assistant&amp;diff=11659</id>
		<title>Medical Assistant</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Medical_Assistant&amp;diff=11659"/>
		<updated>2026-07-18T04:19:00Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a Power Armor Mod. Please review the [[Armor#Power_Armor|Power Armor]] rules for more information. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Allows the Wearer to do on-the-fly (as a simple action) Medical skill checks even during combat. The Suit acts as a First Aid, fast-use Medkit, Surgery, and Pharmacist Kit. With 50 uses and rechargeable. If they can already perform a Treat Injury Skill check as a Simple or Free action, then they can now perform two Treat Injury checks in the same turn as long as it doesn&#039;t require moving.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Xenomedic&amp;diff=11658</id>
		<title>Xenomedic</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Xenomedic&amp;diff=11658"/>
		<updated>2026-07-18T04:18:37Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For a full list of Feats, go to the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
You know how to provide safe medical treatment to alien life forms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;: Knowledge (Sciences) 4 ranks, Medical 5 ranks, Surgery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;: You can, without penalty, use the Medical skill to perform surgery on a living creature regardless of its type. You cannot critically fail at a surgery on an alien creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: Characters without this feat take two stacked disadvantages on Medical checks (Only one disadvantage if they have the Surgery feat) when performing surgery on creatures of a different type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: This feat cannot be used to heal or repair nonliving or inorganic creatures such as constructs or undead.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Spaceship_Medical_Officer&amp;diff=11657</id>
		<title>Spaceship Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Spaceship_Medical_Officer&amp;diff=11657"/>
		<updated>2026-07-18T04:18:17Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For a full list of Feats, go to the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;: [[Medical]] 2 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;:  You can add your affinity die to rolls for Medical while on board your Spaceship, regardless of being in combat or the condition of the ship. They can also use [[Space_Ships#Officer.2FShip_Functions|Advanced Officer Functions]] for that position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;:  Normally, a Character cannot add their affinity die to rolls for Medical unless an Advanced Class specifies otherwise. However, even in those situations, combat conditions aboard the ship can create disadvantages. They can only use [[Space_Ships#Officer.2FShip_Functions|Standard Officer Functions]] for that position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: -&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Cybernetic_Surgery&amp;diff=11656</id>
		<title>Cybernetic Surgery</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Cybernetic_Surgery&amp;diff=11656"/>
		<updated>2026-07-18T04:17:57Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For a full list of Feats, go to the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
You can graft cybernetic attachments onto living tissue and safely remove them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;: Medical 3 ranks, Surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You can make a Medical check (DC 20) to install or remove a cybernetic attachment. If you do not have a surgery kit or access to a medical facility, you take disadvantage on the check. Cybernetic surgery takes 1d4 hours.&lt;br /&gt;
&lt;br /&gt;
The consequences of failure are severe: If your check result fails by 5 or more, the installation or removal of the cybernetic attachment causes undue physical trauma to the patient, who suffers 1d4 points of Constitution damage. If the check result fails by 10 or more, the Constitution damage is treated as Constitution drain instead.&lt;br /&gt;
&lt;br /&gt;
A character who undergoes cybernetic surgery (successful or not) is fatigued for 24 hours. Reduce this time by 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: Characters without this feat take double disadvantage on Medical checks made to perform cybernetic surgery (Single disadvantage if they have the Surgery feat).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: -&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=RoboticFeats&amp;diff=11655</id>
		<title>RoboticFeats</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=RoboticFeats&amp;diff=11655"/>
		<updated>2026-07-18T04:17:32Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is dedicated to Robotic [[Hero_Companions|Hero Companions]] Feats. In order to get a complete list of all Feats available for a normal Hero Character please go [[Feats|here]]. &lt;br /&gt;
&lt;br /&gt;
On this page, these Feats are like special abilities or traits a Robotic Companion can learn. Feats are themed and organized into &#039;&#039;&#039;categories&#039;&#039;&#039; like Combat Martial Arts or Skill Enhancements. &lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Feats&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Feat&lt;br /&gt;
! Prerequisites&lt;br /&gt;
! Summary&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Category: Robotic Companion&lt;br /&gt;
|-&lt;br /&gt;
| [[Jumper|Jumper]] || 2 Rank in Acrobatics || Gain Advantage on all Acrobatic checks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Narrow Frame|Narrow Frame]] || - || You do not take penalties while moving through narrow spaces.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sure Footed|Sure Footed]] || Quadruped chassis || You do not take penalties for moving across difficult terrain. Gain an advantage on certain checks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Improved Natural Attack|Improved Natural Attack]] || Natural Attack || 1 Natural attack is increased by one Hit Die Level and gains a +1 to Accuracy and +1 to damage. &lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Combat Techniques]] || - || Unlocks the use of 1 Advanced Combat Technique that they can now use at will.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Category: Combat Martial Arts&lt;br /&gt;
|-&lt;br /&gt;
|[[Blind Fight|Blind Fight]]|| - ||re-roll melee attacks that miss because of concealment. &lt;br /&gt;
|-&lt;br /&gt;
|[[Martial Art Focus|Martial Arts Focus]]|| Strength or Dexterity score of 15 or higher|| The Damage die for unarmed strikes goes up a level.&lt;br /&gt;
|-&lt;br /&gt;
|[[Martial Arts Master| - Martial Arts Master]]|| Martial Arts Focus, Advantage Die 1d8.|| The character’s threat range on an unarmed strike improves to 19–20.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dan Martial Artist| - Dan Martial Artist]]|| Martial Arts Master, Advantage Die 1d12.|| When the character scores a critical hit with an unarmed strike, it deals triple damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Nerve Pinch| - Nerve Pinch]]|| Martial Arts Focus, Advantage Die 1d8.|| Perform a melee attack that can paralyze the target.&lt;br /&gt;
|-&lt;br /&gt;
|[[Defensive Martial Arts|Defensive Martial Arts]]|| - ||+1 AC bonus against only melee attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elusive Target| - Elusive Target]]|| Dexterity 14, Defensive Martial Arts.|| Opponents that target you with a melee attack take disadvantage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Muscle Memory| - Muscle Memory]]|| Defensive Martial Arts, Advantage Die 1d10.|| In the melee, if enemy attacks and misses, the character may immediately make a trip against the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Feint| - Improved Feint]]|| Intelligence 13, Combat Martial Arts.|| Advantage bonus on Bluff checks made to feint in melee combat.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Category: Melee Weapon Combat&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon Finesse|Weapon Finesse]]|| - || Use Dexterity modifier instead of Strength modifier on attack rolls.&lt;br /&gt;
|-&lt;br /&gt;
| [[Melee Weapon Focus|Melee Weapon Focus]]|| - || Character gains advantage while using specific melee weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[Improved Melee Weapon Focus| - Improved Melee Weapon Focus]]|| Melee Weapon Focus || The chosen weapon&#039;s damage die increases by one level and gains +1 bonus damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweeping Blow| - Sweeping Blow]]|| Melee Weapon Focus, Advantage Die 1d8 || Causes the target to perform a saving throw or be tripped&lt;br /&gt;
|-&lt;br /&gt;
| [[Throw Off Guard| - Throw Off Guard]]|| Melee Weapon Focus || Causes the target to have a temporarily lower AC when defending against other enemy attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Defensive Strike| - Defensive Strike]]|| Melee Weapon Focus || Deal less damage but increase your own AC against the target&#039;s attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aggressive Strike| - Aggressive Strike]]|| Melee Weapon Focus || Deal more damage but decrease your own AC against the target&#039;s attacks.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Category: Ranged Combat&lt;br /&gt;
|-&lt;br /&gt;
|[[Point Blank Shot|Point Blank Shot]]|| - ||Removes penalties for targets within 10ft and gains a +1 to all damage dice if the target is within 10ft.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Tap| - Double Tap]]|| Dexterity 13, Point Blank Shot.|| Disadvantage on this attack, but deals +1 die of damage with a successful hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Precise Shot|Precise Shot]]|| - || Take a full-round action to line up a shot for a bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dead Aim| - Dead Aim]]|| Wisdom 13, Precise Shot.|| Take a round to study target on the following round shoot for a major bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[Trick Shot| - Trick Shot]]|| Precise Shot.|| A character may ignore the cover of a target.&lt;br /&gt;
|-&lt;br /&gt;
|[[Burst Fire|Burst Fire]]|| Proficiency level 5+ || Can use Burst Fire weapon attribute even if not on the weapon. Deal +1 dice of damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Draw|Quick Draw]]|| - ||The character can draw a weapon as a free action.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Reload|Quick Reload]]|| - ||Reloading a firearm with an already filled box magazine or speed loader is a Simple Action. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Category: Two-Weapon Fighting&lt;br /&gt;
|-&lt;br /&gt;
| [[Akimbo Specialist|Akimbo Specialist]] || - ||The character can now gain an advantage when using off-hand weapons.&lt;br /&gt;
|-&lt;br /&gt;
| [[Niten Ichi| - Niten Ichi]] || Akimbo Specialist || The character takes no penalties for using two melee weapons.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun-Fu| - Gun-Fu]] || Akimbo Specialist || The character takes no penalties for using two ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Category: Skill Enhancements&lt;br /&gt;
|-&lt;br /&gt;
|[[Acrobatic|Acrobatic]]|| - ||Misc +2 bonus to the Acrobatic skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Attentive|Attentive]]|| - ||The character gets an minor +1 bonus on Study and Sense Motive skills&lt;br /&gt;
|-&lt;br /&gt;
|[[Builder|Builder]]|| - ||Pick one new skill under craft to become class skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cautious|Cautious]]|| - ||Misc +2 bonus to the Disable Device skill. &lt;br /&gt;
|-&lt;br /&gt;
|[[Computer Wiz|Computer Wiz]]|| - ||Misc +2 bonus to the Computer Use skill. &lt;br /&gt;
|-&lt;br /&gt;
|[[Educated|Educated]]|| - ||Pick two Knowledge skills. The character gets a permanent +2 Misc bonus on all checks with those skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hawk Eye|Hawk Eye]]|| - ||Misc +1 bonus to Perception Skill&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide|Guide]] || - ||Misc +1 bonus to both the Pilot and Survival skills. &lt;br /&gt;
|-&lt;br /&gt;
|[[Linguist|Linguist]] || - || Gain 1 rank in the main Language skill and 1 rank in a specific language of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|[[Medical Expert|Medical Expert]]|| - ||Misc +1 bonus to both the Craft (pharmaceutical) and Medical skills.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Meticulous|Meticulous]]|| - || Misc +1 bonus to both the Decipher Script and the Study skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Stealthy|Stealthy]]|| - ||Misc +2 bonus on the Stealth skill.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Surgeon|Surgeon]]|| Medical 2 ranks ||The character can use the Medical skill to perform surgery without penalty.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Category: Misc Feats&lt;br /&gt;
|-&lt;br /&gt;
|[[Bazooka_Arm|Bazooka Arm]]|| - || The Character is extremely effective at throwing grenades.&lt;br /&gt;
|-&lt;br /&gt;
|[[Drive-By Attack|Drive-By Attack]]|| - ||Takes no vehicle movement penalty when making an attack&lt;br /&gt;
|-&lt;br /&gt;
|[[Jerry Rigging|Jerry Rigging]] || - || You can repair items without material costs just once. You can repair structures in 1/10th the time.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lightning Reflexes|Lightning Reflexes]]|| Advantage Die 1d8||Advantage bonus on all Dexterity saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mastercrafter|Mastercrafter]]|| - || Reduces the DC check for crafting masterworked items by 2.&lt;br /&gt;
|-&lt;br /&gt;
| [[Multitasker|Multitasker]] || - || Allows a Character to do multiple skills or actions at a time.&lt;br /&gt;
|-&lt;br /&gt;
|[[Salvage|Salvage]]|| - ||Salvaging a destroyed vehicle, starship, robot, or cybernetic attachment takes less time and is more likely to yield valuables&lt;br /&gt;
|-&lt;br /&gt;
|[[Track|Track]]|| - ||A character can add their Advantage Die to survival checks when tracking&lt;br /&gt;
|-&lt;br /&gt;
|[[Xenomedic|Xenomedic]]|| Knowledge (Sciences) 4 ranks, Medical 5 ranks, Surgery||Use the Medical skill on a living creature regardless of its type, without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=OvexPath&amp;diff=11654</id>
		<title>OvexPath</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=OvexPath&amp;diff=11654"/>
		<updated>2026-07-18T04:17:00Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the [[Species#Ovex|Ovex]] special Path. To learn more about Ovex and other species you can visit the [[Species]] page. &lt;br /&gt;
&lt;br /&gt;
== Ovex (Sentient Artificial Life Form) Base Class == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Robot Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Feat(All) / Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2 +1|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d4 +1|| Feat(Tatical)  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4 +2|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4 +2|| Feat(Utility)  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6 +2|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6 +3|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8 +3|| -  || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8 +3|| Feat(Utility) || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 +4|| - || - || -&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d8 +4|| Feat(Tatical) || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10 +4|| Talent || - || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10 +5|| Feat(Utility) || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10 +5|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12 +5|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12 +6|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12 +6|| Feat(Utility) || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d6 +6|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d6 +7|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d6 +7|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Robot hero’s class skills (and the key ability for each skill) are dependent on which Module is picked. However, they all get Computer Use(Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Character Professions&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Path Feat Sub-Categories&amp;lt;/u&amp;gt;: Space Ship Operations, Leadership &amp;amp; Companions, Specialty Skills, Difficulties, Proficiency Tree, Techniques&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; Class Features&amp;lt;/u&amp;gt;: Besides the special abilities provided by each module, the Ovex are immune to Psionic Mind affecting abilities, immune to starvation, they can get &#039;tired&#039; a.k.a Fatigued and Exhausted, however, they simply need to recharge, which takes 4 hours instead of 8. They also do not need air, and although they can survive in a vacuum, they could not survive the extremes of space for very long, as the high radiation and temperature swings would wear the Ovex&#039;s machine internals down over time. However, under the right conditions, they could probably spend months in space before malfunctioning.&lt;br /&gt;
&lt;br /&gt;
=== Ovex Modules ===&lt;br /&gt;
: At 1st, 6th, 12th, and 18th level, the Ovex Hero selects a Module which is similar to a normal Character selecting a Character Path. Each module has a set order that must be followed, and the Player cannot pick Talents outside of their module.&lt;br /&gt;
&lt;br /&gt;
; - &#039;&#039;&#039;Fighter Module&#039;&#039;&#039; (Counts as either the Path of Strength or Path of Dexterity when considering requirements for [[Character Professions]])&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength or Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Push Through: Once per combat, the Ovex gets advantage on Overrun Combat Technique. &lt;br /&gt;
* Active Resistance: The Character takes a standard technique action to activate this. The Ovex chooses a Damage Type and gains DR 1 + (1/4th Character Level) for 1d6 + 1 turns for that type.&lt;br /&gt;
* Auto Aim Assistance: The Character gains an advantage bonus to the accuracy check of a bonus attack. However, this action can only be performed once per combat.&lt;br /&gt;
* Combat Technique Sub-routine: The Character gains one Advance Combat Technique as if they had taken the Feat [[Advanced_Combat_Techniques|Advanced Combat Techniques]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; - &#039;&#039;&#039;Leadership Module&#039;&#039;&#039; (Counts as either the Path of Charisma or Path of Wisdom when considering requirements for [[Character Professions]])&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma or Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Assistance Sub-routine: Once per combat or per 20-minute time frame, the Ovex can assist another player with bonuses. In combat, the assist is a Free action, while in normal play, they gain Advantage.&lt;br /&gt;
* Rally Function: With Charisma or Wisdom save (Which one you have an affinity with or which is higher) DC15 + Number of affected allies. Any ally characters within earshot of the Character have any negative mind-affecting conditions removed. A character can only do this 1/4 character level times per day.&lt;br /&gt;
* Task Scheduler Upgrade: This counts as the Leadership feat. If you already have that feat, then pick another Feat that requires Leadership.&lt;br /&gt;
* Intimidation Upgrade: The Character gains a +1 Misc to Intimidate skill checks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; - &#039;&#039;&#039;Specialist Module&#039;&#039;&#039; (Counts as the Path of Intelligence when considering requirements for [[Character Professions]])&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Passive Learning: Character gains a +1 Misc Mod to the Study Skill.&lt;br /&gt;
* Auto Repair Sub-routine: When activated the character gains an advantage bonus to repair checks. This can be used 1/4th of the character level times per day. &lt;br /&gt;
* Skill Enhancement Upgrade: Pick one skill from the &#039;Class Skills&#039; under the Specialist Module to add a +1 Misc Mod to.&lt;br /&gt;
* Search Engine Upgrade: When activated, this talent allows a Character to use any Knowledge skill even if it is locked and has zero points in it. Or it gains an advantage bonus to a Knowledge skill that they do have ranks in. This can be used only once per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; - &#039;&#039;&#039;Assistance Module&#039;&#039;&#039; (Counts as the Path of Wisdom when considering requirements for [[Character Professions]])&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Medical(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Biology Database Program: This Character can perform the Medical skill or associated actions on any biological species without any penalties and gains a +1 Misc Mod to the Medical Skill.&lt;br /&gt;
* Auto Assist Program: When activated, it automatically heals an individual when they receive damage. The target must be within walking distance, and the Character has the choice to ignore this ability. While this is activated, the Ovex can perform a Medical check while in combat as a Simple action and take no penalties unless overruled by the GM.&lt;br /&gt;
* Autonomous Recovery Sub-routine: Whenever active, the Ovex can regenerate 1d6 + 1Ad (Advantage Die) per turn for Wisdom Mod number of turns. This sub-routine can only be activated once per day.&lt;br /&gt;
* Chemical Analysis and Production Program: The Character gains a Rank in both Craft Chemical and Craft Pharmaceutical. And gains the &#039;&#039;&#039;Quick Chemistry&#039;&#039;&#039; Talent as noted by the [[Character_Professions#Combat_Medic.27s_Class_Features|Combat Medic]].&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Feats&amp;diff=11653</id>
		<title>Feats</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Feats&amp;diff=11653"/>
		<updated>2026-07-18T04:16:28Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feats are like Talents except that instead of being associated with a specific Path or Class, Feats can be taken by anybody as long as the Character meets the Prerequisites. Feats are themed and organized into two &#039;&#039;&#039;categories&#039;&#039;&#039;, &#039;&#039;&#039;Tactical&#039;&#039;&#039; and &#039;&#039;&#039;Utility&#039;&#039;&#039;. Then those categories have &#039;&#039;&#039;sub-categoreis&#039;&#039;&#039;, ie: Ranged Combat or Space Ship Operations. &lt;br /&gt;
&lt;br /&gt;
Feats are normally acquired when leveling up. The default levels of gaining feats for any character are every odd level starting with 1. At levels 4, 8, 12, 16 and 20 the Character gains the choice between an ability modifier boost or a &#039;&#039;&#039;Bonus Feat&#039;&#039;&#039;.  Bonus Feats specify the categories from which a Character can choose; this normally is anything in the Utility category.&lt;br /&gt;
&lt;br /&gt;
;Tactical Feats: Themed around combat and aggression, these feats almost exclusively focus on improving a Character&#039;s combat abilities. &lt;br /&gt;
&lt;br /&gt;
;Utility Feats: Themed around utility and functionality, these feats focus on enhancing existing abilities like skill checks and saving throws. They can also provide new options or actions a Character can do in or out of combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Feats&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Feat&lt;br /&gt;
! Prerequisites&lt;br /&gt;
! Summary&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Category: &#039;&#039;&#039;Tactical&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Sub-Category: Combat Martial Arts&lt;br /&gt;
|-&lt;br /&gt;
|[[Blind Fight]]|| - ||re-roll melee attacks that miss because of concealment. &lt;br /&gt;
|-&lt;br /&gt;
|[[Martial Art Focus|Martial Arts Focus]]|| Strength or Dexterity Score of 15 or higher|| The Damage die for unarmed strikes goes up a level.&lt;br /&gt;
|-&lt;br /&gt;
|[[Martial Arts Master| - Martial Arts Master]]|| Martial Arts Focus, Advantage Die 1d8.|| The character’s threat range on an unarmed strike im­proves to 19–20.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dan Martial Artist| - Dan Martial Artiest]]|| Martial Arts Master, Advantage Die 1d12.|| When the character scores a critical hit with an unarmed strike, its triple damage die.&lt;br /&gt;
|-&lt;br /&gt;
|[[Nerve Pinch| - Nerve Pinch]]|| Martial Arts Focus, Advantage Die 1d8.|| Perform a melee attack that can paralyze the target.&lt;br /&gt;
|-&lt;br /&gt;
|[[Defensive Martial Arts]]|| - ||+1 AC bonus against only melee attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elusive Target| - Elusive Target]]|| Dexterity 14, Defensive Martial Arts.|| Opponents that target you with a melee attack take disadvantage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Muscle Memory| - Muscle Memory]]|| Advantage Die 1d10, Defensive Martial Arts, || In melee, if an enemy attacks and misses, the character may immediately make a trip against the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Feint| - Improved Feint]]|| Intelligence 13, Defensive Martial Arts. || Advantage bonus on Bluff checks made to feint in melee combat.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Sub-Category: Melee Weapon Combat&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon Finesse]]|| - || Use Dexterity modifier instead of Strength modifier on attack rolls.&lt;br /&gt;
|-&lt;br /&gt;
| [[Melee Weapon Focus]]|| - || Character gains advantage while using specific melee weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[Improved Melee Weapon Focus| - Improved Melee Weapon Focus]]|| Melee Weapon Focus || Melee weapons now due 1 damage die level higher of damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweeping Blow| - Sweeping Blow]]|| Melee Weapon Focus, Advantage Die 1d8 || Causes the target to perform a saving throw or be tripped&lt;br /&gt;
|-&lt;br /&gt;
| [[Throw Off Guard| - Throw Off Guard]]|| Melee Weapon Focus || Causes the target to have a temporarily lower AC when defending against other enemy attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Defensive Strike| - Defensive Strike]]|| Melee Weapon Focus || Deal less damage but increase your own AC against the target&#039;s attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aggressive Strike| - Aggressive Strike]]|| Melee Weapon Focus, Affinity Die 1d6 || Deal more damage but decrease your own AC against the target&#039;s attacks.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Sub-Category: Ranged Combat&lt;br /&gt;
|-&lt;br /&gt;
|[[Bazooka Arm]]|| - || The Character is extremely effective at throwing grenades.&lt;br /&gt;
|-&lt;br /&gt;
|[[Point Blank Shot]]|| - ||Removes penalties for targets within 10ft and gains a +1 to all damage dice if the target is within 10ft.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Tap| Double Tap]]|| Advantage Die d6 || Disadvantage on this attack, but deals +1 die of damage with a successful hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Precise Shot]]|| - || Take a full-round action to line up a shot for a bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dead Aim| - Dead Aim]]|| Wisdom 13, Precise Shot.|| Take a round to study the target on the following round, shoot for a major bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[Trick Shot| - Trick Shot]]|| Precise Shot.|| A character may ignore the cover of a target.&lt;br /&gt;
|-&lt;br /&gt;
|[[Burst Fire]]|| Proficiency level 5+ || Can use Burst Fire weapon attribute even if not on the weapon. Deal +1 dice of damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Draw]]|| - ||The character can draw a weapon as a free action.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Reload]]|| Dex Mod 1+ ||Reloading a firearm with an already filled box magazine or speed loader is a Simple Action. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Sub-Category: Techniques&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Combat Techniques|Advance Combat Techniques]]|| - || Allows a Character to learn a single Advance Combat Technique.&lt;br /&gt;
|-&lt;br /&gt;
| [[TechniqueFocus|Technique Focus]]|| - || Pick a Technique that can be used once per day without counting against total usage.&lt;br /&gt;
|-&lt;br /&gt;
| [[TechniqueNovice|Technique, Novice]]|| - || A Character can use Level 0 Techniques infinitely.&lt;br /&gt;
|-&lt;br /&gt;
| [[TechniqueAdvance| - Technique, Advance]]|| Novice Technique || A Character can sacrifice a higher-level technique to be able to use another lower-level technique.&lt;br /&gt;
|-&lt;br /&gt;
| [[TechniqueMaster| - Technique, Master]]|| Advance Technique || Techniques that use Character Class level to modify stats now use Character level.&lt;br /&gt;
|-&lt;br /&gt;
| [[QuickenTechnique| - Technique, Quicken]]|| Novice Technique || A Technique can now be performed as a Free Action.&lt;br /&gt;
|-&lt;br /&gt;
| [[Split-Brain Coordination| - Split-Brain Coordination]] || Novice Technique || Grants a Bonus Attack action&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Sub-Category: Two-Weapon Fighting&lt;br /&gt;
|-&lt;br /&gt;
| [[Akimbo Specialist]]|| - ||The character can now gain an advantage when using off-hand weapons.&lt;br /&gt;
|-&lt;br /&gt;
| [[Niten Ichi| - Niten Ichi]]|| Akimbo Specialist, Advantage Die d10 || The character takes no penalties for using two melee weapons.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun-Fu| - Gun-Fu]]|| Akimbo Specialist, Advantage Die d10 || The character takes no penalties for using two ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Sub-Category: Proficiency Tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Training Expert]]|| - || Immediately gain and spend another Proficiency Tree point&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Armor Expert]]|| 5 levels in Armor Proficiency || Gain a point in Power Armor Proficiency Tree as well as the ability to train in that tree.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy Melee Weapon Training]]|| No Other Weapon/Armor Proficiency Training || Allows one to gain more than 6 points in the Melee Weapon Proficiency Tree more cheaply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy Ranged Weapon Training]]|| No Other Weapon/Armor Proficiency Training || Allows one to gain more than 6 points in the Ranged Weapon Proficiency Tree more cheaply.&lt;br /&gt;
|-&lt;br /&gt;
| [[ Heavy Armor Training]]|| No Weapon Proficiency Training || Allows one to gain more than 7 points in the Armor Proficiency Tree more cheaply.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Sub-Category: Difficulties&lt;br /&gt;
|-&lt;br /&gt;
|[[Craft Cybernetics]]|| 3 Ranks split Craft (Electrical/Mechanical), *Knowledge (Sciences) 1 Rank.|| You can build cybernetic attachments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cybernetic Surgery]]|| Medical 3 ranks, Surgery.|| You can install or remove a cybernetic attachment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyborg Novice]]|| [[Difficulties#Cybernetic Prejudice|Cybernetic Prejudice flaw]]|| Gain the ability to use Cybernetic Enhancements&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyborg Enthusiast]]|| Cyborg Novice || Continue to improve Cybernetic abilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyborg Competent]]|| Cyborg Enthusiast || Continue to improve Cybernetic abilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyborg Expert]]|| Cyborg Competent || Continue to improve Cybernetic abilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyborg Master]]|| Cyborg Expert || Continue to improve Cybernetic abilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Cybertaker]]|| - || Gain another Cybernetic Power or Slot&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyber Tweaks]]|| Cyborg Enthusiast || Can convert 1 Power to a Slot or 1 Slot to a Power&lt;br /&gt;
|-&lt;br /&gt;
| [[Mutagenesis]]|| Mutant or Psion || Gain 1 MP per every 5 levels.&lt;br /&gt;
|-&lt;br /&gt;
| [[Eradiator]]|| Mutant || Can have more than 1 secondary mutation and ignore certain cost penalties.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bio-Singularity]]|| Mutant or Psion || Can spend more MP then normal.&lt;br /&gt;
|-&lt;br /&gt;
| [[Slicer]]|| Craft Pharmacutiels 2 Ranks, Craft Chemicals 1 Rank || Can craft special concotions that grant tempoary mutations.&lt;br /&gt;
|-&lt;br /&gt;
| [[Synaptic Overclock]] || Psion || Can Empower Psion techinques &lt;br /&gt;
|-&lt;br /&gt;
| [[Cognitive Resonance]] || Psion || Can more quickly level up Psioinic powers.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Category: Utility&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Sub-Category: Space Ship Operations&lt;br /&gt;
|-&lt;br /&gt;
| [[Spaceship Captain]]|| Leadership || Provides the ability to use Advance Ship Functions.&lt;br /&gt;
|-&lt;br /&gt;
| [[Spaceship Helm Officer]]|| Pilot 2 Rank || Provides the ability to use Advance Ship Functions.&lt;br /&gt;
|-&lt;br /&gt;
| [[Spaceship Weapons Officer]]|| || Provides the ability to use Advance Ship Functions.&lt;br /&gt;
|-&lt;br /&gt;
| [[Spaceship Communications Officer]]|| || Provides the ability to use Advance Ship Functions.&lt;br /&gt;
|-&lt;br /&gt;
| [[Spaceship Engineer]]|| Craft (Electronic, Mechanical) 1 rank || Provides the ability to use Advance Ship Functions.&lt;br /&gt;
|-&lt;br /&gt;
| [[Spaceship Science Officer]]|| Study 2 Rank || Provides the ability to use Advance Ship Functions.&lt;br /&gt;
|-&lt;br /&gt;
| [[Spaceship Medical Officer]]|| Medical 2 rank || Provides the ability to use Advance Ship Functions.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Sub-Category: Leadership &amp;amp; Companions&lt;br /&gt;
|-&lt;br /&gt;
| [[Leadership]]|| - || Allows a Character to roll with an advantage when assisting others in actions.&lt;br /&gt;
|- &lt;br /&gt;
| [[Manager| - Manager]]|| Leadership || Allows a Character to assist multiple people and actions in the same round.&lt;br /&gt;
|-&lt;br /&gt;
| [[Companionship]]|| - || Allows a Character to more easily have an Animal or Robot Companion&lt;br /&gt;
|-&lt;br /&gt;
| [[Improved Companionship| - Companionship, Improved]]|| Companionship || Improves the leveling of a Companion&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Sub-Category: Specialty Skills &lt;br /&gt;
|-&lt;br /&gt;
| [[Demolitions]]|| - || A special skill for professional settings and disarming of explosives.&lt;br /&gt;
|-&lt;br /&gt;
| [[Escape Artist]]|| - || A special skill for slipping bonds and escaping from grapples.&lt;br /&gt;
|-&lt;br /&gt;
| [[Perform|Performer]]|| - || A special skill for entertaining people.&lt;br /&gt;
|-&lt;br /&gt;
| [[Handle Animal]]|| - || A special skill for working with animals.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Sub-Category: Skill Enhancements&lt;br /&gt;
|-&lt;br /&gt;
|[[Acrobatic]]|| - ||Misc +2 bonus to the Acrobatic skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal Affinity]]|| - ||The character gets an advantage bonus on all Handle Animal checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Athletic]]|| - ||Misc +2 bonus to the Athletic skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Athletic Prowess]]|| - ||Allows the Athletic skill rank to boost your Intimidate Skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Attentive]]|| - ||The character gets an minor +1 bonus on Study and Sense Motive skills&lt;br /&gt;
|-&lt;br /&gt;
|[[Builder]]|| - ||Pick one new skill under craft to become class skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cautious]]|| - ||Misc +2 bonus to the Disable Device skill. &lt;br /&gt;
|-&lt;br /&gt;
|[[Confident]]|| - ||Misc +1 bonus to the Diplomacy and Bluff skill. &lt;br /&gt;
|-&lt;br /&gt;
|[[Computer Wiz]]|| - ||Misc +2 bonus to the Computer Use skill. &lt;br /&gt;
|-&lt;br /&gt;
|[[Deceptive]]|| - ||Misc +1 bonus to both the Bluff and Disguise skills.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Educated]]|| - ||Pick two Knowledge skills. The character gets a permanent +2 Misc bonus on all checks with those skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hawk Eye]]|| - ||Misc +1 bonus to Perception Skill&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide]]|| - ||Misc +1 bonus to both the Pilot and Survival skills. &lt;br /&gt;
|-&lt;br /&gt;
|[[Intimidating Prowess]]|| - || Add your Strength Modifier to Intimidated skill checks in addition to your Charisma&lt;br /&gt;
|-&lt;br /&gt;
|[[Linguist]]|| - || Gain another Rank in both Language and a specific language of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|[[Medical Expert]]|| - ||Misc +1 bonus to both the Craft (pharmaceutical) and Medical skills.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Meticulous]]|| - || Misc +1 bonus to both the Decipher Script and the Study skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Nimble]]|| - ||Misc +2 bonus on the Sleight of Hand skill. &lt;br /&gt;
|-&lt;br /&gt;
|[[Persuasive]]|| - || You gain a Misc +1 to both Diplomacy and Intimidate skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[Professional]]|| - || Instantly gain another Rank in Profession&lt;br /&gt;
|-&lt;br /&gt;
|[[Stealthy]]|| - ||Misc +2 bonus on the Stealth skill.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Studious]]|| - ||Misc +2 bonus on the Study skill and a Misc +1 to any Knowledge skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Surgeon]]|| Medical 2 ranks ||The character can use the Medical skill to perform surgery without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Trustworthy]]|| - ||Misc +2 bonus on the Diplomacy skill.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Sub-Category: Misc Feats&lt;br /&gt;
|-&lt;br /&gt;
|[[Alertness]]|| - ||The character gets a +2 permanent bonus to Passive Perception. &lt;br /&gt;
|-&lt;br /&gt;
|[[Drive-By Attack]]|| - ||Takes no vehicle movement penalty when making an attack&lt;br /&gt;
|-&lt;br /&gt;
|[[Endurance]]|| - || Advantage bonus on the following checks and saves, see list in the description.&lt;br /&gt;
|-&lt;br /&gt;
|[[Great Fortitude]]|| Advantage Die 1d8 ||Advantage bonus on all Constitution sav­ing throws.&lt;br /&gt;
|-&lt;br /&gt;
|[[Jerry Rigging]]|| - || You can repair items without material costs just once. You can repair structures in 1/10th the time.&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron Will]]|| Advantage Die 1d8 ||Advantage on all Wisdom saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lightning Reflexes]]|| Advantage Die 1d8||Advantage bonus on all Dexterity saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mastercrafter]]|| - || Reduces the DC check for crafting masterworked items by 2.&lt;br /&gt;
|-&lt;br /&gt;
| [[Multitasker]]|| - || Allows a Character to do multiple skills or actions at a time.&lt;br /&gt;
|-&lt;br /&gt;
|[[Planetary Adaption]]|| - ||You gain one of the benefits listed in the description, depending on your planet of origin.&lt;br /&gt;
|-&lt;br /&gt;
|[[Salvage]]|| - || Salvaging a destroyed vehicle, starship, robot, or cybernetic attachment takes less time and is more likely to wield valuables&lt;br /&gt;
|-&lt;br /&gt;
|[[Talented]]|| Advantage Die 1d10 || The Character can choose a talent to be affected by Character level instead of Class&lt;br /&gt;
|-&lt;br /&gt;
|[[Track]]|| - ||A character can add there Advantage Die too survival check when tracking&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild Talent]]|| - ||Select one 0-level psionic power. &lt;br /&gt;
|-&lt;br /&gt;
|[[Ultra Immune System]]|| - ||You gain an advantage bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness. &lt;br /&gt;
|-&lt;br /&gt;
|[[Xenomedic]]|| Knowledge (Sciences) 4 ranks, Medical 5 ranks, Surgery||Use the Medical skill on a living creature regardless of its type, without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Zero-G Training]]|| Dexterity 13, Acrobatics 2 ranks.|| You take no disadvantage on attack rolls in low-gravity or zero-gravity environments.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Health_and_Injury&amp;diff=11652</id>
		<title>Health and Injury</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Health_and_Injury&amp;diff=11652"/>
		<updated>2026-07-18T04:15:39Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are the rules for dealing with a Character&#039;s health in and out of Combat. As well as how to deal with injury and death, and how to restore hit points.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
:[[Health_and_Injury#Hit_Points|Hit Points]] are a Character&#039;s [[Health_and_Injury#Health|Health]], and a Character&#039;s max Hit Points are increased every time they level up, equal to [[Health_and_Injury#Hit_Dice|Hit Dice]] + Con Mod. Damage done to a Character subtracts from the Hit Points. Once a Character reaches zero Hit Points, they are considered to be [[Conditions#Unstable.2FDying|unstable and dying]]. Each round, they are unstable; they get 1d4 of Con damage. Once their Constitution reaches zero, they are considered dead. Another Character can perform a [[Medical#Stabilize_Dying_Character_.28DC_20.29|Stabilize]] skill check as a Standard action against a DC20 to see if they can stabilize a Character. If successful, the Character&#039;s health is back to 1. A Character can gain Hit Points in combat by having another Character perform a Medical DC15 skill check, for more info go [[Medical#Restore_Hit_Points_.28DC_15.29|here]], or someone (including themselves) can use a [[General_Equipment#Medical_Items|Healing/Regenerative Concoction]]. Outside of combat, the Character can rest to gain Hit Points back. Characters who die can be resurrected using various forms of advanced technology, but there are limitations to consider.&lt;br /&gt;
&lt;br /&gt;
=== Hit Points ===&lt;br /&gt;
Hit Points are what most people commonly think of when they think of a Character&#039;s health. Hit Points are removed when a Character takes damage in combat (See the [[Health_and_Injury#Injury|Injury]] section below) and are used to measure how hard a character is to kill. &lt;br /&gt;
&lt;br /&gt;
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Editing Character Sheet: The Player can record the Character Hit Points on the Future Path Character Sheet. It is located just under the &amp;quot;Future Path&amp;quot; to the right of the Ability Scores. Also, above the &amp;quot;SPEED&amp;quot; section, you will notice that there are &amp;quot;DR&amp;quot; boxes. DR will be explained further later. Below the Total and DR section, there are &amp;quot;Wound/Current HP&amp;quot; and, below that, &amp;quot;Non-Lethal Damage&amp;quot; boxes. These boxes are there to make it easier to record combat damage.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Temporary Hit Points ====&lt;br /&gt;
Certain effects can give a character temporary hit points. When a character gains temporary hit points, make a note of his or her current hit points before adding the temporary hit points. When the temporary hit points go away, the character’s hit points drop to that score. If losing the temporary Hit Points causes the Character to go to 0 or a negative number, then the character &#039;passes out&#039; and has 0 hit points and is now in a &#039;Dying&#039; state. &lt;br /&gt;
&lt;br /&gt;
==== Constitution Bonus Hit Points ====&lt;br /&gt;
An increase in a character’s Constitution score—even a temporary one—can give the character more hit points (an effective hit point increase), but these are not temporary hit points. They can be restored through normal healing. When a character’s Constitution drops back down to its previous score after a temporary increase, the character’s full normal hit points go down accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
Normally, the &amp;quot;Health&amp;quot; of a Character is not in question, meaning that the Character is not normally sick with the flu or has some disease. However, there can be campaigns where it would suit the story to have Character&#039;s deal with the chance of sickness or disease. Please review both the [[Conditions|Conditions]] page and the [[-_Pharmaceutical|Pharmaceutical]] page for more information on illnesses and conditions. Most of the time when a GM or other Player asks about a Characters Health they are instead referring to the &#039;&#039;&#039;Hit Points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hit Dice ===&lt;br /&gt;
Character&#039;s Hit Dice or HD is the dice type associated with a Character&#039;s [[Character_Path|Character Path]]. The dice represent the potential &#039;&#039;&#039;Hit Points&#039;&#039;&#039; of a Character. Hit dice examples are d6, d8, and d10.  Each time a Character levels up, they get to roll their Hit Dice for more Hit Points. At level 1, the Character can take max Hit Points without rolling. So at level two, a [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Strong Hero]] would have 2 Hit Dice or &amp;quot;2d8 of HD&amp;quot;. A Character also adds their Constitution modifier to their Hit Points every level unless it is negative.&lt;br /&gt;
&lt;br /&gt;
== Injury ==&lt;br /&gt;
&lt;br /&gt;
=== Receiving Damage ===&lt;br /&gt;
When an opponent attempts to attack, they must first do an accuracy check against the Character&#039;s AC. If successful, the opponent then rolls the dice according to the weapon he used. The total from that dice roll is the damage that is inflicted on the target. The Character subtracts that number (after considering things such as DR) from what Hit Points the Character currently has. To learn more about attacking rules, go [[Complete_Combat_Actions#Attack_Rules|here]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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Editing Character Sheet: As mentioned above, there is a box just below the &amp;quot;Total&amp;quot; box, and a &amp;quot;Wound/Current HP&amp;quot; box to record damage sustained during combat. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== DR and Extra Damage ==== &lt;br /&gt;
&lt;br /&gt;
DR stacks against Extra Damage dice roles. As a Character levels up, they can access 1 or more Extra Damage stats that, under the right conditions, allow them to roll extra Weapon Damage Dice against the opponent. If DR is applied against this, the damage from extra damage dice is reduced by DR: remove 1/2 (round up) damage per Extra Damage. So if the Character has 4 DR and the enemy hits them with 1 Extra Damage, the DR applied to the total damage is 6.&lt;br /&gt;
&lt;br /&gt;
=== Nonlethal Damage ===&lt;br /&gt;
Nonlethal damage is dealt by unarmed attackers and some weapons. Melee weapons that deal lethal damage can be wielded to deal nonlethal damage, but the attacker takes disadvantage on attack rolls. Nonlethal damage does not directly affect the target’s hit points. Instead, the attack rolls for damage, and then the defender must roll a Constitution save of DC5 + damage or else suffer 1 + (1 for every 5 points the saving throw failed by) worth of temporary Constitution damage. (This changes the defender&#039;s Con score temporarily, down, and is not the same as Ability Damage to Constitution). Any Temp Damage sustained will disappear after a full rest. Once the defender&#039;s Con is down to 7, the target becomes [[Conditions#Shaken|Shaken]]. Once the defender&#039;s Con is down to 5, they are [[Conditions#-_Dazed|Dazed]]. Once the defender&#039;s Con is down to 3 or below, they are knocked [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
;Notes:&lt;br /&gt;
* A blow that does 3 or more Con damage in one round causes the defender to be automatically [[Conditions#Shaken|Shaken]] unless they are already [[Conditions#Shaken|Shaken]], in which case they are [[Conditions#-_Dazed|Dazed]].&lt;br /&gt;
* A blow that does 4 or more Con damage in one round causes the defender to be automatically [[Conditions#-_Dazed|Dazed]] unless they are already [[Conditions#-_Dazed|Dazed]] in which they are knocked [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]].&lt;br /&gt;
* A blow that does 5 Con damage at once instantly knocks the defender [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
=== Damage Types ===&lt;br /&gt;
&lt;br /&gt;
There are 4 different types of damage in Future Path. &#039;&#039;&#039;Chemical&#039;&#039;&#039;, &#039;&#039;&#039;Electrical&#039;&#039;&#039;, &#039;&#039;&#039;Kinetic&#039;&#039;&#039;, &#039;&#039;&#039;Thermal&#039;&#039;&#039;. The default damage type is Kinetic. All damage is Kinetic unless specified. Weapon arch types can change the Damage Type. There are also &#039;&#039;&#039;sub-types&#039;&#039;&#039; for some Damage Types. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Chemical&#039;&#039;&#039;: This includes things like acid, chemical burns, and some types of damage from nature/planet/bio-based weapons.&lt;br /&gt;
## &#039;&#039;&#039;Sub-Types&#039;&#039;&#039;: &#039;&#039;&#039;Acid&#039;&#039;&#039;, &#039;&#039;&#039;Base&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Electrical&#039;&#039;&#039;: Any damage associated with direct contact with electricity or magnetism.&lt;br /&gt;
# &#039;&#039;&#039;Kinetic&#039;&#039;&#039;: Any damage done by the force of energy. shock waves, any sonic damage is considered kinetic.&lt;br /&gt;
## &#039;&#039;&#039;Sub-Types&#039;&#039;&#039;: &#039;&#039;&#039;Peircing&#039;&#039;&#039;, &#039;&#039;&#039;Bludeoning&#039;&#039;&#039;, &#039;&#039;&#039;Slicing&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Thermal&#039;&#039;&#039;: Any damage from heat or radiation or the lack thereof.&lt;br /&gt;
## &#039;&#039;&#039;Sub-Types&#039;&#039;&#039;: &#039;&#039;&#039;Cold&#039;&#039;&#039;, &#039;&#039;&#039;Heat&#039;&#039;&#039;, &#039;&#039;&#039;Radiation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapons can have multiple damage types. A Target can have a Natural or armor defense specific to a Damage type in the form of Damage Reduction [DR], i.e, [Chemical] DR3 or [ALL] DR1 for all DTs. Max DR possible is 10. The Target can also have a Strength in a Damage type, which halves damage, or even just be Immune. A Target can be vulnerable to a Damage Type called Weakness, i.e, [Thermal] W1, which means all attacks with that damage type gain +1. Targets can also be Vulnerable, which is the opposite of Strength, i.e, all damage dealt with the vulnerable DT is considered x2 Critical. &lt;br /&gt;
&lt;br /&gt;
You can learn more about other special Damage Types and Attributes [[Damage_Types_and_Attributes|here]].&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
&lt;br /&gt;
=== Zero Hit Points ===&lt;br /&gt;
Once a Character reaches 0 hit points they are considered [[Conditions#Helpless.2FIncapacitated.2FUnconscious|unconscious]], [[Conditions#Unstable.2FDying|Unstable/Dying]]. &lt;br /&gt;
&lt;br /&gt;
;Unstable/Dying: This special status implies that the Character is about to die. Every round, the Character takes 1d4 of Constitution damage. Any successful attacks on the Character force an additional 1d4 of Constitution damage. Once a Character&#039;s Constitution reaches 0, they die. To read up more on what Agility Damage is, please go [[Ability Scores|here]]. To learn about healing ability, go to the section below: [[Health_and_Injury#Ability_Healing|Ability Healing]]&lt;br /&gt;
&lt;br /&gt;
;Stabilizing: With a Medical Kit, another Character will need to assist the dying Character by attempting to stabilize them. This requires a [[Medical#Stabilize_Dying_Character_.28DC_15.29|Medical]] Skill check of DC 20 and a Standard Action. For more information on this, review the [[Medical#Stabilize_Dying_Character_.28DC_20.29|Stabilize Dying Character]] action in the [[Medical]] skill. Stabilizing does not restore any Constitution damage received by the [[Conditions#Unstable.2FDying|Unstable/Dying]] condition.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Once a Player hits Zero Constitution, they are considered dead. This doesn&#039;t mean they are permanently dead. Advanced civilizations have different ways of cheating death. A Character can be brought back to life through the means of powerful futuristic science! There are 2 different main forums for bringing a person &#039;back from the dead&#039;. &lt;br /&gt;
# Rejuvenate the body. (Usually, this requires that the majority of the body be still intact)&lt;br /&gt;
## This can be done using advanced biology and chemistry, taking what is left of the original body and reviving it to a new condition.&lt;br /&gt;
## Replace the damaged parts with new ones. Usually, this means being part machine, a cyborg. However, this could also mean taking other biological samples from different &#039;donors.&#039;&lt;br /&gt;
# Transfer the mind into a new body. (Usually, this requires that just the mind is intact and not too damaged)&lt;br /&gt;
## Physical transplant the brain into a new body.&lt;br /&gt;
## Using advanced technology, download the mind and its thought patterns/memories into a computer that can then be uploaded to another body.&lt;br /&gt;
## Using Psionics to transfer one&#039;s consciousness to another body&lt;br /&gt;
# Lastly, any other Sci-Fi sounding way that the GM (and group) is ok with accepting.&lt;br /&gt;
&lt;br /&gt;
Each of these has its advantages and disadvantages. The GM should create unique negatives for different circumstances. The cost should also be high and probably require the removal of 1 or more credit points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Examples of consequences for cheating death. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Permanent ability damage. Usually -2 to one ability or -1 to two different abilities.&lt;br /&gt;
* A reset of experience points to the minimum amount required for the current level. Example: Minimum requirement for level 3 is 5,000 XP. If the character died with 7,000 they go back to 5,000.&lt;br /&gt;
* The Character loses 1 level.&lt;br /&gt;
* The Character permanently loses some Hit Points, or their Hit Die is reduced to a lower value from then on. &lt;br /&gt;
* The Character gains a [[Difficulties|Difficulty]] but gains no points or bonuses for it.&lt;br /&gt;
* The Character&#039;s new body is different. Example: Looks different, different species, different sex.&lt;br /&gt;
* The Character&#039;s body is now &#039;owned&#039; or is now the property of some corporation or institution. This could be in the form of getting a new lease on life for free, but now the Character must do something in return and cannot be totally free until it is done.&lt;br /&gt;
* The Character&#039;s society or society that they have to interact with shuns or even criminalizes people who &#039;come back&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
Please review the [[Medical]] skill for more information.&lt;br /&gt;
&lt;br /&gt;
=== In Combat ===&lt;br /&gt;
Healing in Combat can be done in one of three ways. Either with the [[Medical|&#039;&#039;&#039;Medical&#039;&#039;&#039;]] skill, &#039;&#039;&#039;Medical Items&#039;&#039;&#039; from the [[General_Equipment#Medical_Items|Medical Items]] section of the [[General Equipment]] page, or &#039;&#039;&#039;Medical Items with Medical&#039;&#039;&#039; skill. &lt;br /&gt;
&lt;br /&gt;
;Medical: The Medical skill requires a Standard Use Item action and a Medical or First Aid Kit. The amount of health restored is determined by the Skill Competency Level. Some Talents provided by Character Classes can reduce the time needed. For more information about the Medical skill review: [[Medical#Restore_Hit_Points_.28DC_15.29|Restore Hit Points]] section of the Medical skill.&lt;br /&gt;
&lt;br /&gt;
;Medical Items: These items are located in the [[General_Equipment#Medical_Items|Medical Items]] section of the [[General Equipment]] page. Using a &amp;quot;Concoction,&amp;quot; such as Healing Concoction, administered through a Syringe doesn&#039;t require a Medical skill check, and so one can use a Medical device on oneself. However, using a Medical Item without a Medical check causes the HP restored to only be 1/2 the value of the dice roll. The dice to be rolled to determine the amount of health restored is determined by the item used.&lt;br /&gt;
&lt;br /&gt;
;Medical Items with Medical Skill: If a Medical Item is used with a Medical, check that the DC is 10. There is a risk of failure. A Critical failure simply means nothing happens. Anything below 10 (but not natural 1) means the target only gets 1/2 of its HP back. A 10 is a success, and the normal rules for using a Medical Item apply. However, for every 5 that the Character succeeds a Medical with a Medical Item check, the target receives a +1 bonus per Die provided by the Medical Item. The maximum is +3.&lt;br /&gt;
&lt;br /&gt;
=== Natural Healing ===&lt;br /&gt;
If a Character is stable and not dying (Has at least 1 hit point), then they can slowly heal themselves over time, unless they are [[Conditions#-_Sickened|sick]]. &lt;br /&gt;
&lt;br /&gt;
For every 8 hours of rest, the Character gains one Hit Die + Constitution Mod of health. If the Character has multi-base classes, then choose the one with the largest Hit Die. If the Character does a full day of bed rest (The Character doesn&#039;t leave the bed all day except to do the necessary) then the Character restores 1/4th there total HP worth in Hit Points. If someone is providing [[Medical|Long/Short term care]], then it&#039;s 1/2 their Hit Points. &lt;br /&gt;
&lt;br /&gt;
A Player cannot use Medical on oneself.&lt;br /&gt;
&lt;br /&gt;
=== Ability Healing ===&lt;br /&gt;
24 hours after the Ability damage was dealt, a Character can start healing naturally, as long as they are not [[Conditions#-_Sickened|sick]]. Every day, when the Character gains at least 8 hours of uninterrupted sleep, the Character gains 1 point back in all damaged Abilities. (This doesn&#039;t include the Medical Skill)&lt;br /&gt;
&lt;br /&gt;
Another Character can help by using the Medical skill to assist in improving the healing of an Ability score. This action cannot be done in combat and has a DC20. The Long/Short Term Care action can also be used to help reduce muscle damage, but only once every 24 hours, including rest. If successful, the Character regains +1d4 in as many as 3 different Ability scores. If a critical success (Natural 20) is rolled, the Character gains a +4 in as many as 3 different Ability scores.&lt;br /&gt;
&lt;br /&gt;
=== Med-packs and other Items ===&lt;br /&gt;
&lt;br /&gt;
There are several professional kits that are useful for helping with Medical skill checks. Located [[General_Equipment#Profession_Kits|here]], we have Medical Kit, First Aid Kit, and Surgery Kit. Certain checks require a Kit to be attempted. All kits have a limited number of uses. The default number is 20, while advanced kits have 10. Advanced kits provide advantage bonuses to their associated checks. &lt;br /&gt;
&lt;br /&gt;
Please review [[General_Equipment#Profession_Kits|Profession Kits]] for more information on items that can help in both the Medical skill and while in combat.&lt;br /&gt;
&lt;br /&gt;
== Item Damage and Repair ==&lt;br /&gt;
&lt;br /&gt;
Items follow a different set of rules for taking damage and repairing them. Objects such as Weapons, Armor, and General Equipment are all considered &#039;Items&#039;. In combat, they can be targeted directly, increasing the likelihood of being hit. Instead of damage in the form of subtracting Hit Points, Items take &#039;&#039;&#039;Battle Scaring&#039;&#039;&#039;. To inflict a Battle Scar, an attacker must hit the target and deal enough damage in a single Group turn of combat to surpass the Item&#039;s &#039;&#039;&#039;Hardness&#039;&#039;&#039;. The amount of Battle Scars an Item can take is its &#039;&#039;&#039;Resiliency&#039;&#039;&#039;. By default, an Item&#039;s Resiliency and Hardness are R2/H5. Or you must deal more than three Battle Damage to stop the weapon from working, and it takes at least 5 Battle Damage to give the Item Battle Damage. AC is determined by whether the attack happens in combat and whether the Item is moving.&lt;br /&gt;
&lt;br /&gt;
To learn more, visit the [[Item_Damage|Item Damage page]].&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=11651</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=11651"/>
		<updated>2026-07-18T04:11:44Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
There are 7 main Future Path Character Paths. They are the foundation of a Future Path &#039;&#039;&#039;Hero/Character&#039;&#039;&#039;. The Path chosen is the framework upon which the Character is built. You can further customize your Hero as they progress by adding an [[Character_Professions|Professions]] and for more advanced players [[ArchTypes|ArchTypes]], and [[Prestige_Classes|Prestige Classes]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; If you choose the [[Species#Ovex|Ovex]] species they have there own custom Path [[OvexPath|here]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Path Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The following features help define the Character Path. The main things that make each Path stand out from each other are &#039;&#039;&#039;Ability Affinity&#039;&#039;&#039;, &#039;&#039;&#039;Hit Die&#039;&#039;&#039;, and the &#039;&#039;&#039;Talent Trees&#039;&#039;&#039;. All of these are explained in more detail below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This entry tells which ability the Path is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that whenever doing a Saving Throw for that Ability, you add the Path &amp;quot;Advantage Die&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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Editing Character Sheet: This is located on the first page to the left, just below Touch and Flat-Footed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Hit Die&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.  A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;First Level&amp;lt;/u&amp;gt;: A 1st-level character gets the maximum hit points rather than rolling (The Constitution modifier is still applied). &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;Level Up Average&amp;lt;/u&amp;gt;: This is the number of hit points (not including Conn mod) that a Character can gain instead of rolling for it. It is usually half the total possible for the die +1. There are more rules on the [[Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Favored Skills provided by Path&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This section of a class description provides a list of skills that the Character has as Favored. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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Editing Character Sheet: Located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is &#039;SKILLS&#039;. This is where skills are recorded. Each skill has a box that can be checked to indicate whether it is a class skill, located at the very far left of the skill name. There are actually two boxes. One for &#039;Class&#039; and one for &#039;Trained&#039;. For all class skills, you can check the box under the &#039;Class&#039; section.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: To learn more about skills, you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
&lt;br /&gt;
: To learn more about spending skill points, you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Skill Points per Level&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is how many Skill points a new character gets each time they level up, including level 1. It is either 1 + Int Mod or 2 + Int Mod. A Character will always get at least 1 Skill point even if their Int Mod is negative.&lt;br /&gt;
&lt;br /&gt;
: To learn more about skills, you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
&lt;br /&gt;
: To learn more about spending skill points, you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Recommended Character Professions&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a recommendation of advanced professions that you can choose from. This is not a restriction nor a requirement. A player is free to choose whatever path they imagine for their character, as long as it follows the rules. These are merely suggestions to help a newer player make a choice. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Starting Feat&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a section to choose 1 of the two provided Feats that help better define your Character. You may choose neither Feat and earn 1 Skill Point instead. To learn more about Feats, review the Feats page [[Feats|here]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Path Feat Sub-Categories&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a list of all the Feat sub-categories that are optional Bonus Feats earned at levels 4/8/16/20. When a Character earns a Path Bonus Feat, these categories are what the Character can select from. To learn more about Feats, review the Feats page [[Feats|here]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Path Table (Located to the right of the Character Path Section)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the Path. It includes the following information.&lt;br /&gt;
* Character’s Level: The character’s total level.&lt;br /&gt;
* Advantage Die: This is an extra Die that the Player gets to roll and add to any roll when doing an action or using a weapon that they have an &#039;Affinity&#039;/&#039;Proficiency&#039; or otherwise has an advantage. It is also what the Character will add if the situation puts the Character at a disadvantage. To learn more, review the [[Advantage]] page.&lt;br /&gt;
* Path Features: This entry details special characteristics of the Path, including feats and unique talents, that are gained as a character level up. Each is explained below:&lt;br /&gt;
**Talents: Every Path offers a selection of talents. A character gains a talent at 1st level and 6th, 12th, 18th levels. &lt;br /&gt;
**Feats: Every Path offers a Starting [[Feats|Feat]] or the option of 1 Extra Skill Point. A Character gains a Feat at every odd level. At level one, the Player can choose from all Feats. But from then on, the feats alternate from Tactical to Utility categories only.&lt;br /&gt;
* Extra Damage: This grants the Character the ability to deal Extra damage once when performing a standard attack action&lt;br /&gt;
* Custom Character Bonus: Here, the character chooses between an Ability Score bonus of 1 additional Ability point. Or a Bonus Feat from a Path-specific list of feat sub-categories. They gain this choice at 4th, 8th, 12th, 16th, and 20th levels.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Path of Strength (Strong Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Feat(All) / Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2 +1|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d4 +1|| Feat(Tatical)  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4 +2|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4 +2|| Feat(Utility)  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6 +2|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6 +3|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8 +3|| -  || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8 +3|| Feat(Utility) || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 +4|| - || - || -&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d8 +4|| Feat(Tatical) || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10 +4|| Talent || - || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10 +5|| Feat(Utility) || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10 +5|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12 +5|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12 +6|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12 +6|| Feat(Utility) || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d6 +7|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8 +7|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d8 +8|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
They are Heroes that favor strength and action over sitting and thinking. It&#039;s not necessary that they do not appreciate or value intelligence; it&#039;s just that they find using their strength a more natural and dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes, and people who rely on their physical power. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills provided by Path&amp;lt;/u&amp;gt;: The Strong hero’s class [[Skills]] (and the key ability for each skill) are: [[Athletics]](Str), Choose Two: [ [[Intimidate]](Cha), [[Sense_Motive|Sense Motive]](Wis), [[Survival]](Wis)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation selected can provide additional Favored skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points per Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Character Professions&amp;lt;/u&amp;gt;: [[Character_Professions#Dimension_Knight|Dimension Knight]], [[Character_Professions#Helix_Warrior|Helix Warrior]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feat&amp;lt;/u&amp;gt;: [[Athletic]] or [[Confident]] or (Pick no Feat but gain 1 extra Skill Point)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Path Feat Sub-Categories&amp;lt;/u&amp;gt;: Space Ship Operations, Leadership &amp;amp; Companions, Difficulties, Specialty Skills, Proficiency Tree, Combat Martial Arts, Melee Weapon Combat&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
: At 1st, 6th, 12th, and 18th level the Strong Hero gain a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
;Extreme Effort Talent Tree&lt;br /&gt;
A Strong hero can push themselves to make an extreme effort. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Extreme Effort: Requires a standard action (without bonus) and grants an [[Advantage|advantage]] bonus on the check. The check can be for anything. You must decide to use this ability before making the check. This can only be done once per day before rest.&lt;br /&gt;
# Athleticism: The Hero can swim and climb at the same speed as walking or running.&lt;br /&gt;
# Improved Extreme Effort: As Extreme Effort, but now it provides x2 Advantage, or can be done twice a day. So you can do it once and gain x2 Advantage, or do Extreme Effort and only get one advantage, and save another chance to do give another Extreme Effort another time.&lt;br /&gt;
# Advanced Extreme Effort: Just as Improved Extreme Effort, but now x3 Advantage and can also be divided up. The Hero can choose to make 3 attempts in a day, each providing 1 Advantage die, or make 2 Extreme Efforts, one providing x2 and the other providing x1. Or finally, the Hero can do 1 Extreme Effort and gain a Triple Advantage.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
: The Strong hero has an innate talent that increases melee damage. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
# Combat Expert: The Strong hero gains an [[Techniques#Combat.2C_Advance_Techniques|Advanced Combat Technique]] for free. &lt;br /&gt;
# Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
# Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Feat(All) / Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2 +1|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d4 +1|| Feat(Tatical)  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4 +2|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4 +2|| Feat(Utility)  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6 +2|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6 +3|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8 +3|| -  || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8 +3|| Feat(Utility) || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 +4|| - || - || -&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d8 +4|| Feat(Tatical) || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10 +4|| Talent || - || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10 +5|| Feat(Utility) || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10 +5|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12 +5|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12 +6|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12 +6|| Feat(Utility) || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d6 +7|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8 +7|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d8 +8|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These Heroes have good reflexes, hand-eye coordination, and agility. They are people who value speed and flexibility when dealing with physical tasks. They are pilots, some types of soldiers who specialize in ranged weapons, or people who may wish to get in and out of a situation quickly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8  (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills provided by Path&amp;lt;/u&amp;gt;: The Fast hero’s class [[Skills]] (and the key ability for each skill) are: [[Acrobatics]](Dex), Choose Two: [ [[Pilot]](Dex) [[Sleight_of_Hand|Sleight of Hand]](Dex), [[Stealth]](Dex)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points per Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Character Professions&amp;lt;/u&amp;gt;: [[Character_Professions#Starfighter|Starfighter]], [[Character_Professions#Space_Marine|Space Marine]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feat&amp;lt;/u&amp;gt;: [[Athletic]] or [[Acrobatic]] or (Pick no Feat but gain 1 extra Skill Point)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Path Feat Sub-Categories&amp;lt;/u&amp;gt;: Space Ship Operations, Leadership &amp;amp; Companions, Difficulties, Specialty Skills, Proficiency Tree, Two-Weapon Fighting, Ranged Combat&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
: At 1st, 6th, 12th, and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Defensive Talent Tree&lt;br /&gt;
: The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Evasion: The Fast hero gets a +1 to Dexterity Saving throws.&lt;br /&gt;
# Uncanny Dodge: Once per day, if not Fatigued or Exhausted, the Fast hero can contest a successful hit with a Dexterity Saving throw, with the DC being the opponent&#039;s accuracy check. If successful, the Fast hero successfully dodges the attack.&lt;br /&gt;
# Improved Evasion: The Fast Hero gets another +1 to Dexterity Saving throws.&lt;br /&gt;
# Improved Uncanny Dodge:  Like Uncanny Dodge, but now once per combat. &lt;br /&gt;
&lt;br /&gt;
; Aggressive Talent Tree&lt;br /&gt;
: The Fast hero can increase his or her natural base speed. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
# Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.&lt;br /&gt;
# Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total). The Hero gains an advantage when performing Charge or Tackle Combat Techniques.&lt;br /&gt;
# Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved speed (15 feet total). The Hero gains another advantage when performing Charge or Tackle Combat Techniques, stacking from Improved Increase Speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Feat(All) / Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2 +1|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d4 +1|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4 +2|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4 +2|| Feat(Utility)  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6 +2|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6 +3|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8 +3|| -  || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8 +3|| Feat(Utility) || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 +4|| - || - || -&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d8 +4|| Feat(Tatical) || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10 +4|| Talent || - || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10 +5|| Feat(Utility) || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10 +5|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12 +5|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12 +6|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12 +6|| Feat(Utility) || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d6 +7|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8 +7|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d8 +8|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
A Tough Hero is less worried about being hit or pushed to the front lines. They can shrug off things and keep moving, which would bring others down. They are built like a tank and have great stamina. These are people who are more willing to take risks. They are more likely to survive the harsh conditions of Space exploration and are usually the defenders and support units. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d10 (First Level: 10, Level Up Average: 6)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;&lt;br /&gt;
The Constitution hero’s class [[Skills]] (and the key ability for each skill) are: [[Athletics]](Str), Choose Two: [ [[Acrobatics]](Dex), [[Intimidate]](Cha), [[Survival]](Wis), [[Perception]](Wis)]&lt;br /&gt;
&lt;br /&gt;
Also, the starting occupation the character selects can provide additional skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points per Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Character Professions&amp;lt;/u&amp;gt;: [[Character_Professions#Dreadnought|Dreadnought]], [[Character_Professions#Shield_Splicer|Shield Splicer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feat&amp;lt;/u&amp;gt;: [[Endurance]] or [[Confident]] or (Pick no Feat but gain 1 extra Skill Point)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Path Feat Sub-Categories&amp;lt;/u&amp;gt;: Space Ship Operations, Leadership &amp;amp; Companions, Difficulties, Specialty Skills, Techniques, Combat Martial Arts, Melee Weapon Combat&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 6th, 12th, and 18th level, the Tough Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Healthy Talent Tree&lt;br /&gt;
: The Tough Hero has more than normal Stamina and seems to be able to take more of a beating before going down. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healthy Body: The Tough Hero gets 1 extra hit point per level.&lt;br /&gt;
# Stamina: The Tough Hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for &#039;Full Rest&#039;, and healing over time acts twice as fast. For more rules on healing over time, go to the [[Health_and_Injury#Natural_Healing|Health and Injury]] page.&lt;br /&gt;
# Improved Healthy Body: The Tough Hero now gets 2 extra hit points per level.&lt;br /&gt;
# Advanced Healthy Body: The Tough Hero now gets 3 extra hit points per level.&lt;br /&gt;
&lt;br /&gt;
; Damage Resistance Talent Tree&lt;br /&gt;
: The Tough Hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order. Except for the &#039;Damage Reduction&#039;, which has Prerequisites.&lt;br /&gt;
* Chemical Resistance: The Tough Hero has 1 DR against Chemical damage. At the 8th level, this becomes 2 DR, and at the 16th level, it becomes 3 DR.&lt;br /&gt;
* Kinetic Resistance: The Tough hero has 1 DR against Kinetic damage. At the 10th level, this becomes 2 DR.&lt;br /&gt;
* Electricity Resistance: The Tough hero has 1 DR against Electricity damage. At the 8th level, this becomes 2 DR, and at the 16th level, it becomes 3 DR.&lt;br /&gt;
* Thermal Resistance: The Tough hero has 1 DR against Thermal damage. At the 8th level, this becomes 2 DR, and at the 16th level, it becomes 3 DR.&lt;br /&gt;
* Damage Reduction 1: The Tough hero ignores 1 point of damage from melee and ranged weapons.&lt;br /&gt;
** Prerequisite: One other talent from either the Healthy Talent Tree or the Unbreakable Talent Tree.&lt;br /&gt;
* Damage Reduction 2: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2 total).&lt;br /&gt;
** Prerequisites: Damage reduction 1&lt;br /&gt;
* Damage Reduction 3: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3 total).&lt;br /&gt;
** Prerequisites: Damage reduction 2&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.&lt;br /&gt;
* Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the remaining damage is less than zero, their Con Score is brought to 1.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0, and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to fall unconscious if he or she believes it might be the better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However, the Hero&#039;s speech sounds extremely weak)&lt;br /&gt;
* Second Wind: The Tough hero can spend a standard technique action once per day and only if not [[Conditions#Fatigued|fatigued]] or [[Conditions#Exhausted|exhausted]]. When the hero does this, the player can roll the hit die (1d10) and recover that amount of health. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. At the 10th level, this increases to two hit dice. (2d10)&lt;br /&gt;
** Prerequisites: Undying or Remain Conscious.&lt;br /&gt;
* Iron Stomach:  The Tough hero can once per day shrug off a [[Conditions#Nauseated|Nauseated]] or [[Conditions#-_Sickened|Sickened]] condition.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 0-1 || Feat(All) / Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2 +1|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4 +1|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4 +1|| Feat(Utility) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d4 +2|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d4 +2|| Feat(Tatical) || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6 +2|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d6 +3|| Feat(Utility) || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d6 +3 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8 +3|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d8 +4|| Talent || - || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d8 +4|| Feat(Utility) || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10 +4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d10 +5|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d10 +5|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12 +5|| Feat(Utility) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||1d12 +6|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||1d12 +6|| Feat(Tatical) || Extra Damage || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d6 +7|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|}&lt;br /&gt;
The Smart Hero is all about brains over brawn. They rely on their academic knowledge to deal with what life throws at them. Most are brainy or bookworms and sometimes sure of themselves and their expertise. These are your scientists and engineers; they will be working with robots or studying alien life forms. In the military, they are used to help make a unit more flexible. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills provided by Path&amp;lt;/u&amp;gt;: The Smart hero’s class [[Skills]] (and the key ability for each skill) are: [[Computer_Use|Computer Use]](Int), [[Study]](Int), Choose Two: [(Any [[Knowledge]] Skill)(Int), (Any One [[Craft]] Skill)(Int)]&lt;br /&gt;
&lt;br /&gt;
Also, the hero&#039;s starting occupation can provide additional skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points per Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Character Professions&amp;lt;/u&amp;gt;: [[Character_Professions#Engineer|Engineer]], [[Character_Professions#Electro-Mancer|Electro-Mancer]], [[Character_Professions#Technosavant|Technosavant]]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feat&amp;lt;/u&amp;gt;: [[Educated]] or [[Studious]] or (Pick no Feat but gain 1 extra Skill Point)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Path Feat Sub-Categories&amp;lt;/u&amp;gt;: Space Ship Operations, Specialty Skills, Difficulties, Misc Feats, Proficiency Tree, Techniques, Ranged Combat &lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 6th, 12th, and 18th level, the Smart Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Research Talent Tree&lt;br /&gt;
: The Smart hero has a natural aptitude for study and fact-finding. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Research: Gain a +1 Misc bonus to any Intelligence-based Skill.&lt;br /&gt;
# Book Worm: Gain a +2 Misc bonus to the Study skill.&lt;br /&gt;
# Savant: Select any one Knowledge or one Crafting skill to be a class skill.&lt;br /&gt;
# Improved Research: Gain another +1 Misc bonus to any Intelligence-based Skill.&lt;br /&gt;
&lt;br /&gt;
; Strategy Talent Tree&lt;br /&gt;
: The Smart hero has the brainpower to see solutions in most situations. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Strategy:  Once per combat, the Smart hero can use her Intelligence mod instead of Strength or Dexterity for an accuracy check against an opponent.&lt;br /&gt;
# Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level, rounded down, as a Simple action. If the target has a CR rating of 7 and the Hero is level 5, then the DC would be 17. If the check succeeds, 1d6 rounds the Smart hero adds his or her Intelligence Mod as bonus damage since the hero has found weaknesses in his opponent’s fighting style. &lt;br /&gt;
# Improved Strategy: This is Strategy except now it is once per opponent instead of combat, and you gain a +1 to accuracy when doing this.&lt;br /&gt;
# Advanced Strategy: This is an improved strategy except now the Hero can use this ability twice per opponent, and the bonus is +2&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Feat(All) / Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2 +1|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d4 +1|| Feat(Tatical)  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4 +2|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4 +2|| Feat(Utility)  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6 +2|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6 +3|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8 +3|| -  || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8 +3|| Feat(Utility) || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 +4|| - || - || -&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d8 +4|| Feat(Tatical) || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10 +4|| Talent || - || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10 +5|| Feat(Utility) || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10 +5|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12 +5|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12 +6|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12 +6|| Feat(Utility) || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d6 +7|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8 +7|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d8 +8|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
A Dedicated Hero is focused and driven. They usually are the ones in a group with the most common sense and intuition. They can stay focused when others cannot and might be able to read a situation better than others. militaries have found that they make the best medics. Explorers and bounty hunters also require a massive amount of determination to find their targets or explore the great unknown expanses of the universe. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills provided by Path&amp;lt;/u&amp;gt;: The Dedicated hero’s class [[Skills]] (and the key ability for each skill) are: [[Perception]](Wis), [[Sense_Motive|Sense Motive]](Wis), Choose Two: [ [[Profession]](Wis), [[Diplomacy]](Cha), [[Survival]](Wis), [[Study]](Int)], Any One [[Knowledge]](Int)&lt;br /&gt;
&lt;br /&gt;
Also, the hero&#039;s starting occupation can provide additional skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points per Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Character Professions&amp;lt;/u&amp;gt;: [[Character_Professions#Xenophile|Xenophile]], [[Character_Professions#Tracer|Tracer]], [[Character_Professions#Combat Medic|Combat Medic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feat&amp;lt;/u&amp;gt;: [[Persuasive]] or [[Attentive]] or (Pick no Feat but gain 1 extra Skill Point)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Path Feat Sub-Categories&amp;lt;/u&amp;gt;: Space Ship Operations, Leadership &amp;amp; Companions, Difficulties, Specialty Skills, Proficiency Tree, Two-Weapon Fighting, Ranged Combat&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 6th, 12th, and 18th level, the Dedicated Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Empathetic Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate talents give him or her a great capacity for empathy. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others, even when they are not explicitly communicated. +1 Misc bonus to the [[Sense_Motive|Sense Motive]] Skill.&lt;br /&gt;
# Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This changes to +2 at level 12 and changes again to +3 at level 18.&lt;br /&gt;
# Improved Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +2) As well as +1 to [[Diplomacy|Diplomacy]].&lt;br /&gt;
# Advanced Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +3) As well as an additional +1 to [[Diplomacy|Diplomacy]]. (now the total bonus should be +2)&lt;br /&gt;
&lt;br /&gt;
; Healing Talent Tree&lt;br /&gt;
: The Dedicated hero has a talent for healing. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healing Touch: The Wise hero gains a +1 Misc to the [[Medical]] skill.&lt;br /&gt;
# Healing Expert: When not in combat and the Wise hero is healing someone using a Professional Kit they provide an Advantage Bonus worth of HP to the target.&lt;br /&gt;
# Improved Healing Touch: Gain an additional +1 to the [[Medical] skill. (The total should now be +2)&lt;br /&gt;
# Advanced Healing Touch:  Gain an additional +1 to the [[Medical]] Skill. (The total should now be +3)&lt;br /&gt;
&lt;br /&gt;
; Aware Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate senses serve her well. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Aware: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Attentive: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero&#039;s Passive [[Perception]] score is now +1. At lvl 12 it goes to +2, and at lvl 18 it goes to +3.&lt;br /&gt;
# Improved Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Advanced Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 0-1 || Feat(All) / Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2 +1|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4 +1|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4 +1|| Feat(Utility) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d4 +2|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d4 +2|| Feat(Tatical) || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6 +2|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d6 +3|| Feat(Utility) || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d6 +3 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8 +3|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d8 +4|| Talent || - || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d8 +4|| Feat(Utility) || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10 +4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d10 +5|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d10 +5|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12 +5|| Feat(Utility) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||1d12 +6|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||1d12 +6|| Feat(Tatical) || Extra Damage || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d6 +7|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|}&lt;br /&gt;
The Charismatic Hero is never shy and always willing to take advantage of either their looks or words to influence others or get their own way. They can be seductive and interesting people, possessing a personal magnetism that makes them natural leaders. Many companies and governments use such people as envoys or ambassadors. Military officers, as well as crooks, try to swindle your money away.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d6 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills provided by Path&amp;lt;/u&amp;gt;: The Charismatic hero’s class [[Skills]] (and the key ability for each skill) are: [[Diplomacy]](Cha), Choose Two: [ [[Profession]](Wis), [[Bluff]](Cha), [[Disguise]](Cha), [[Sense_Motive|Sense Motive]](Wis)], Any One [[Knowledge]](Int)&lt;br /&gt;
&lt;br /&gt;
Also, the hero&#039;s starting occupation can provide additional skills to choose from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points per Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Character Professions&amp;lt;/u&amp;gt;: [[Character_Professions#Envoy|Envoy]], [[Character_Professions#Field_Officer|Field Officer]], [[Character_Professions#Swindler|Swindler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feat&amp;lt;/u&amp;gt;: [[Deceptive]] or [[Trustworthy]] or (Pick no Feat but gain 1 extra Skill Point)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Path Feat Sub-Categories&amp;lt;/u&amp;gt;: Space Ship Operations, Leadership &amp;amp; Companions, Difficulties, Specialty Skills, Two-Weapon Fighting, Techniques, Ranged Combat &lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
: At 1st, 6th, 12th, and 18th level, the Charismatic Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Persuasive Talent Tree&lt;br /&gt;
: The Charismatic hero has an innate talent for being charming and captivating. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Persuasive: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Inspirational: The Charismatic Hero can try to be inspirational while aiding another. They gain an advantage to add another, and the help provides an additional +2 bonus. &lt;br /&gt;
# Improved Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
; Beguile Talent Tree&lt;br /&gt;
: The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Charm: The Charismatic hero gets a competence advantage bonus on all Charisma-based skill checks made to influence members of a chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) A Charismatic hero can only charm GM characters with attitudes of indifferent or better and of a sentient species. The charm bonus can’t be used against characters who are unfriendly or hostile.&lt;br /&gt;
# Improved Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
; Leadership Talent Tree&lt;br /&gt;
: The Charismatic hero has a talent for leadership and inspiration. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a standard technique action directing his or her allies and makes a Charisma check (DC 10 + number of people), the hero provides any of his or her allies within 30 feet a +1 bonus on their accuracy checks and skill checks. This lasts for Cha Mod number of rounds. The hero can coordinate up to 3 party members, excluding themselves.&lt;br /&gt;
# Confidence: Once per day, the Charismatic Hero can gather his or her confidence to gain an additional advantage on any Charisma-based check. If a player rolls for a Charismatic check and fails they can declare this ability and then roll the advantage die and add it to the total to see if the new total succeeds.&lt;br /&gt;
# Improved Coordinate: Like Coordinate, except it provides a +2 bonus.&lt;br /&gt;
# Advanced Coordinate: Like Coordinate, except it provides a +3 bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of No Path (The Freelancer) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Freelancer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Feat(All) || - || Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2 +1|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d4 +1|| Feat(Tatical)  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4 +2|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4 +2|| Feat(Utility)  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6 +2|| Bonus Feat(All)  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6 +3|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8 +3|| -  || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8 +3|| Feat(Utility) || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 +4|| - || - || -&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d8 +4|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10 +4|| Bonus Feat(All) || Extra Damage || Ability +1&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10 +5|| Feat(Utility) || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10 +5|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12 +5|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12 +6|| - || - || Ability +1/Bonus Feat(Path)&lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12 +6|| Feat(Utility) || - || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d6 +7|| Bonus Feat(All) || Extra Damage || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8 +7|| Feat(Tatical) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d8 +8|| - || - || Ability +1/Bnus Feat(Path)&lt;br /&gt;
|}&lt;br /&gt;
The Freelancer is a hero who refuses to be defined by a single specialty. They are the jacks-of-all-trades, the wanderers, and the survivors who have picked up a wide&lt;br /&gt;
variety of skills across the galaxy. While they lack the focused &amp;quot;Talents&amp;quot; of other paths, they are unparalleled in their versatility. A Freelancer can be anything&lt;br /&gt;
they need to be, adapting their training to fit the situation at hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: None (The Freelancer does not gain an Advantage Die bonus to any Saving Throws from their core path).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills provided by Path&amp;lt;/u&amp;gt;: Choose 1 Knowledge, 1 Craft, and 2 of any other type&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points per Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Character Professions&amp;lt;/u&amp;gt;: Any. The Freelancer is a blank slate designed to qualify for any Advanced Class. Professions can use Ability scores as a qualifier instead of Path. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feat&amp;lt;/u&amp;gt;: Any one Feat from the Skill Enhancements sub-category for which the character meets the prerequisites, or (Pick no Feat but gain 1 extra Skill Point)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Path Feat Sub-Categories&amp;lt;/u&amp;gt; Space Ship Operations, Leadership &amp;amp; Companions, Difficulties, Specialty Skills, Difficulties, Proficiency Tree, Techniques&lt;br /&gt;
&lt;br /&gt;
=== Generalist Training ===&lt;br /&gt;
; Versatile Specialist&lt;br /&gt;
: Unlike other Paths, the Freelancer&#039;s bonus [[Feats]] gained at 6th, 12th, and 18th level are not restricted by the &amp;quot;Tactical&amp;quot; or &amp;quot;Utility&amp;quot; alternating rule. They may select any Feat from any category as long as they meet the prerequisites. This represents their varied and unpredictable background.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Armor&amp;diff=11650</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Armor&amp;diff=11650"/>
		<updated>2026-07-18T04:10:53Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armor is used to help protect a Character. The primary attribute of Armor is its AC Bonus. AC stands for Armor Class and is the number an attacker has to beat in an accuracy check in order to roll for damage. However just like [[Weapons|weapons]] Armor has multiple attributes and they can all be customized using Customization points. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: The box to record AC is located on the first page below the Character Attributes section. It is a combination of 10 + Armor + Shield + Dexterity Mod + Size + Natural Armor + Misc Mod.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can skip to the [[Armor#Armor_Examples|Armor Examples]] section if you want a quick list of armor to choose from. The first section is a focus on personal body armor and not Power Armor or full body mechanic suites. Power Armor is any Armor that provides an AC bonus of +10 or more and will be explained in detail in the [[Armor#Power_Armor|Power Armor]] section at the bottom of this page.&lt;br /&gt;
&lt;br /&gt;
== Armor and Attributes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Armor &lt;br /&gt;
! Armor&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Armor AC&amp;lt;br /&amp;gt; Bonus/Level&lt;br /&gt;
! Maximum Dex &amp;lt;br/&amp;gt;Bonus&lt;br /&gt;
! Speed Diff&lt;br /&gt;
! Average Weight&amp;lt;br/&amp;gt;(Tech 2)&lt;br /&gt;
! Average Base Cost&amp;lt;Br/&amp;gt; Procure Diff&lt;br /&gt;
|-&lt;br /&gt;
| 0 || + 0 || +9 || Normal || 0.25 lbs || $10/+0 &lt;br /&gt;
|-&lt;br /&gt;
| 1 || + 1 || +8 || Normal || 5 lbs || $150/+0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || + 2 || +7 || Normal || 10 lbs || $350/+0 &lt;br /&gt;
|-&lt;br /&gt;
| 3 || + 3 || +6 || Normal || 15 lbs || $1,000/+0&lt;br /&gt;
|-&lt;br /&gt;
| 4 || + 4 || +5 || - 5ft || 20 lbs || $2,200/+0&lt;br /&gt;
|-&lt;br /&gt;
| 5 || + 5 || +4 || - 5ft || 25 lbs || $4,500/+0 &lt;br /&gt;
|-&lt;br /&gt;
| 6 || + 6 || +3 || - 10ft || 30 lbs || $9,000/+1 &lt;br /&gt;
|-&lt;br /&gt;
| 7 || + 7 || +2 || - 10ft || 35 lbs || $18,000/+1 &lt;br /&gt;
|-&lt;br /&gt;
| 8 || + 8 || +1 || Halved || 40 lbs || $30,000/+2 &lt;br /&gt;
|-&lt;br /&gt;
| 9 || + 9 || +0 || Halved || 45 lbs || $55,000/+2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Armor AC Bonus (Armor Level): The Armor AC Bonus is the bonus this armor gives to the wearer. This Bonus can also be traded for Damage Reduction (DR).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Trading DR&#039;&#039;&#039;: When crafted, Armor can provide AC or DR. For every 1 AC traded, the armor gains 4 &#039;&#039;&#039;DR Units&#039;&#039;&#039;. These units can be spent to acquire DR of various types:&lt;br /&gt;
:* 1 DR Unit = 1 DR (Specific: Chemical, Electrical, or Thermal)&lt;br /&gt;
:* 2 DR Units = 1 DR (Kinetic)&lt;br /&gt;
:* 4 DR Units = 1 DR (ALL)&lt;br /&gt;
: For example, trading 1 AC (4 units) could provide 1 DR (ALL), or 2 DR (Kinetic), or 4 DR (Chemical), or a combination like 1 DR (Kinetic) and 2 DR (Thermal).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Note&#039;&#039;&#039;: Armor AC Bonus also directly relates to the &#039;&#039;&#039;Level&#039;&#039;&#039; of the Armor and thus the required Armor Proficiency Level the Character must have to use it. This stays true regardless of whether AC is traded out for DR or other things. So when crafting Armor, it is best to determine the AC, then trade out for DR, and record the AC.&lt;br /&gt;
&lt;br /&gt;
;Maximum Dex Bonus: As the Armor gets stronger at protecting the wearer, the person loses the ability to apply some of their Dexterity Mod to their AC. If they have +6 Armor and their Dexterity modifier is +4, then they cannot add all 4 points of Dexterity Mod to their AC. They can only add +3.&lt;br /&gt;
&lt;br /&gt;
;Speed Diff: The bigger the Armor, the harder it is to move around in it. This reduces the character&#039;s Run/Sprint/Dash/Swim/Climb movement but not their base walking speed. &lt;br /&gt;
&lt;br /&gt;
;Average Weight: This is the average weight of the Armor if it were built by a Tech 2 civilization. The lower the tech level, the heavier the armor +5 lbs per Level, and the higher the tech level, the lighter the armor -5 lbs per level. +0 Armor is unaffected by this. The minimum armor that provides any amount of AC/DR is 1 lb per Armor level. Anything 35 lbs or heavier is considered &#039;Heavy&#039;.  Armor Proficiency is based on Armor level and not weight. But weight can contribute to other factors. The Tech Level adjustment to weight doesn&#039;t affect Speed; that only happens during Armor Customization.&lt;br /&gt;
&lt;br /&gt;
;Average Base Cost/Procure Diff: This is the average cost of the armor before you add in the price for the Tech Level. Tech Level affects the &#039;&#039;&#039;Base Cost&#039;&#039;&#039; of the Armor. While Procure Difficulty, Masterworking, and Customizations are all multipliers of the Base Cost.&lt;br /&gt;
&lt;br /&gt;
== Armor Tech Levels ==&lt;br /&gt;
Tech level also has an important roll to play in Armor. It decides how many Customization points can be spent and the maximum AC bonus Armor can provide, among other things. The table to the left shows what each Tech Level means for Armor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Armor Tech Levels&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Tech Levels&lt;br /&gt;
! Level Limit&amp;lt;br/&amp;gt;Max AC Bonus&lt;br /&gt;
! Max # of Customization/&amp;lt;br/&amp;gt;Bonus Customization Points&lt;br /&gt;
! Extra &amp;lt;br/&amp;gt;Base Cost&lt;br /&gt;
! Extra &amp;lt;br/&amp;gt;Procure Diff&lt;br /&gt;
|-&lt;br /&gt;
| Level 0 || +5 || 1/0 || +$0 || +1&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || +6 || 2/0 || +$0 || +0&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || +7 || 3/1 || +$250 || +0&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || +8 || 4/2 || +$1000 || +1&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || +9 || 5/3 || +$3000 || +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Tech Levels: This is the Tech Level. The higher the Tech Level, the better the armor can be.&lt;br /&gt;
&lt;br /&gt;
;Max AC Bonus: This is the maximum amount of AC or DR that the Armor of that Tech Level can have.&lt;br /&gt;
&lt;br /&gt;
;Max # Customization/Bonus Customization: The first number is the number of positive customizations the Armor can have. The second number is the number of free customization points the Armor has due to its tech level. IE: Tech level 2 can have a maximum of 3 positive customizations done to it (not including Masterworking) and gets one free customization point.&lt;br /&gt;
&lt;br /&gt;
;Extra Base Cost: This is the extra cost to the Armor&#039;s &#039;&#039;&#039;Base Cost&#039;&#039;&#039; if you declare that it is that tech level. So if you declare the armor is Tech level 2, you add $250 to the &#039;&#039;&#039;Base Cost&#039;&#039;&#039;, which would also be its &#039;&#039;&#039;Total Armor Cost&#039;&#039;&#039; if no other modifiers such as Masterworking or Customizations are added to the total. How much Masterworking or Customizations cost depends on the Armor&#039;s &#039;&#039;&#039;Base Cost&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Extra Procure Diff: This is the increase in how difficult it is to acquire the armor if it is of that tech level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor Examples ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Example Armor &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Armor&lt;br /&gt;
! Level&lt;br /&gt;
! AC &lt;br /&gt;
! DR&lt;br /&gt;
! Max&amp;lt;br /&amp;gt;Dex&lt;br /&gt;
! Prof*&amp;lt;br /&amp;gt;Lvl&lt;br /&gt;
! Speed Diff&lt;br /&gt;
! Weight&lt;br /&gt;
! Average Cost&amp;lt;Br/&amp;gt; Procure Diff&lt;br /&gt;
! Master-&amp;lt;br /&amp;gt;Worked?&lt;br /&gt;
! Cstm**&amp;lt;br /&amp;gt;+N/-P/-S(S)&lt;br /&gt;
! Bonus Attributes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Tech Level 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Padded Armor]] || 1 || +1 || 0 || +8 || 2 || Normal || 15 lbs || $150/1 || - || 0 / 0 / 0(1) || Archaic&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather Armor]] || 2 || +2 || 0 || +7 || 3 || -5 ft || 20 lbs || $350/1 || - || 0 / 0 / 0(1) || Archaic&lt;br /&gt;
|-&lt;br /&gt;
| [[Mstr Leather Armor]] || 2 || +2 || 2 DR (K) || +7 || 4 || -5ft || 20 lbs || $1,050/2 || 1/+1P || 0 / 1 / 1(1) || Archaic&lt;br /&gt;
|-&lt;br /&gt;
| [[Studded Leather]] || 3 || +2 || 2DR (K) || +5 || 4 || -5ft || 25 lbs || $1,000/1 || - || 0 / 0 / 0(1) || Archaic&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden]] || 3 || +3 || 0 || +6 || 4 || -10ft || 30 lbs || $2,000/1 || - || 2 / 1 / 1(1) || Archaic, Protection Against Grapple +4&lt;br /&gt;
|-&lt;br /&gt;
| [[Chain Armor]] || 4 || +4 || 0 || +5 || 5 || -10ft || 30 lbs || $2,200/1 || - || 0 / 0 / 0(1) || Archaic&lt;br /&gt;
|-&lt;br /&gt;
| [[Full Plate]] || 5 || +5 || 2DR (K) || +4 || 6 || Halved || 40 lbs || $9,000/1 || - || 2 / 1 / 1(1) || Archaic, Clumsy&lt;br /&gt;
|-&lt;br /&gt;
| [[Mstr Full Plate]] || 5 || +5 || 2DR (K) || +4 || 7 || -10ft || 35 lbs || $13,500/2 || 1/+1P || 0 / 1 / 1(1) || Archaic&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Armor&lt;br /&gt;
! Level&lt;br /&gt;
! AC &lt;br /&gt;
! DR&lt;br /&gt;
! Max&amp;lt;br /&amp;gt;Dex&lt;br /&gt;
! Prof*&amp;lt;br /&amp;gt;Lvl&lt;br /&gt;
! Speed Diff&lt;br /&gt;
! Weight&lt;br /&gt;
! Average Cost&amp;lt;Br/&amp;gt; Procure Diff&lt;br /&gt;
! Master-&amp;lt;br /&amp;gt;Worked?&lt;br /&gt;
! Cstm**&amp;lt;br /&amp;gt;+N/-P/-S(S)&lt;br /&gt;
! Bonus Attributes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Tech Level 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Gilly Suit]] || 0 || +0 || 0 || +5 || 2 || Normal || 0.25 lbs || $85/0 || - || 2 / 1 / 1(2) || Stealth Assist +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Basic Light Armor]] || 1 || +1 || 0 || +8 || 1 || Normal || 10 lbs || $150/0 || - || 0 / 0 / 0(2) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Ballistic Vest]] || 1 || +0 || 1 DR (A) || +7 || 2 || Normal || 10 lbs || $350/0 || - || 0 / 0 / 0(2) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hybrid Vest]] || 2 || +1 || 1 DR (A) || +7 || 2 || Normal || 15 lbs || $350/0 || - || 0 / 0 / 0(2) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hazard Suit]] || 2 || +1 || DR (3C, 1T) || +7 || 2 || Normal || 15 lbs || $350/0 || - || 0 / 0 / 0(2) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Kevlar Vest]] || 3 || +2 || 2 DR (K) || +6 || 3 || -5 ft || 20 lbs || $1,000/0 || - || 0 / 0 / 0(2) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mstr Kevlar Vest]] || 3 || +3 || 1 DR (K) || +6 || 4 || -5 ft || 20 lbs || $3,000/1 || 1/+1P || 0 / 1 / 1(2) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Plated Vest]] || 3 || +3 || 0 || +6 || 3 || -5 ft || 20 lbs || $1,000/0 || - || 0 / 0 / 0(2) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Kevlar Body Armor]] || 4 || +3 || 2 DR (K) || +6 || 3 || -5 ft || 25 lbs || $2,200/0 || - || 0 / 0 / 0(2) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Tactical Body Armor]] || 4 || +3 || 0 || +5 || 4 || -5 ft || 25 lbs || $4,400/0 || - || 2 / 1 / 1(2) || Quick Slot 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mstr Tactical Body Armor]] || 4 || +4 || 0 || +5 || 5 || -5 ft || 25 lbs || $6,600/1 || 1/+1P || 0 / 1 / 1(2) || Quick Slot 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Full Riot Gear]] || 5 || +5 || 0 || +4 || 5 || -10ft || 30 lbs || $4,500/0 || - || 0 / 0 / 0(2) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Full Plated Armor]] || 6 || +6 || 0 || +3 || 6 || -10ft || 35 lbs || $9,000/1 || - || 0 / 0 / 0(2) || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Armor&lt;br /&gt;
! Level&lt;br /&gt;
! AC &lt;br /&gt;
! DR&lt;br /&gt;
! Max&amp;lt;br /&amp;gt;Dex&lt;br /&gt;
! Prof*&amp;lt;br /&amp;gt;Lvl&lt;br /&gt;
! Speed Diff&lt;br /&gt;
! Weight&lt;br /&gt;
! Average Cost&amp;lt;Br/&amp;gt; Procure Diff&lt;br /&gt;
! Master-&amp;lt;br /&amp;gt;Worked?&lt;br /&gt;
! Cstm**&amp;lt;br /&amp;gt;+N/-P/-S(S)&lt;br /&gt;
! Bonus Attributes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Tech Level 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Improved Personal Vest]] || 1 || +1 || 0 || +8 || 2 || Normal || 5 lbs || $1,050/1 || 1/+1P || 0 / 2 / 1(3) || Shirt&lt;br /&gt;
|-&lt;br /&gt;
| [[Improved Light Armor]] || 2 || +2 || 0 || +7 || 2 || Normal || 10 lbs || $600/0 || - || 0 / 0 / 0(3) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Improved Hazard Suit]] || 2 || +1 || DR (4C, 2T) || +7 || 2 || Normal || 10 lbs || $1,200/0 || - || 0 / 1 / 1(3) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Improved Ballistic Vest]] || 3 || +1 || 2 DR (A) || +6 || 3 || Normal || 15 lbs || $1,250/0 || - || 0 / 0 / 0(3) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth Suit]] || 3 || +2  || 4DR (T) || +6 || 3 || Normal || 15 lbs || $2,500/0 || - || 0 / 1 / 1(3) || Stealth Assist +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Mstr Stealth Suit]] || 3 || +3 || 4DR (T) || +6 || 4 || Normal || 15 lbs || $7,500/1 || 2/+2P || 0 / 3 / 3(3) || Stealth Assist +4&lt;br /&gt;
|-&lt;br /&gt;
| [[Basic Regeneration Suit]] || 4 || +3 || 0 || +6 || 4 || -5ft || 20 lbs || $7,450/1 || - || 0 / 1 / 1(3) || Regeneration +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Improved Tactical Body Armor]] || 4 || +4 || 0 || +5 || 4 || -5 ft || 20 lbs || $4,900/0 || - || 0 / 1 / 1(3) || Quick Slot 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Mounted Medium Armor]] || 4 || +3 || 0 || +5 || 4 || -10ft || 35 lbs || $9,800/0 || - || 4 / 3 / 1(3) || Weapon Mount (Small)&lt;br /&gt;
|-&lt;br /&gt;
| [[Improved Medium Armor]] || 5 || +5 || 0 || +4 || 5 || -5ft || 25 lbs || $4,750/0 || - || 0 / 0 / 0(3) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Improved Hybrid Vest]] || 5 || +2 || 3 DR (A) || +4 || 5 || -5ft  || 25 lbs || $4,750/0 || - || 0 / 0 / 0(3) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Grounded Armor]] || 5 || +3 || 8 DR (E) || +4 || 5 || -5ft || 25 lbs || $4,750/0 || - || 0 / 0 / 0(3) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Thermal Plated Armor]] || 6 || +4 || 8 DR (T) || +3 || 6 || -10ft || 30 lbs || $9,250/1 || - || 0 / 0 / 0(3) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hybrid Tactical Armor]] || 6 || +2 || 4 DR (A) || +3 || 6 || -10ft || 30 lbs || $18,500/1 || - || 0 / 1 / 1(3) || Quick Slot 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Enhanced Steel Plating]] || 7 || +6 || 2 DR (K) || +3 || 7 || -10ft || 35 lbs || $18,250/1 || - || 0 / 0 / 0(3) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Improved Heavy Armor]] || 7 || +7 || 0 || +2 || 7 || -10ft || 35 lbs || $18,250/1 || - || 0 / 0 / 0(3) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mstr Improved Heavy Armor]] || 7 || +7 || 0 || +2 || 7 || -5ft || 25 lbs || $73,000/2 || 1/+1P || 0 / 2 / 2(3) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Full Printed Steel]] || 7 || +5 || 2 DR (A) || +2 || 7 || -10ft || 35 lbs || $18,250/1 || - || 0 / 0 / 0(3) || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Armor&lt;br /&gt;
! Level&lt;br /&gt;
! AC &lt;br /&gt;
! DR&lt;br /&gt;
! Max&amp;lt;br /&amp;gt;Dex&lt;br /&gt;
! Prof*&amp;lt;br /&amp;gt;Lvl&lt;br /&gt;
! Speed Diff&lt;br /&gt;
! Weight&lt;br /&gt;
! Average Cost&amp;lt;Br/&amp;gt; Procure Diff&lt;br /&gt;
! Master-&amp;lt;br /&amp;gt;Worked?&lt;br /&gt;
! Cstm**&amp;lt;br /&amp;gt;+N/-P/-S(S)&lt;br /&gt;
! Bonus Attributes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Tech Level 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Nano Mesh Shirt]] || 0 || +0 || 1 DR (A) || +9 || 0 || Normal || 1 lbs || $3,030/1 || - || 0 / 2 / 2(4) || Shirt&lt;br /&gt;
|-&lt;br /&gt;
| [[Mstr Nano Mesh Shirt]] || 1 || +1 || 1 DR (A) || +8 || 2 || Normal || 1 lbs || $8,050/2 || 2/+2P || 0 / 4 / 3(4) || Shirt&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Personal Vest]] || 1 || +1 || 0 || +8 || 0 || Normal || 1 lbs || $3,450/1 || - || 0 / 2 / 1(4) || Shirt&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Light Armor]] || 2 || +2 || 0 || +7 || 2 || Normal || 5 lbs || $1,350/1 || - || 0 / 0 / 0(4) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mstr Advanced Light Armor]] || 2 || +2 || 1 DR (A) || +7 || 2 || Normal || 5 lbs || $6,750/2 || 1/+1P || 0 / 3 / 2(4) || Protection Against Grapple +4&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth Shirt]] || 2 || +1 || 0 || +7 || 2 || Normal || 5 lbs || $4,050/1 || - || 2 / 3 / 2(4)|| Shirt, Stealth Assist +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Hazard Suit]] || 3 || +1 || DR (6C, 2T) || +6 || 3 || Normal || 10 lbs || $2,000/1 || - || 0 / 0 / 0(4) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Nano Mesh Regen]] || 3 || +1 || 0 || +7 || 3 || Normal || 10 lbs || $10,000/2 || - || 0 / 2 / 2(4) || Regeneration +6&lt;br /&gt;
|-&lt;br /&gt;
| [[Responsive Armor]] || 3 || +3 || 0 || +6 || 3 || Normal || 10 lbs || $6,000/1 || - || 0 / 2 / 2(4) || Protection Against Trip +6&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Ballistic Vest]] || 4 || 0 || 4 DR (A) || +5 || 4 || Normal || 15 lbs || $3,200/0 || - || 0 / 0 / 0(4) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Tactical Body Armor]] || 4 || +4 || 1 DR (K) || +5 || 4 || -5 ft || 25 lbs || $9,600/0 || - || 0 / 2 / 2(4) || Quick Slot 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Mounted Armor]] || 5 || +4 || 0 || +4 || 5 || -5ft || 25 lbs || $22,000/1 || - || 2 / 3 / 1(4) || Weapon Mount (Small)&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Medium Armor]] || 5 || +5 || 0 || +4 || 5 || -5ft || 20 lbs || $5,500/1 || - || 0 / 0 / 0(4) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Regeneration Suit]] || 6 || +6 || 0 || +3 || 6 || -5ft || 25 lbs || $50,000/2 || - || 0 / 2 / 2(4) || Regeneration +6&lt;br /&gt;
|-&lt;br /&gt;
| [[Shielded Suit]] || 6 || +1 || 5 DR (A) || +3 || 6 || -5ft || 25 lbs || $10,000/1 || - || 0 / 0 / 0(4) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Hybrid Vest]] || 7 || +3 || 4 DR (A) || +2 || 7 || -10ft || 30 lbs || $19,000/2 || - || 0 / 0 / 0(4) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Heavy Armor]] || 7 || +7 || 0 || +2 || 7 || -5ft || 25 lbs || $38,000/2 || - || 0 / 1 / 1(4) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Shielded Hybrid Plating]] || 8 || +4 || 4 DR (A) || +1 || 8 || -10ft || 35 lbs || $31,000/2 || - || 0 / 0 / 0(4) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Full Nano-Mesh Shielded Suit]] || 8 || +8 || 1 DR (A) || +1 || 8 || -10ft || 35 lbs || $93,000/3 || - || 0 / 2 / 1(4) || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Armor&lt;br /&gt;
! Level&lt;br /&gt;
! AC &lt;br /&gt;
! DR&lt;br /&gt;
! Max&amp;lt;br /&amp;gt;Dex&lt;br /&gt;
! Prof*&amp;lt;br /&amp;gt;Lvl&lt;br /&gt;
! Speed Diff&lt;br /&gt;
! Weight&lt;br /&gt;
! Average Cost&amp;lt;Br/&amp;gt; Procure Diff&lt;br /&gt;
! Master-&amp;lt;br /&amp;gt;Worked?&lt;br /&gt;
! Cstm**&amp;lt;br /&amp;gt;+N/-P/-S(S)&lt;br /&gt;
! Bonus Attributes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Tech Level 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloak Suit]] || 0 || +0 || 0 || +8 || 0 || Normal || 0.25 lbs || $9,030/1 || - || 0 / 3 / 3(5) || Shirt, Stealth Assist +6&lt;br /&gt;
|-&lt;br /&gt;
| [[High Tech Personal Vest]] || 1 || +1 || 1 DR (K) || +8 || 1 || Normal || 1 lbs || $9,450/1 || - || 0 / 3 / 2(5) || Shirt&lt;br /&gt;
|-&lt;br /&gt;
| [[Superior Hazard Suit]] || 2 || +1 || DR (10C, 6T) || +7 || 2 || Normal || 1 lbs || $10,050/1 || - || 0 / 2 / 2(5) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Superior Shield Suit]] || 3 || 0 || DR (4A, 1K) || +6 || 3 || Normal || 5 lbs || $12,000/1 || - || 0 / 3 / 2(5) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Superior Tactical Body Armor]] || 4 || +4 || 2 DR (K) || +5 || 4 || Normal || 10 lbs || $15,600/1 || - || 0 / 3 / 3(5) || Quick Slot 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyper Reactive Regen Shirt]] || 4 || +2 || 1 DR (K) || +6 || 4 || Normal || 10 Lbs || $36,400/2 || - || 4 / 4 / 3(5) || Regeneration +8&lt;br /&gt;
|-&lt;br /&gt;
| [[Superior Ballistic Vest]] || 5 || 0 || 5 DR (A) || +4 || 5 || Normal || 15 lbs || $9,500/1 || - || 0 / 0 / 0(5) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Superior Mounted Armor]] || 6 || +6 || 0 || +3 || 6 || -5ft || 20 lbs || $48,000/2 || - || 0 / 3 / 1(5) || Weapon Mount (Small)&lt;br /&gt;
|-&lt;br /&gt;
| [[Superior Full Body Armor]] || 7 || +6 || 2 DR (K) || +3 || 7 || -5ft || 25 lbs || $63,000/ 2 || - || 0 / 3 / 2(5) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Superior Hybrid Vest]] || 9 || +4 || 5 DR (A) || +0 || 9 || -10ft || 35 lbs || $58,000/2 || - || 0 / 0 / 0(5) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Enhanced Shielded Hybrid Plating]] || 9 || +7 || DR (2A, 2E) || +1 || 9 || -10ft || 35 lbs || $232,000/3 || - || 0 / 3 / 2(5) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Full Infinity Armor]] || 9 || +9 || 1 DR (A) || +1 || 9 || Halved || 40 lbs || $290,000/3 || - || 2 / 4 / 2(5) || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mstr Full Infinity Armor]] || 9 || +9 || DR (1A, 1C,E,T) || +1 || 9 || Halved || 40 lbs || $812,000/4 || 5/+4P,+1P || 2 / 8 / 5(5+1) || Regeneration +12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;12&amp;quot; |  Prof* Lvl means [[Proficiency_Tree#Armor_Branch|Armor Proficiency Level]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;12&amp;quot; | Cstm +N/-P/-S(S) means Negative Points Earned / Customization Points Spent / Customization Slots Used (Total Slots Item has)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aquiring Armor ==&lt;br /&gt;
&lt;br /&gt;
When attempting to obtain Armor, there are several things a Character may need to consider.&lt;br /&gt;
&lt;br /&gt;
* When choosing Armor, a Player must consider if their character class has any Armor restrictions&lt;br /&gt;
* A Character cannot take full advantage of Armor that has a higher Armor Proficiency requirement. For more information review: [[Proficiency_Tree#Armor_Branch|Armor Proficiency Branch]].&lt;br /&gt;
* The Player should consider what Tech level the Armor can be. The Tech level can increase the price and the procurement difficulty. A Character cannot craft or modify Armor that has a higher tech level. &lt;br /&gt;
* The Player should consider the cost as explained in the next section below.&lt;br /&gt;
&lt;br /&gt;
=== Armor Cost ===&lt;br /&gt;
* Tech Levels add to the &#039;&#039;&#039;Base Cost&#039;&#039;&#039; of the Armor.&lt;br /&gt;
* For each Masterworked Level, increase the cost of the Armor by adding the &#039;&#039;&#039;Base Cost&#039;&#039;&#039; to it. Ie: Armor Base Cost * (1 + Masterwork Level) = Total Armor Cost&lt;br /&gt;
* For every Customization Point spent on the Armor, add the Armor&#039;s Base Cost to the Total Cost.&lt;br /&gt;
* The exception to adding Base Cost for Armor is when an Armor is Level 0 (AC 0). In this case, treat the Base Cost of the Armor as $75 + Tech Level Cost Increase when calculating the cost of Masterworking and Customizations.&lt;br /&gt;
&lt;br /&gt;
== Crafting Armor ==&lt;br /&gt;
&lt;br /&gt;
In Future Path, the player can create their own customized armor just like in [[Weapons|Weapons]]. Rules for crafting and customizing armor.&lt;br /&gt;
&lt;br /&gt;
# Crafting Armor requires the [[-_Structural|Structural]] skill to be trained.&lt;br /&gt;
# Crafting Armor&#039;s Max Level/AC is Skill Rank dependent. The Skill must have at least 1 Rank to craft 0-3 AC Armor. 2 Ranks for 4-5, 3 Ranks for 6-7, 4 Ranks for 8-9. &lt;br /&gt;
# Masterworking requires at least +2 Ranks in [[-_Structural|Structural]] for the Armor Level. Read more [[Armor#Crafting_Masterworked_Armor|here]].&lt;br /&gt;
# Crafting costs 1/2 of the cost of the Item crafted in [[General_Equipment#Crafting_Materials_and_Equipment|supplies]].&lt;br /&gt;
# A Character cannot craft Armor that requires an Armor Proficiency level that is more than 1 greater than the Character possesses.&lt;br /&gt;
# &#039;&#039;&#039;Skill [[-_Structural|Structural]] DC&#039;&#039;&#039; is equal too &#039;&#039;&#039;DC 12&#039;&#039;&#039; + &#039;&#039;&#039;Tech Level&#039;&#039;&#039; + &#039;&#039;&#039;Armor Level/Max AC&#039;&#039;&#039; + &#039;&#039;&#039;2 per Masterwork level&#039;&#039;&#039;.&lt;br /&gt;
# Crafting time is one day per Skill Rank requirement, excluding Masterwork. IE: Armor Levels 0-3 require 1 Rank so 1 day to craft etc...&lt;br /&gt;
&lt;br /&gt;
=== Armor Customizations ===&lt;br /&gt;
&lt;br /&gt;
Customization of Armor can be done either at Crafting or after the Armor has been crafted. However, re-crafting Armor to Up Tech it or improve its Masterwork requires additional money and risks destroying the Armor if the check is failed by too much. More on this later. For now, this will focus on customizing Armor when it is first crafted.&lt;br /&gt;
&lt;br /&gt;
Tech Level determines the total number of base Customization Slots Armor can have, as well as any Free starting Customization Points that can be spent. Each Masterworked level can provide either 1 Customization Slot or 1 Customization Point. These two Attributes also affect the cost. When attempting to build and customize armor, it is important to determine the Tech Level and Masterwork level before starting.&lt;br /&gt;
&lt;br /&gt;
To customize the Armor, the Player should follow these steps.&lt;br /&gt;
&lt;br /&gt;
# Determine the Tech Level and Masterwork Level of the Armor.&lt;br /&gt;
# Perform any AC to DR trading. These rules are slightly different from those for gaining DR with customizations. All AC to DR trading should happen &#039;&#039;&#039;before&#039;&#039;&#039; customization points or earned or spent. &lt;br /&gt;
# Map out how many Customization Points you need in order to Craft the desired Armor. If you do not have enough points, the armor will need to be crafted with negative attributes, which in turn grant Negative Points. Every 2 Negative points is worth 1 Customization point.&lt;br /&gt;
# Now spend your free Customization points provided by the Tech Level, Masterwork, and any Negative Points.&lt;br /&gt;
# Calculate the final cost of the product. Each Customization Point spent costs the same as the &#039;&#039;&#039;Base Cost&#039;&#039;&#039; of the Armor and is added to the &#039;&#039;&#039;Total Armor&#039;&#039;&#039; Cost.&lt;br /&gt;
;Note: You do not need to spend all Customization points or Negative points. The Armor can be &#039;re-crafted&#039; in the future, and those unused points never go away.&lt;br /&gt;
&lt;br /&gt;
Please review the Customization Attributes for a full description of what they do and how much Customization/Negative points they cost and/or yield.&lt;br /&gt;
&lt;br /&gt;
=== Description of Customization Attributes ===&lt;br /&gt;
&lt;br /&gt;
Besides the default values from the table above, a Player can customize other attributes of the Armor. Below is a list of all attributes that can be customized:&lt;br /&gt;
&lt;br /&gt;
;Notes: &lt;br /&gt;
* 1 Customization point is worth 2 Negative points and vice versa.&lt;br /&gt;
* By default, an improvement costs 1 Customization point&lt;br /&gt;
* By default, a diminishment yields 1 Negative point. &lt;br /&gt;
* Most things will say they cost X number of Customization points. &lt;br /&gt;
* Customization and Negative points are freely interchangeable. &lt;br /&gt;
* You cannot gain a Diminshment/Negative on an Attribute of Armor to then spend points to get Improvements on that same Attribute. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC Bonus&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Player can adjust the AC Bonus of the Armor.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
; Improvement: You cannot spend points to increase the AC level. Simply pick a higher-level armor.&lt;br /&gt;
; Diminishment: This instantly yields 2 negative points instead of one. This doesn&#039;t decrease the cost of the armor or its Level.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;DR Bonus&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! This provides Damage reduction to Armor for different types of attacks.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
; Notes: &lt;br /&gt;
* DR Stands for Damage Reduction. DR stacks but cannot stack higher than 10. IE: Armor with 5 DR (A) and 7 DR (E) is attacked for Electric Damage; the total DR in this case would be 10.&lt;br /&gt;
* All DR trading between AC and DR must happen before customization/negative points are earned or spent.&lt;br /&gt;
; Improvement: Costs 1 Customization point. Gains 2 &#039;&#039;&#039;DR Units&#039;&#039;&#039; (see [[Armor#Trading_DR|Trading DR]]). In summary:&lt;br /&gt;
:* 1 Point = 2 DR (C, E, or T)&lt;br /&gt;
:* 1 Point = 1 DR (K)&lt;br /&gt;
:* 2 Points = 1 DR (A)&lt;br /&gt;
; Diminishment: Taking away one DR of the following 3 types &#039;&#039;&#039;Chemical&#039;&#039;&#039; / &#039;&#039;&#039;Electric&#039;&#039;&#039; / &#039;&#039;&#039;Thermal&#039;&#039;&#039; yields 1 Negative point. While removing 1 &#039;&#039;&#039;Kinetic&#039;&#039;&#039; yields 2 Negative points and 1 DR (A) yields 3 negative points.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Maximum Dex&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Player can adjust the maximum Dex bonus the Character gets while using the Armor.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
; Improvement: Costs 2 customization points. It can increase the max Dex by 1. The allowed total combined AC Bonus from Dex and Armor can never be more than 10.&lt;br /&gt;
; Diminishment: Yields negative points relative to its starting Max Dex value. 7-9 yielded no Negative Points, 6-4 yielded 1 Negative Point, 3-0 yielded 2 Negative Points. You cannot go below Zero. You cannot gain more than 4 Negative Points using this process.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Speed Diff&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Player can adjust the speed penalty for wearing armor.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
; Improvement: Costs 1 Customization point. It can increase the speed to the next higher amount. The speeds are (Normal/-5ft/-10ft/Halved).&lt;br /&gt;
; Diminishment: Decreasing the speed yields a negative point. You can only change this attribute once. The Weight can also affect Speed Diff. This can be used to reverse the negative side effect.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Weight&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The Weight and thus clumsiness of the armor.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
; Improvement: This costs 1 Customization point. It can affect speed when lowering the weight to match the weight in the [[Armor#Armor_and_Attributes|Armor Table]] use that row&#039;s Speed instead of the Armor Level&#039;&#039;s speed. This is also used to determine the Size category for certain rules. This may make the Armor usable when it would otherwise be considered &#039;&#039;&#039;clunky&#039;&#039;&#039; or too large.&lt;br /&gt;
; Diminishment: This yields 1 Negative point if it doesn&#039;t affect Speed or Size. If it does adjust this, then it yields 2 Negative points.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Special Attributes&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A list of special attributes that can be applied to armor.&lt;br /&gt;
|-&lt;br /&gt;
| There is multi special attributes that can be applied to armor. There are rules governing each of them. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protection against Combat Techniques&#039;&#039;&#039;: Cost: 1 customization point. Advantage: Can provide a +4 AC bonus to guard against a single type of [[Techniques#Combat_Techniques|Combat Technique]] or Advanced Combat Technique. This Special Attribute can be taken multiple times and stacks, providing an additional +2 for each additional time. However, it can only be picked for one type of Combat Technique. You cannot have Armor that protects against more than one Combat Technique.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Cost: 1 customization point. Pre-req: Requires at least Tech level 2. Spending customization points on Regen costs twice as much. This makes the Armor have +1 to procure diff. For every 1 customization point spent, the Armor gives HP equal to the Armor&#039;s Tech Level, per turn, to the wearer, if needed. For every 2 times taken, increase the cost by 1. To regenerate, the Armor had to use Pharmaceutics as ammunition. Each carton of pharmaceuticals is worth 5 rounds of use. Once the cartridge is used up, it will need to be reloaded, which is a multiple-round action explained below. The Pharmaceutics costs the price of special [[Weapons#Ammunition|large ammunition]]. &lt;br /&gt;
Reloading in combat rules by round:&lt;br /&gt;
# Round One: Acquire the Ammo. This can be a Simple action if the Pharmaceutical Carton is in a quick-access slot; otherwise, it is a Standard Action.&lt;br /&gt;
# Round Two: Apply the Carton, replacing the previously spent Carton. This is considered a Reload. By default, this is a Standard Action. But if the Character has the Feat Quick Reload, it becomes a Simple Action.&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: No matter what, this requires two rounds.&lt;br /&gt;
* &#039;&#039;&#039;After Combat&#039;&#039;&#039;: The Character can choose to have the Armor consume the remaining Pharmaceuticals to finish restoring what the Armor can. If the Character chooses to replenish the Ammo, then any remaining Pharmaceuticals are wasted.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stealth Assist&#039;&#039;&#039;: Cost: 1 customization point. This can only be used the same number of times as the Tech Level of the Armor. Each time this customization is acquired, it provides a +2 bonus to [[Stealth]] skill checks. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Weapon Mount&#039;&#039;&#039;: Cost: 3 customization points. This can only be used once. This allows for a weapon that would normally qualify for an Off-Handed weapon only to be mounted on the Armor. This increases the Armor&#039;s Weight and, in turn, the Speed following the Weight diminishment rules. The Weight and Slots Increase is based on Size. Small is 5 lbs and takes up 1 Slot; Medium is 10 lbs and takes up 2 Slots; Large is 15 lbs and takes up 3 Slots; and Gigantic is 25 lbs and takes up 5 Slots, but Gigantic doesn&#039;t qualify. Treat this weapon as an offhanded weapon for the rules of Two Weapon Fighting. Except that this weapon cannot benefit from Two Weapon Fighting Feats. If the Character already has an off-hand weapon, then this weapon acts like Bonus Damage for the off-handed weapon.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shirt&#039;&#039;&#039;: At Level 0, Armor can be declared a &#039;&#039;&#039;Shirt&#039;&#039;&#039; for 0 cost. At Level 1, it costs 2 Customization points; at Level 2, it costs 4. Spending Customization Points on a Shirt costs double. A Shirt cannot provide more than 2 AC, 5 DR (A), or an equivalent in DR. Also, Shirt Armor cannot be Clumsy or have a Weapon Mount. The Armor has to be Tech 1 or higher. The Base Price is doubled. The Armor can be worn as a shirt and can be easily hidden as part of a disguise. It can also be worn under other Armor; however, its AC bonus, if any, does not stack. DR stacks, however. If both a Shirt and above Armor have Regeneration, then only the shirt&#039;s regeneration works. A Shirt that has been modified to provide &#039;&#039;&#039;Protection against Combat Techniques&#039;&#039;&#039; costs the same but only provides a +2. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slots&#039;&#039;&#039;: This costs 1 Customization point. It requires at least Tech Level 1 Armor. It provides a number of Quick Access slots equal to the Tech Level built into the armor, allowing the wearer to retrieve a small item (such as a pharmaceutical carton, grenade, ammo magazines, etc.) as a Simple action. This Quick Slot cannot store Guns or other medium to large items. Review quick slot rules [[Weapons#Weapon_Accessories|here]]. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clumsy&#039;&#039;&#039;: Cost: Free, as this is earned by changing the Speed below half or by increasing the weight of the armor over 45 lbs. Clumsy means that even if you are proficient with the armor, the Character still takes disadvantage on all Saving Throws, the following Skill checks: Athletics, Acrobatics, Pilot, Sleight of Hand, Medical. When performing Combat Accuracy checks, the Character does not benefit from Minor or Major hits, and the Character cannot benefit from more than 1 Advantage.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archaic&#039;&#039;&#039;: This is all Tech Level 0 Armor. This simply requires 1 more Armor Proficiency to wear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Re-Crafting Armor ===&lt;br /&gt;
&lt;br /&gt;
You cannot Re-Craft Armor to improve its Armor Level/Max AC Bonus. Only to improve its Tech Level or Masterwork level. To Re-Craft Armor, it must first be in working condition. If it has [[Item Damage]], that will need to be repaired first. &lt;br /&gt;
&lt;br /&gt;
Treat Re-Craft just like crafting an item, but with the following rule changes.&lt;br /&gt;
&lt;br /&gt;
# The Cost is the same as if you were crafting Armor, but for every 4 the Player beats the Craft DC, reduce the cost by %10, showing the ability for the Character to recycle components.&lt;br /&gt;
# Crafting time is halved. &lt;br /&gt;
# The Craft DC check is +1 for Up-Teching and an additional +1 for Masterworking. Not per level, just +1. This goes on top of the normal craft DC.&lt;br /&gt;
# If the Craft check fails by less than 5, then the Item is fine, but no improvements are given, and another attempt can be made within 24 hours.&lt;br /&gt;
# If the Craft check fails by more than 5 but by 10 or less, the Item receives Item Damage of one Scar and must be repaired before another attempt can be made.&lt;br /&gt;
# If the Craft check fails by more than 10, the Item is so damaged that it receives maximum possible Item Damage without being destroyed. It takes twice as long to repair.&lt;br /&gt;
# If the Check critically fails, then the Item is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Crafting Masterworked Armor ==&lt;br /&gt;
&lt;br /&gt;
Crafting requires a Character to have the Craft [[-_Structural|Structure]] Skill. The normal crafting rules for how long it takes and how expensive the materials are are all the same. So are the rules for Masterwork crafting. &lt;br /&gt;
&lt;br /&gt;
To summarize, for Masterwork crafting, you have to have at least a skill rank of 3 and must also have [[General_Equipment#Crafting_Materials_and_Equipment|Advanced build materials]] for that item. The maximum level of Masterworked Armor is +5 and each level provides either +1 to the &#039;&#039;&#039;Maximum Number of Customizations&#039;&#039;&#039; or +1 extra free &#039;&#039;&#039;Customization point&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The Masterwork Skill Rank requirement goes up based on the number of Masterwork Levels and the armor level. Crafting Masterwork level 1 Armor is +2 to the Skill Rank base requirement for that Armor&#039;s Level range. 1 Rank to craft 0-3 AC Armor. 2 Ranks for 4-5, 3 Ranks for 6-7, 4 Ranks for 8-9. So, to craft Armor Level 9 with a +9 AC bonus with 5 levels of Masterwork, that would require a Skill Rank of 10.&lt;br /&gt;
&lt;br /&gt;
One exception to crafting structure rules is that you &#039;&#039;&#039;cannot&#039;&#039;&#039; collaborate and divide up the work on crafting armor.&lt;br /&gt;
&lt;br /&gt;
== Power Armor ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; Needs work NOT ALPHA 3 READY! &amp;lt;/span&amp;gt; &amp;lt;/u&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Armor is an advanced full-body suit that provides powered assistance to the wearer. They can be completed and are even dangerous to wield and thus require special training. In order for a Character to wear one, they have to have at least 1 rank in the &#039;&#039;&#039;Power Armor Branch&#039;&#039;&#039; of the Proficiency Tree. In order to unlock the Power Armor Branch to put points in it, the Character has to have the [[Power_Armor_Expert|Power Armor Expert]] Feat. &lt;br /&gt;
&lt;br /&gt;
Power Armor comes in 5 different &#039;&#039;&#039;Classes&#039;&#039;&#039;. Class E through A. E being the most low-tech, simple manufacturing, and Class A being the most advanced technological build possible. The higher the Classification of the build the more advanced the Civilization has to be. So Tech 2 Civilizations can build Class E and D. While Tech 3 can build C and B, and Tech 4 can build A.&lt;br /&gt;
&lt;br /&gt;
All Power Armor by default provides a +4 Strength Mod bonus and an AC bonus of +5, and negates all possible Dexterity or Wisdom bonuses toward the wearer&#039;s AC. However, the Armor does come with 5 additional customization or &#039;&#039;&#039;Mods&#039;&#039;&#039; slots that can be filled. These mods can provide everything from massive AC boosts, DR, extra weapon mounts, too special abilities and so on.&lt;br /&gt;
&lt;br /&gt;
=== Power Armor Types ===&lt;br /&gt;
&lt;br /&gt;
There are different Power Armor Types, which describe what they do and their default attributes. Each type also provides a special ability for the wearer.&lt;br /&gt;
&lt;br /&gt;
Masterworked Suits provide an additional Mod slot; however, they cost twice as much and gain an additional Procure Diff. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Multipurpose Space Suit&lt;br /&gt;
|-&lt;br /&gt;
| Designed for all different kinds of long &#039;space walk&#039; missions. From repairing to surveying and across a variety of environments. This suit is designed to be defined against all the elements. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Special Abilities&#039;&#039;&#039;: [[Repair Assistant]], [[Always On Monitor]], [[Environmental Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
:: Cost/Procure Diff: $20,000/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Tactical Force Suit&lt;br /&gt;
|-&lt;br /&gt;
| Designed for small tactical special force teams to help with fast &#039;in and out&#039; jobs. Stealth and Reliable Precision are always on the minds of the developers for Tactical Force Suits. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Special Abilities&#039;&#039;&#039;:  [[Always On Monitor]], [[Stealth Assistance]] +4, [[Co-operative Targeting]] &lt;br /&gt;
&lt;br /&gt;
:: Cost/Procure Diff: $550,000/3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Combat Suit&lt;br /&gt;
|-&lt;br /&gt;
| The generic military-grade full-body suit. Most counties have at least some need for these. They are multi-purpose with a focus on protecting the wearer, allowing them to stay in the fight. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Special Abilities&#039;&#039;&#039;: [[Armor Hardening]], [[Shield Booster]], [[Co-operative Targeting]]&lt;br /&gt;
&lt;br /&gt;
:: Cost/Procure Diff: $425,000/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Recon Suit&lt;br /&gt;
|-&lt;br /&gt;
| Designed for past pace, non-stop moving. When you need some insane person to dash out from an entrenched position, either to get intel out to friends or find intel on the enemies, it&#039;s best to have that person in a Recon Suit.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Default Adjustments&#039;&#039;&#039;: Instead of +4 Strength Mod its +4 Dexterity Mod. Instead of an AC bonus of +4, it allows the character to use their full Dex Mod toward AC.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Special Abilities&#039;&#039;&#039;: [[Always On Monitor]], [[Stealth Assistance]] +2, [[Rocket Pack]], [[Speed Booster]]&lt;br /&gt;
&lt;br /&gt;
:: Cost/Procure Diff: $500,000/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Support Suit&lt;br /&gt;
|-&lt;br /&gt;
| Here to lend a helping hand. The Support suit can carry tons of extra ammo, grenades, med packs, and other gear. They can also put up a good fight and come prepared to take a hit.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Special Abilities&#039;&#039;&#039;: [[Extra-Storage]], [[Co-operative Targeting]], [[Extra Armor]]&lt;br /&gt;
&lt;br /&gt;
:: Cost/Procure Diff: $400,000/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Combat Harden Medical Suit&lt;br /&gt;
|-&lt;br /&gt;
| Designed to be able to get into the thick of things and save lives, you are destined to become the crew&#039;s favorite person. Just so long as you are cra.. BRAVE enough to do the job. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Special Abilities&#039;&#039;&#039;: [[Armor Hardening]], [[Shield Booster]], [[Medical Assistant]]&lt;br /&gt;
&lt;br /&gt;
:: Cost/Procure Diff: $350,000/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Armor Mods ===&lt;br /&gt;
&lt;br /&gt;
Power Armor Modifications or &#039;&#039;&#039;Mods&#039;&#039;&#039; are based on the Classification or &#039;&#039;&#039;Class&#039;&#039;&#039; of the Armor. Which is indicated by a &#039;&#039;&#039;Grade&#039;&#039;&#039;. Class E is the lowest tier Armor while Class A is the highest tier. When buying Power Armor, the Suit itself has a class that determines how well certain types of Mods work and how many of them.&lt;br /&gt;
&lt;br /&gt;
The higher the Class the higher the cost. All prices are based on Class E. Each Class is %50 more on top of the Base Class E price. So a $100,000 E Mod will cost $350,000 as an A Mod.  &lt;br /&gt;
&lt;br /&gt;
Below is a list of all the available Mods and their rules, as well as what it means to have a Masterworked Mod.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Reflective Armor &lt;br /&gt;
|-&lt;br /&gt;
| Class E and D provides a +1 AC bonus for each time used. Class C and B provides +1 for every use and an additional +1 for every other use of the Mod. Class A provides +2 for every use. &lt;br /&gt;
:: Masterworked: Cannot be Masterworked.&lt;br /&gt;
:: Cost/Procure Diff: $200,000/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Ablative Armor&lt;br /&gt;
|-&lt;br /&gt;
| Provides +20 Hit Points at Class E. Each higher class level provides an additional 2. So at Class A each Ablative Armor mod would provide 30 HP. Ablative Armor needs to be repaired to recover, which takes time and Crafting Structure Rank 2. &lt;br /&gt;
:: Masterworked: Provides an additional +5 of HP&lt;br /&gt;
:: Cost/Procure Diff: $200,000/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Absorptive Armor&lt;br /&gt;
|-&lt;br /&gt;
| Class E and D provide 2 Total DR, 3 Kinetic DR, or 4 DR for a specific Damage Type. Class C and B provide 3 Total DR, 4 Kinetic DR, or 6 DR for a specific Damage Type. Class A provides 4 Total DR or 6 Kinetic Dr or 8 DR for a specific Damage Type.&lt;br /&gt;
:: Masterworked: Cannot be Masterworked.&lt;br /&gt;
:: Cost/Procure Diff: $200,000/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Regenerative Shielding&lt;br /&gt;
|-&lt;br /&gt;
| This is a shield that acts like a second skin and provides additional Hit Points like Ablative Armor. However, it regenerates some of its Shields every turn. Provides +10 Hit Points at Class E. Each higher class level provides an additional 2. So at Class A, it would provide up to 20 HP. For every Mod applied, it regenerates +1 per turn for Class E through C. B and A it regenerates +2 per turn. &lt;br /&gt;
:: Masterworked: Provides either +5 additional HP or +2 additional regen per turn.&lt;br /&gt;
:: Cost/Procure Diff: $200,000/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Shield Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| This allows the wearer to turn the personal shield into a shield wall. Which can take up a 10x10ft surface area or any 2d shape that does not exceed that surface area. The end of the shield cannot go beyond 15ft from the suit. The shield only absorbs damage from one direction. This can only be taken once.&lt;br /&gt;
:: Masterworked: Allows the shield to be 15x15ft and go up to 30ft from the suit.&lt;br /&gt;
:: Cost/Procure Diff: $100,000/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Weapon Mount&lt;br /&gt;
|-&lt;br /&gt;
| This allows the suit to have a weapon, even a heavy weapon mounted onto itself. This can be taken twice, but both weapons have to be non-heavy. The weapon acts fully autonomously like its own character. In combat, it takes its turn with the wearer but does not use the wearer&#039;s actions. Also, it only needs to perform one accuracy check, which applies to all weapons mounted on the suit.&lt;br /&gt;
:: Masterworked: Cannot be Masterworked.&lt;br /&gt;
:: Cost/Procure Diff: $100,000/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Skill Assist Mods&lt;br /&gt;
|-&lt;br /&gt;
| This provides a static Misc bonus to a skill of your choice by +2 for every mod used. The skills that can be &#039;Assisted&#039; are as follows: [[Medical]], [[Stealth]], [[Sleight of Hand]], [[Perception]], [[Intimidate]], [[Escape Artist]], [[Disable Device]], [[Demolitions]], [[Athletics]], [[Acrobatics]].&lt;br /&gt;
:: Masterworked: Provides a +3 instead of +2. &lt;br /&gt;
:: Cost/Procure Diff: $100,000/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Targeting Assist&lt;br /&gt;
|-&lt;br /&gt;
| This provides a static +1 to accuracy checks. It can only be used once, and it&#039;s improved by 1 for every higher Class grade. So for Class A this provides a +5 to accuracy checks.&lt;br /&gt;
:: Masterworked: This acts as if it is a grade higher than what it actually is. For Grade A Masterworked, this means +6. &lt;br /&gt;
:: Cost/Procure Diff: $200,000/3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Regenerative Healing&lt;br /&gt;
|-&lt;br /&gt;
| For Class E this provides a +2 to health back to the Wearer every turn. It provides an additional +2 for each higher grade, so Class A would provide +10 per turn.&lt;br /&gt;
:: Masterworked: This acts as if it is a grade higher than what it actually is. For Grade A Masterworked, this means +12.&lt;br /&gt;
:: Cost/Procure Diff: $200,000/3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Rocket Pack&lt;br /&gt;
|-&lt;br /&gt;
| This provides a booster pack that allows the person to make massive leaps into the air or control their movement in a vacuum. If taken twice, the suit can carry a person and even fly or float semi-permanently. The amount of flight time is based on the Class level. 10 minutes for E, plus 10 minutes for each higher grade. This can be taken 3 times. On the third time, the suit becomes spaceworthy on most low-gravity planets (Mars, for example). &lt;br /&gt;
:: Masterworked: This allows the Rocket Pack act like it has one more pack attached. If The Suit has 3 masterworked packs, then it is space-worthy under even high gravity conditions, such as x2 gravity of Earth.&lt;br /&gt;
:: Cost/Procure Diff: $100,000/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Flex Mod&lt;br /&gt;
|-&lt;br /&gt;
| Refits of joints and motors of the base Suit so that it can become much more flexible. Allows up to +2 of the wearer&#039;s Dex Mod to be used toward the total AC. This can only be applied once with Class E and for every grade higher, one more time.&lt;br /&gt;
:: Masterworked: This changes the +2 to a +3.&lt;br /&gt;
:: Cost/Procure Diff: $200,000/3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Neural Interface Mod&lt;br /&gt;
|-&lt;br /&gt;
| Allows the user to control every aspect of the Suit directly with their mind. No need for annoying HUD interfaces, the wearer&#039;s mind sees all. This lets wearers apply up to +2 of their Wisdom Mod to their total AC. This can only be used once at Class E. However, every grade higher can fit one more.&lt;br /&gt;
:: Masterworked: This changes the +2 to a +3.&lt;br /&gt;
:: Cost/Procure Diff: $200,000/3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Cloaking &lt;br /&gt;
|-&lt;br /&gt;
| Allows the Suit to completely cloak. By default, you are not undetectable unless you move. Even smells are hidden. However, if you move the default Perception Check, DC is 25 for Class E and +5 for every grade higher. Also, once you declock, there is a cool-down of 18 seconds or 6 turns. The cooldown is 3 seconds shorter or 1 turn shorter for every grade higher.&lt;br /&gt;
:: Masterworked: This makes the cloak act a grade higher than it already is. If Grade A, then this makes the DC 50; however, the cool down cannot go below 1 turn or 3 seconds. (Only a Tech 4 advanced or Tech 5 civ could have such tech)&lt;br /&gt;
:: Cost/Procure Diff: $300,000/2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Storage Pack&lt;br /&gt;
|-&lt;br /&gt;
| Allows to store massive amounts of Volume and weight into what seems like a small space. Not easily accessible by the Wearer themselves, but other players can access it. This can easily carry up to 100 lbs of stuff. &lt;br /&gt;
:: Masterworked: Cannot be Masterworked.&lt;br /&gt;
:: Cost/Procure Diff: $10,000/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Strength Boost&lt;br /&gt;
|-&lt;br /&gt;
| Allows for a boost in Strength Mod of +2 for every time this is taken. However, this can only be taken once at Class E and once more for each higher Grade.&lt;br /&gt;
:: Masterworked: Provides a +3 instead of a +2.&lt;br /&gt;
:: Cost/Procure Diff: $100,000/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! - Protection against Combat Techniques&lt;br /&gt;
|-&lt;br /&gt;
| Just like for Armor this provides protection against a specific type of Combat Technique. Class E provides +3, with an additional +1 for each higher Grade.  &lt;br /&gt;
:: Masterworked: Provides +1 to the protection.&lt;br /&gt;
:: Cost/Procure Diff: $100,000/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafting Power Armor ===&lt;br /&gt;
&lt;br /&gt;
Crafting Power Armor requires Craft +2 in Structure and +1 in both Mechanical and Electrical. The Bill of Materials (IE: Cost) of crafting is calculated the same as for Armor or any other Structure. &lt;br /&gt;
&lt;br /&gt;
To do Masterwork, it requires Craft +5 in Structure and +3 in Mechanical and Electrical. There are no Masterwork levels for Power Armor or Power Armor Mods. Buying a Masterworked Suit costs double the base price. Buying Masterworked Power Armor Mods costs triple the base price per Mod. The Procure difficulty is increased by 1. &lt;br /&gt;
&lt;br /&gt;
Unlike crafting Armor, this can be divided up between qualified players like any other Structure.&lt;br /&gt;
rocure Diff: $100,000/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafting Power Armor ===&lt;br /&gt;
&lt;br /&gt;
Crafting Power Armor requires Craft +2 in Structure and +1 in both Mechanical and Electrical. The Bill of Materials (IE: Cost) of crafting is calculated the same as for Armor or any other Structure. &lt;br /&gt;
&lt;br /&gt;
To do Masterwork, it requires Craft +5 in Structure and +3 in Mechanical and Electrical. There are no Masterwork levels for Power Armor or Power Armor Mods. Buying a Masterworked Suit costs double the base price. Buying Masterworked Power Armor Mods costs triple the base price per Mod. The Procure difficulty is increased by 1. &lt;br /&gt;
&lt;br /&gt;
Unlike crafting Armor, this can be divided up between qualified players like any other Structure.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=General_Equipment&amp;diff=11649</id>
		<title>General Equipment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=General_Equipment&amp;diff=11649"/>
		<updated>2026-07-18T04:10:19Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:left; margin-right: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Outfitting the modern character with the proper equipment is often just as important as selecting the right skills, abilities, and training. Everything from personal protection to weapons to survival and electronic gear can mean the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
This page covers the wide variety of general gear available to characters of all sorts. The items below are divided into Categories, roughly based on how they can be crafted. The prices listed in the tables below are based on the item&#039;s cost for that Tech Level/Time period. &lt;br /&gt;
&lt;br /&gt;
Too many items? Do not want to read through all that? Then [[General_Equipment#Starter_Packs|Starter Packs]] may be the place to go. This is helpful, especially when making a new character and you need a set of gear quickly.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the page is the [[#Customization_/_Masterwork_/_Up_Tech|Customization and Upgrades]] section. Go there to learn how to customize and upgrade items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Below you may sometimes see &#039;In-Game Bonus&#039; under an item description. This is to highlight how the item may be used in the game to provide advantages or bonuses. However, this isn&#039;t the only possible use of the item, as DM and Players are encouraged to be imaginative. However, these should be the most common examples and should help the player decide if they want to get it.&lt;br /&gt;
&lt;br /&gt;
==Bags and Boxes==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Structural|Structural]] All these items are considered Small Structural items. Many of the special rules governing the crafting of structures do not apply to these items. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make. Being able to hold things is pretty basic when it comes to tech. This gives the crafter the freedom to &#039;&#039;&#039;Up Tech&#039;&#039;&#039; the items to improve them. Or add gadgets that let them float, teleport, or set traps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Bags and Boxes&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum case 10 lb. ||Med ||5 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum case 40 lb. ||Large ||10 lb. ||$190&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum case 75 lb. ||Large ||15 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Backpack: Small ||Small ||1.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Backpack: Medium ||Med ||2 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Backpack: Large ||Large ||3 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
|Briefcase ||Med ||2 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
| Container || Med || 5 lb. || $50&lt;br /&gt;
|-&lt;br /&gt;
|Contractor&#039;s Field Bag ||Med ||2 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Day Pack ||Small ||2 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Handbag ||Small ||1 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Range Pack: Standard ||Small ||2 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Range Pack: Oversized ||Med ||3 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Secure Wallet ||Small ||0.5 lb. ||$80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aluminum Travel Case&#039;&#039;&#039;: A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally. It comes in multiple sizes but it has the same DC of 12 against &#039;&#039;&#039;Disable Device&#039;&#039;&#039; checks. It can be modified via &#039;&#039;&#039;Masterwork&#039;&#039;&#039; or &#039;&#039;&#039;Up Teching&#039;&#039;&#039; to improve the locking mechanism. A gadget can be added to a trap. The smallest size can hold up to 1 unit. Medium up to 2 Units and Large up to 3 units of space. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Briefcase&#039;&#039;&#039;: A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but its cheap lock is not very secure (Disable Device DC 10; break DC 10).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This is the business person&#039;s suit of armor. They use it for everything. In today&#039;s digital world, it is hard to imagine what could be so important that it needs a physical copy. Thus, when seen, it confers on the holder a certain authority they might not otherwise have. Under the right circumstances, this provides an advantage bonus to &#039;&#039;&#039;Disguise&#039;&#039;&#039; and/or &#039;&#039;&#039;Profession&#039;&#039;&#039; checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Container&#039;&#039;&#039;: This is a generic way to list common containers/boxes/storage units found in the game. They can be described with different locks and building materials that adjust the price and make it more difficult to use force (Strength check) or Disable Device checks to get inside. They come in many different sizes and shapes. Ranging from being able to hold 1 unit of space/weight and used as some small personal storage to as large as a shipping container able to hold 1+ million units of space. Their construction can also vary widely. Better materials may enable them to resist a person forcefully trying to get into the container. While upgrades such as locks and traps and help prevent a sneakier person from also entering. The price noted here was for a 4-unit container without a lock, made of simple materials such as wood or plastic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contractor&#039;s Field Bag&#039;&#039;&#039;: A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads, and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 10 pounds worth of equipment and comes with a shoulder strap. It has no pre-built lock. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This is used &#039;on-site&#039; by a lot of different kinds of contract work. Someone walking around with this it would be easy to assume that they belong there and know what they are talking about. An advantage bonus to &#039;&#039;&#039;Disguise&#039;&#039;&#039; checks under the right circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backpacks&#039;&#039;&#039;: Backpacks come in different sizes, much like Aluminum Travel cases. However, the weight is actually added to the carrier&#039;s maximum weight. By default, they also lack a lock; however, they can be modified to include one. The smallest is the sort of backpack often used by students to carry their books around, or by outdoor enthusiasts on short hikes. The medium-sized one is used for mostly the same thing, except bigger. While the latter is great for wilderness survival and long military exercises. The small backpack adds 8 pounds to the wearer, the medium size adds 14 pounds, and the largest adds 24 pounds. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Backpacks provided additional carrier capacity to the wearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handbag&#039;&#039;&#039;: Handbags provide another way to carry 2 pounds of equipment. The cost shown is for a basic bag; high-fashion purses can increase the cost.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Handbags provided additional carrier capacity to the wearer. It is also a way to hide small items. Provides a single advantage to &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks to hide a small item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Pack&#039;&#039;&#039;: This tactical backpack comes in Medium and Large sizes. The medium size has a spacious inner compartment capable of holding roughly 10 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 18 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a submachine gun, and the larger version can hold disassembled rifles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Range Pack provided additional carrier capacity to the wearer. It is also a way to hide non-clunky/clumsy items. Provides a single advantage to &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks to hide non-clunky/clumsy weapons and ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Wallet&#039;&#039;&#039;: A small and simple wallet design that also has a locking component. The type and difficulty of the lock depend on the Tech Level. At level 0 it is DC12. It is designed to store personal identification information, such as &#039;papers&#039; and &#039;ID cards&#039;, as well as financial tools like a credit card. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: A Secure Wallet is usually a status symbol or used by paranoid people. This can be used as a &#039;prop&#039; to help pretend to be richer than one really is.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Structural|Structural]] All these items are considered Small Structural items. Many of the special rules governing the crafting of structures do not apply to these items.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;In-Game Bonus&amp;lt;/u&amp;gt;&#039;&#039;&#039;: &lt;br /&gt;
:*&#039;&#039;&#039;ALL&#039;&#039;&#039; these items can be associated with &#039;&#039;&#039;Disguise&#039;&#039;&#039; checks. If a player notes they have clothes to wear that will fit the situation and the GM agrees, then the Player gets an advantage bonus on the Disguise check. &lt;br /&gt;
:*&#039;&#039;&#039;SOME&#039;&#039;&#039; clothes can also help with &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks. If the tailor (crafter) can masterwork Structural items, then they can craft or modify existing clothes to conceal small weapons. In this case the clothes provide an advantage bonus to the &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks when hiding or quick drawing a hidden weapon.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE&amp;lt;/u&amp;gt;&#039;&#039;&#039;: If you are looking for advanced wear that has things like stealth bonuses (IE: Clocking), healing properties, and more, then go to the [[Armor]] rules and review the Special Attributes &#039;&#039;&#039;Shirt&#039;&#039;&#039; under the [[Armor#Customization_Armor|customize]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Clothing&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Business ||Med ||3 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Casual ||Med ||2 lb. ||$80&lt;br /&gt;
|-&lt;br /&gt;
|Formal ||Med ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Fatigues ||Med ||3 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
|Uniform ||Med ||2 lb. ||$90&lt;br /&gt;
|-&lt;br /&gt;
|Ghillie suit ||Med ||5 lb. ||$125&lt;br /&gt;
|-&lt;br /&gt;
|Fatigue Jacket ||Med ||2 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
|Outerwear Coat ||Med ||2 lb. ||$45&lt;br /&gt;
|-&lt;br /&gt;
|Parka ||Med ||3 lb. ||$75&lt;br /&gt;
|-&lt;br /&gt;
|Photojournalist&#039;s Vest ||Med ||1 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tool belt ||Small ||2 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Windbreaker ||Med ||1 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Lab Coat || Med || 2 lb. || $80&lt;br /&gt;
|-&lt;br /&gt;
| Explorers Outfit || Med || 2 lb. || $120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Clothing Outfit&lt;br /&gt;
&lt;br /&gt;
An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings and any necessary belt or suspenders.&lt;br /&gt;
* &#039;&#039;&#039;Business&#039;&#039;&#039;: A business outfit generally includes a jacket or blazer, and it tends to look sharp and well-groomed without being overly formal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Casual&#039;&#039;&#039;: Casual clothes range from cut-off jeans and a t-shirt to neatly pressed khakis and a hand-knit sweater.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Formal&#039;&#039;&#039;: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions. Special designer creations can cost much more than shown in the table.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fatigues&#039;&#039;&#039;: They&#039;re rugged, comfortable, and provide lots of pockets. They are also printed in numerous solid colors and virtually infinite terrain-specific camouflage patterns. When worn in an appropriate environment, fatigues grant an Advantage bonus on Stealth checks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Uniform&#039;&#039;&#039;: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms—making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghillie Suit&#039;&#039;&#039;: The ultimate in camouflage, a ghillie suit is a loose mesh-over garment covered in strips of burlap in terrain-appropriate colors, to which other camouflage elements can easily be added. A figure under a ghillie suit is nearly impossible to discern. A character wearing a ghillie suit with appropriate coloration gains a +10 bonus on Stealth checks. However, the bulky suit imposes a penalty of –4 on all Dexterity checks, Dexterity-based skill checks (except Stealth), and melee attack rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outerwear&#039;&#039;&#039;: In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue Jacket&#039;&#039;&#039;: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outerwear Coat&#039;&#039;&#039;: An outer garment worn on the upper body. Its length and style vary according to fashion and use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parka&#039;&#039;&#039;: This winter coat grants the wearer an Advantage equipment bonus on Constitution saves made to resist the effects of cold weather.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Photojournalist&#039;s Vest&#039;&#039;&#039;: Made of cotton with mesh panels to keep the wearer cool, the photojournalist&#039;s vest has numerous obvious—and hidden—pockets. It counts as loose and bulky clothing when used to conceal small or smaller weapons and also grants the “specially modified to conceal object” bonus when used to conceal tiny or smaller objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Belt&#039;&#039;&#039;: This sturdy leather belt has numerous pockets and loops for tools, nails, pencils, and other necessities for repair and construction work, making it easy to keep about 10 pounds of items on hand. The pockets are open, and items can easily fall out if the belt is tipped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windbreaker&#039;&#039;&#039;: This is a lightweight jacket made of wind-resistant material.&lt;br /&gt;
&lt;br /&gt;
==Computers and Consumer Electronics==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Computers and Consumer Electronics&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
| Camera || Tiny ||1 lb. || $100 / 0 &lt;br /&gt;
|- &lt;br /&gt;
| Computation Device|| Gagantic/Tiny || 5000 lb./0.0001 lb || $500 - $50 Million / 0 - 2 &lt;br /&gt;
|-&lt;br /&gt;
| Image Replicator || Medium || 10 lbs. || $250 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Recorder || Small ||1 lb. || $200 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Remote Communications || Small/Tiny || 1 lb/0.01 lb. || $1,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
|Camera, Digital ||Tiny ||0.5 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
| 3D Fabricator/Scanner || Large || 500 lbs. || ~$5,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| A.I Assistant Software || - || - || $1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Hackcard || Dim || 0.01lbs. || $2,500 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Neural Recorder || Small || 1 lb. || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Conscience Backup Device || Large || 1,000 lbs. || $10 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Neural Link || Fine || - || $250,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camera&#039;&#039;&#039;: A way to capture images and sound using some sort of technology, such as film or digital. This is found in most late Tech 0 civilizations, usually within a few hundred to a few thousand years before becoming Tech 1. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Each Tech level improves the quality, size, accessibility, and functionality of these devices. At Tech 0, this item provides a Misc +1 to Study. As long as it is used &#039;onsite&#039;. Each higher Tech level increases this Misc bonus by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Computation Device&#039;&#039;&#039;: Ranging from as large as a warehouse to as small as a few nanometers, these machines are used to compute numbers and data in meaningful ways much faster than nature intended. Used by rising civilizations to store there ever growing collection of information and process that information for the eager masses. These machines help propel a civilization toward domination and, regardless of the species&#039; biology and how &#039;advanced&#039; their brains are compared to others, inevitably they become no match for what a Computer can do. Thus, such a device is found in &#039;&#039;&#039;EVERY&#039;&#039;&#039; advanced civilization that has attempted to conquer the stars. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: A necessary component in [[Computer_Use#Crafting_Virus|crafting viruses]]. Tech 0 and Tech 1 provide no bonuses to the Computer Use skill. However, Tech 2 provides a misc +1 bonus, and each tech level above it provides an additional +1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image Replicator&#039;&#039;&#039;: Often referred to as a printer, this device usually includes an image scanner as well. They are very good at scanning and copying 2D images like the ones used in a Camera. They can be paired with a &#039;&#039;&#039;Remote Communications&#039;&#039;&#039; device to also have the ability to &#039;Fax&#039; or otherwise send images to other Image Replicator&#039;s or &#039;&#039;&#039;Computation Devices&#039;&#039;&#039;. Although a fairly common product in Civilizations that also have cameras, this generally doesn&#039;t improve much on its own, and its quality usually depends on the quality of Cameras for that Tech Level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: At tech level 3 and 4, these devices can be used to auto-enhance images from older tech Cameras to provide Clues or evidence that they may not have been seen otherwise. When the Clue/Deviance is an image, a Tech Level 3 provides a misc +1 to Study while Tech 4 provides +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recorder&#039;&#039;&#039;: This device is similar to a Surveillance recording device, except it is a legal, commercial-grade device. Usually, only able to record much shorter but higher quality images and/or sound for personal use. Similar to a camera, except strictly for streaming audio or video, not just a single still image. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remote Communications&#039;&#039;&#039;: Used to allow people to communicate via audio and sometimes video. Can be for only a few people or part of a planet, solar, or Galactic-wide communications network. They also come in many different shapes and sizes, and higher Tech levels can have them be paired with &#039;Computation Devices&#039; and &#039;Recorders&#039;. They range from a simple radio to a satellite phone or a Soft-Measure Quantum Entangled Communications Node. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can be used to allow Players to talk to each other without being in the same room. A Tech 0 these items are large and range from backpacks to &#039;break&#039; phones. However, ~0.9/Tech 1+ devices can be considered &#039;Tiny&#039; and can be hidden in the ear or somewhere on the person with a Sleight of Hand DC of 15. Only Tech of a higher Tech level can easily jam or intercept communications from machines of a lower Tech level. However, with the right skill, someone can jam the communications of the same or even higher Tech, but the DC is 15 +10 for every Tech higher than the equipment being used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Dimensional Fabricator/Scanner&#039;&#039;&#039;: Used to scan in 3 Dimensional devices and print out copies of them. At Tech level 1 these devices can only replicate the outside appearance unless the Fabricator has &#039;blue prints&#039;. At higher Tech levels, the scanner can attempt to replicate both the outside and inside of whatever it is given. However, they can only work on devices of their same Tech Level or lower. They can also repair devices. A Fabricator/Scanner is bought specifically for each type of crafting, with prices varying by type and size. &lt;br /&gt;
:: Listed prices are based on crafting small-sized items at Tech 1. Each size or tech increase simply stacks the starting price on it again.&lt;br /&gt;
:: [[-_Chemical|Chemical]]: $5,000&lt;br /&gt;
:: [[-_Electronic|Electronic]]: $2,500&lt;br /&gt;
:: [[-_Mechanical|Mechanical]]: $2,000&lt;br /&gt;
:: [[-_Pharmaceutical|Pharmaceutical]]: $7,500&lt;br /&gt;
:: [[-_Structural|Structural]]: $1,500&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Used to reduce manufacturing time for crafting by 50% and allow the crafter to not have to work. Simply inform the Fabricator what you wish to craft and go about your business. The Player rules a D20. If they roll a natural 1 the Fabricator fails to make the product and you lose 50% of building material. Any other number is considered a Natural 20. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.I Assistant Software&#039;&#039;&#039;: Usable only on Tech 1+ Computation Devices. This system is usually used to serve a single person, making their life easier and/or more efficient. This software can help them perform Computer Work. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Computer Use Misc. +1 for every Tech Level starting at 1. However, this only works when using the Player&#039;s own personal Computer. (Except if they have a Neural Link either as a Tech 4 item or as a Cyborg Implant.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hackcard&#039;&#039;&#039;: A marvel of computer technology, the hackcard is a disposable authentication device designed to allow those who are not computer-savvy to bypass security systems. It is a tool designed to replicate an identification/authentication card usually used for building security. Hackcards come in many different shapes and sizes and can be easily hidden on a person or simply appear to be an ID badge or other visual/electronic identification device. Once it touches another identity card, it will attempt to imprint its authentication information. It can only be imprinted once.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: When a character uses a hackcard, they must have a physical contract with the security identity card it is trying to emulate. It cannot copy the security information of a card of a higher tech level. The security card can have anti-tampering. The level at which it is &#039;masterworked level&#039;. The Hackcard must have the same or higher masterworked level to bypass the anti-tampering measures. If not, the Hero can perform a Study skill check, DC15+Masterworked Level, in order to bypass manually. The card slowly degrades and becomes useless after 7 days of imprint. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Recorder&#039;&#039;&#039;: A small, flexible cap, the neural recorder can collect data directly from the human mind. Any visual or auditory memories or thoughts can be transmitted through the neural recorder and stored in its memory. Capable of storing up to two hours of data, the neural recorder requires a Computer Use check (DC 15) to activate and operate. If the subject of the neural recording is willing, the neural recorder collects images and sounds from the subject’s mind and stores them as either two-dimensional or three-dimensional recordings. An unwilling subject may make a Will save (DC 17) to prevent the recorder from functioning.&lt;br /&gt;
&lt;br /&gt;
Many of these devices are used by Law enforcement in advanced Civilizations. And neural recordings could be among the most solid evidence the justice team can have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conscience Backup Device&#039;&#039;&#039;: This system can be used while a person sleeps to probe their mind, back up their thoughts and experiences, and record any chemical or physical changes in the person&#039;s brain. These changes are stored in a special quantum memory that keeps a 99.99% accurate account of the person&#039;s biological state. If they should die, they can be &#039;resurrected&#039; with the memories of their life all the way up until the last time they synced. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: You may need to read up on [[Health_and_Injury#Death_2|Death]] to learn more. This system cannot rebuild a new body. A Tech 4 3D Biological Fabricator can, however, be paired with this system to become a Personal Resurrection/backup system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Link&#039;&#039;&#039;: The most advanced form of computer interface in the Energy Age, the neural computer link creates a direct connection between the brain and a computer system. The neural computer link eliminates the need for a physical interface. Instead, the user simply “thinks” commands to the computer. Output from the computer is sent straight to the user’s brain, tapping into the visualization centers to project images and displays directly into the user’s mind, eliminating the need for any sort of display device. In all other respects, the neural computer link allows the user to access the computer as if using it conventionally. The neural computer link connects to a computer system via a network jack built into the base of the skull.&lt;br /&gt;
&lt;br /&gt;
One advantage this gives a character is the ability to download information directly into the brain. The character’s own mind becomes a hard drive for basic information, granting the character direct knowledge of a particular subject almost instantaneously. They can instantaneously experience other people&#039;s thoughts, memories, and emotions if they have a Neural Link and are near each other. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Reduce the time required for Computer Use and Study checks to free actions. This applies only when the user is connected to a specific computer used for the Computer Use or Study check. As long as the player is wearing a Neural Link, they gain an advantage on Computer Use and Study checks. If they are attempting to use Charisma-based skills with another person who has a Neural Link, they also gain Advantage on all those checks. This is a Tech 4 version, but there is a Tech 3 version that requires direct implant and is thus considered part of [[Cybernetics]].&lt;br /&gt;
&lt;br /&gt;
== Crafting Materials and Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+ Crafting Materials and Equipment&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Crafting Materials ||1 Unit ||100 lb. ||$250 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Electronic Crafting Materials ||1 Unit||100 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Crafting Materials ||1 Unit||100 lb. ||$150 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$500 / 0&lt;br /&gt;
|- &lt;br /&gt;
|Structural Crafting Materials ||1 Unit||100 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Chemical Crafting Materials ||1 Unit||100 lb. ||$750 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Electronic Crafting Materials ||1 Unit||100 lb. ||$300 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Mechanical Crafting Materials ||1 Unit||100 lb. ||$450 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$1500 / 1&lt;br /&gt;
|- &lt;br /&gt;
|Adv. Structural Crafting Materials ||1 Unit||100 lb. ||$300 / 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: N/A &lt;br /&gt;
&lt;br /&gt;
These items are used for crafting and repairing. Rules for crafting can be found on the [[craft]] page. Repairing requires only 1/10 of the item&#039;s cost in materials. If the item costs $100 then it takes $10 worth of crafting materials. Crafting an item takes 1/3rd of the cost of the item in crafting materials. To make a masterworked item, it takes the advanced version of the materials. &lt;br /&gt;
&lt;br /&gt;
You do not need to buy the exact amount of materials as priced out in the table to the right. Those are just there to show how much weight and space it would take up if you owned that much of a particular material. The size is shown in &#039;units&#039; which is a measurement explained in the [[Space_Ships|Space Ships]] page. But one unit is roughly 1x1x1ft and roughly 100 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemical Crafting Materials&#039;&#039;&#039;: These are common materials used to make chemical compounds. Usually, solvents, poisons, and bombs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electronic Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually, these things are computers, special microchips, and electronic weapon accessories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Crafting Materials&#039;&#039;&#039;: These are common materials used to craft mechanical items. Usually, machine components for weapons or robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pharmaceutical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making pharmaceuticals. Usually, drugs or healing items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Structural Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making structures, buildings, or spaceships. But it can also be armor and even simple items like clothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Chemical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Electronic Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Mechanical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Advanced Pharmaceutical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Structural Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
==Surveillance Gear==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Most of these items can be found across Tech Levels, with a few exceptions, which will be noted in their descriptions. Most items improve by &#039;&#039;&#039;Up Teching&#039;&#039;&#039;. Each Up Teching doubles the price.&lt;br /&gt;
&lt;br /&gt;
Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer&#039;s job. And so is keeping people on your trail. This is a collection of tools used to both spy and avoid being spied upon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Surveillance Gear&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost/Pro Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars ||Tiny ||1 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Comms Interceptor ||Small ||1 lb. ||$1500 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Comms Trackers ||Tiny ||0.5 lb. ||$1500 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Electronics Detector ||Tiny ||1 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Long range audio recorder ||Medium ||5 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Micro-Recorder ||Dim ||0.1 lb. ||$600 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Signal Jammer ||Small ||2 lb. ||$2,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Subvocal Communicator ||Tiny ||0.1 lb. ||$250 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tap ||Tiny ||0.5 lb. ||$1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Tracker Bot ||Med ||25 lb. ||$10,000 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binoculars&#039;&#039;&#039;: A commonly used device found everywhere for multiple purposes. This allows one to see much further away than normal. It is assumed that higher tech levels make things such as Night Vision, Thermal Vision, high-quality zoom (+1 to In-Game Bonus), and so on, easily available at x3 the price. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Perception when using this item to see things that are more than 100ft but less than 1000ft away, starting at Tech Level 0. Each Tech Level higher provides an additional +1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;: An attachment or &#039;&#039;&#039;Gadget&#039;&#039;&#039; that can be attached to a &#039;&#039;&#039;communications&#039;&#039;&#039; device as small as a cell phone or as big as a comms array on a ship. This can be used to listen in on other people&#039;s communications as long as they are not encrypted. Encrypted communications will require a separate Computer Use check to [[Computer_Use#Encrypt.2FDecrypt_Message|Decrypt]] the message. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Computer Use or Perception checks that are used to attempt to listen in on someone&#039;s electronic wireless communications. +1 for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Trackers&#039;&#039;&#039;: An attachment or &#039;&#039;&#039;Gadget&#039;&#039;&#039; that can be attached like the &#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;. It can track the location of a remote transmission. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to a [[Survival]] Follow Tracks check when using this item to track down the source of a signal. +1 for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electronics Detector&#039;&#039;&#039;: (Requires Tech 1) Used to find technology, especially those that emit signals. This is commonly used to find spy equipment. It can only find things of the same Tech level or Lower. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +3 Misc bonus to Perception checks when using this item to find electronics in a 30ft by 30ft space. +1 bonus for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done starting at Tech 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long range audio recorder&#039;&#039;&#039;: Normally a Parabolic Microphone in most Tech 0 and 1 civilizations. This device is used to hear sounds in extreme detail from a specific location, even at long distances. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Perception checks when using this item to listen in on a small group of people standing within a 10ft square up to 500ft away. +1 for every &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Micro-Recorder&#039;&#039;&#039;: An extremely hard-to-find device that can record or even transmit audio and/or video. The receiver usually has to be close by (distance based on Tech Level), or they have to come in and pick up the device. The DC to detect the device is 14 + 2 at every Tech Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Signal Jammer&#039;&#039;&#039;: Does exactly what it sounds like. This can temporarily disable remote communications from devices, from spy systems to normal communication devices. This can only jam signals from the same Tech level or lower. It can only protect a radius of 30ft. The counter-jamming tech can be used to attempt to get around it, but only after the 1d4 turns or 3 * 1d4 seconds.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Subvocal Communicator&#039;&#039;&#039;: A throat-vibration sensor and earbud system that allows a user to transmit and receive audio messages via whispers that are completely silent to bystanders.&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Grants an Advantage bonus to Stealth or Sleight of Hand checks when communicating secretly in the presence of others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tap&#039;&#039;&#039;: A common device used to &#039;tap&#039; into hard-wired communication and security systems. This can be used both to spy on people and to gain a &#039;backdoor&#039; into computer systems. The tap into hard-wired communications can allow the players to remotely listen in on conversations. At Tech 1 or higher levels, they can even affect comms by cutting the signal or joining the conversation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: When used to help gain access to computer systems, this provides the remote hacker with +1 misc bonus to all Computer Use checks except for crafting viruses. +1 for every &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker Bot&#039;&#039;&#039;: (Requires Tech 2) This moderately stealthy robot can attempt to &#039;&#039;&#039;trail&#039;&#039;&#039; a target while attempting to stay hidden. It has built-in short and long-range audio and video recorders. And can be outfitted with a &#039;&#039;&#039;Comms Tracker&#039;&#039;&#039;, &#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;. It is used to help spy on multiple people at once and learn about them. It has an encrypted data drive by default, and it&#039;s a tough device to crack. Stealth roll is automatically 15. Decrypt data drive DC is 25. Its Perception and Study checks are auto 15. +2 to all attributes for each Tech Level above Tech 2.&lt;br /&gt;
&lt;br /&gt;
== Profession Kits ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Mechanical|Mechanical]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All crafting kits are considered &#039;&#039;&#039;Tech Neutral&#039;&#039;&#039;. This means that they cannot be &#039;&#039;&#039;Up Teched&#039;&#039;&#039; only Masterworked. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTES&amp;lt;/u&amp;gt;&#039;&#039;&#039;: &lt;br /&gt;
:* Regarding &#039;&#039;&#039;Uses&#039;&#039;&#039;. A normal Kit has 20 uses (except First Aid and Surgery kits, which have 10 uses), while a Masterworked Kit has half the uses of the normal version. This is the default. &lt;br /&gt;
:* Regarding &#039;&#039;&#039;Masterworked/Advance&#039;&#039;&#039;: Advance Kits are Masterworked Kits and Masterworked Kits are Advance Kits. In the game, if one is mentioned, the other can be used interchangeably. A Kit can only be either Normal or Advanced. It can have a Max of 20 or 10 uses. (Exceptions can be made for super-advanced specialty kits provided by the GM)&lt;br /&gt;
&lt;br /&gt;
This category covers a wide variety of specialized equipment used by professionals in adventure-related fields. Normally, a Kit is used in association with a certain Skill Check and is usually required. In some cases, a Kit (especially a masterworked Kit) provides an advantage when performing a particular check. Kits also have &#039;&#039;&#039;uses&#039;&#039;&#039;. The prices shown in the table below are for normal kits; the cost is &#039;&#039;&#039;3x&#039;&#039;&#039; as much for Masterworked Kits. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Professional Equipment&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost/Procure Diff.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Chemists Kit (20 uses) || Med || 5 lb. || $250 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Disguise kit, morphic (20 uses) || Tiny || 1 lb. || $300 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Demolitions Kit (20 uses) ||Med ||5 lb. ||$200 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Electrical Tool Kit (20 uses) ||Huge ||33 lb. ||$400 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Evidence Kit (20 uses) ||Med ||8 lb. ||$400 / 1&lt;br /&gt;
|-&lt;br /&gt;
| First Aid Kit (10 uses) || Small || 1 lb. || $50 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Forgery Kit (20 uses) ||Small ||3 lb. ||$400 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Lock Picking Kit (20 uses) || Small || 5 lbs. || $300 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Mechanical Tool Kit (20 uses) ||Huge ||45 lb. ||$250 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Medkit (20 uses) || Small || 3 lb. || $2500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Pharmacist Kit (20 uses) ||Med ||6 lb. ||$150 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Search-and-Rescue Kit (20 uses) ||Med ||7 lb. ||$350 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Surgery Kit (10 uses) ||Med ||5 lb. || $1000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemist Kit&#039;&#039;&#039;: This kit negates the disadvantage penalty when attempting to craft a Chemical. &lt;br /&gt;
*&amp;lt;u&amp;gt;Note on crafting&amp;lt;/u&amp;gt;: This required 2 ranks in Chemistry and 1 Rank in Mechanical to craft.&lt;br /&gt;
*&amp;lt;u&amp;gt;Note on Masterworked&amp;lt;/u&amp;gt;: The Master-worked version provides an Advantage bonus to Crafting Chemicals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disguise Kit, Morphic&#039;&#039;&#039;: Most people forced to work undercover for extended periods rely on the morphic disguise kit. The kit features a pair of contact lenses that change color, a hair prosthetic that changes color, length, and texture, a paint-on LCD injector for instant tattoos that transform, and a vocal encoder (vocoder) that is attached to the throat to alter the user’s voice. Each component can be altered on command. The morphic disguise kit grants a double Advantage equipment bonus on all Disguise checks while in use. Tech 3 and above only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demolitions Kit&#039;&#039;&#039;: This kit contains everything needed to set detonators, wire explosive devices, and disarm explosive devices. Detonators must be purchased separately. This also provides an Advantage circumstance bonus on Craft (Chemicals), with those chemicals being explosives, which include weapons such as grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electrical Tool Kit&#039;&#039;&#039;: This collection of hand tools and small parts typically includes pliers, drivers, cutting tools, fasteners, power tools, and leads and wires. This affects Craft (electronic) checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evidence Kits&#039;&#039;&#039;: Law enforcement agencies around the world generally use the same tools to gather evidence. This provides an Advantage circumstance bonus on Knowledge, Perception, and Study checks under appropriate circumstances. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; First Aid Kit&#039;&#039;&#039;: This Kit is used to help stabilize a Character when down and provide health.&lt;br /&gt;
*&amp;lt;u&amp;gt;Note on crafting&amp;lt;/u&amp;gt;: This requires Rank 2 in Pharmacy and Rank 1 in both Chemistry and Mechanical to craft.&lt;br /&gt;
*&amp;lt;u&amp;gt;Note on Masterworked&amp;lt;/u&amp;gt;: This provides bonuses for both the [[Medical#Stabilize_Dying_Character_.28DC_20.29|Stabilize Dying Character]] and [[Medical#Recover_from_Dazed.2C_Stunned.2C_or_Unconscious_Character_.28DC_15.29|Recover Dazed/Stunned/Unconscious Character]] skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgery Kit&#039;&#039;&#039;: This kit contains everything needed to use the Language skill to prepare forged items. This provides an Advantage bonus when using the Language skill to create Forgeries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Picking Kit&#039;&#039;&#039;: This kit contains everything needed to disable mechanical locks. This is used when performing a Disable Device skill check to unlock a mechanical lock. A Masterworked Kit will provide an Advantage Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Tool Kit&#039;&#039;&#039;: This collection of hand tools and small parts typically includes pliers, drivers, cutting tools, fasteners, and even power tools. It affects Craft (mechanical) or Craft (structural) checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Kit&#039;&#039;&#039;: Or &#039;Medkit&#039;. This is a required tool for performing Restore Hit Points and Medical checks. &lt;br /&gt;
*&amp;lt;u&amp;gt;Note on crafting&amp;lt;/u&amp;gt;: This requires Rank 2 in both Pharmacy and Chemistry and 1 Rank in Mechanical to craft. &lt;br /&gt;
*&amp;lt;u&amp;gt;Note on Masterworked&amp;lt;/u&amp;gt;: This unlocked the &#039;&#039;&#039;Expert Restore Hit Points&#039;&#039;&#039; skill check, to learn more go [[Medical#Restore_Hit_Points_with_Medical.2FFirst_Aid_Kit.28DC_15.29|here]]. This also provides bonus health to a target when using [[Medical#Stabilize_Dying_Character_.28DC_20.29|Stabilize Dying Character]] skill check. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pharmacist Kit&#039;&#039;&#039;: A portable pharmacy provides all the necessary materials and equipment to Craft (pharmaceutical) items. This affects the Craft (Pharmaceutical) skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Search-and-Rescue Kit&#039;&#039;&#039;:  This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight, and 50 feet of durable nylon rope, two smoke grenades, and one signal flare. SAR kit provides an Advantage circumstance bonus on Survival skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surgery Kit&#039;&#039;&#039;: About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. This can be used to stabilize or Perform Surgery on a Character. The Advanced Surgery kit provides an Advantage bonus on the Medical skill&#039;s Stabilize and Surgery.&lt;br /&gt;
*&amp;lt;u&amp;gt;Note on crafting&amp;lt;/u&amp;gt;: This requires 2 Ranks in Pharmaceutical, 2 Ranks in Mechanical, 1 Rank in Electrical&lt;br /&gt;
&lt;br /&gt;
==Survival Gear==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Mechanical|Mechanical]]&lt;br /&gt;
&lt;br /&gt;
Survival gear helps characters keep themselves alive in the great outdoors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Survival Gear&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
|Compass ||Small ||1 lb. ||$50 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Directed Light Source ||Small ||3 lb. ||$25 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Duct Tape ||Tiny ||1 lb. || $5 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Face Mask || Small ||3 lb. ||$250 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Portable Stove ||Medium ||10 lb. ||$300 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Range Finding Binoculars ||Small ||2 lb. ||$300 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rations (5 day pack) || Medium ||10 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rope (25ft) || Small ||4 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rural Map || Dim || 0.1 lb. ||$10 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Tent (1 Person) || Small || 5 lb || $75 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Terran Map ||Dim ||0.1 lb. ||$15 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Towel ||Tiny ||1 lb. ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Urban Map || Dim ||0.1 lb. ||$10 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Rebreather || Tiny || 1 lb. || $400 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Duracable (25ft) ||Medium || 0.1 lb. || $200 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Emergency Light Source (5 pack) || Tiny || 2 lb. || $30 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Hazard Suits || Large ||15 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Satellite Navigation || Tiny || 1 lb. || $225 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Purifier || Small || 2 lb. || $75 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Stellar Navigation Device || Small || 2 lb. || $350 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Aquaconverter || Medium || 6 lb. || $1,200 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Star Map || Fine || - || $100 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Gravimetric Positioning Device || Medium || 10 lb. || $1,500 / 0 &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Environmental Recreation Personal Shield || Small || 1 lb. || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compass&#039;&#039;&#039;: A device that only works on celestial bodies that have a magnetosphere. Useless elsewhere. Although some Tech -1 civilizations have such devices, it is usually one of the many marks of the transition to Tech Level 0. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +2 Misc to Survival checks when lost or navigating on a celestial body that has a magnetosphere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directed Light Source&#039;&#039;&#039;: This simple tool, usually a flashlight but also a lantern or similar device, illuminates a path. A tech -1, this is usually some sort of torch. At Tech 0 it can be anything from a candle list lantern to a simple electronic light bulb. Each tech level provides more light for longer. Starting at Tech Level 1, the light source can also flash or change colors to signal for help or show distress.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Starting at tech level -1 the light source provides light for 15ft radius or 25ft directed and can last for an hour. Each higher Tech Level provides an additional 10ft and lasts 5 hours longer. With Tech Level 4 being a 65ft radius or 90ft directed and last infinity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duct Tape&#039;&#039;&#039;: Duct tape can support up to 200 pounds indefinitely or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Sleight of Hand check (DC 20) to free themselves. A roll provides 70 feet of 2-inch-wide tape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Face Mask&#039;&#039;&#039;: Designed for protection against harmful elements. Can carry attachments such as Oxygen or other chemical tanks to enable breathing in harsh environmental conditions. Attachments all cost about the same, as they are all common. The cost is usually $1,000 for the tank and $100 for refills. The tanks hold 1 hour per Tech Level, starting at level 0. The Face Mask itself can protect against airborne toxins. However, they do not protect against chemical-based attacks. Most Species require more than just a Face Mask in order to go into Space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Portable Stove&#039;&#039;&#039;: This small stove works on kerosene or white gasoline and can easily be broken down and carried for backpacking. At more advanced Tech Levels, the heat can come from other energy sources and can last longer. If the players are attempting to hide out, the DC for Tech Level 0 is 20 to stealth the camp when also attempting to use the Portable Stove. (Using a normal campfire, it is DC30.) Each Tech Level higher reduces the DC by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finding Binoculars&#039;&#039;&#039;: Unlike the Surveillance binoculars, these are used for game hunting, surveying, and survivalist purposes, and cannot be upgraded with features like night vision. Their main purpose is to allow the user to see details from afar and to inform them of the exact distance to the target being viewed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can provide a +1 to Perception from anything that is 100ft to 10,000ft away. Each Tech Level above 0 also grants +1 to Perception. This can be used to provide spotting help to a fellow Character to improve their aim. Roll an assist check with a DC equal to the target&#039;s Touch AC. If successful, provide a +1 to the player&#039;s accuracy check for every Tech Level, starting at zero. This can only be used alongside another player. In other words, the Player cannot both spot and shoot. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rations&#039;&#039;&#039;: Small, simple, caring case for food. Tech -1 civilizations had few means of preserving food, so starting at Tech 0, they developed basic methods such as canning and drying. Starting at Tech 1 Rations became healthier and smaller. At Tech 4 it comes as small as pill that needs only be taken once a day. Each Tech Level starting at 1 the price of the Rations and the weight goes down by 1/2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rope&#039;&#039;&#039;: An extremely common and useful tool everyone should have. Rope price and weight are measured in 25ft increments at $50 per 25ft. Higher Tech levels provide additional strength while reducing the weight by 1/2 every level. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: When using Rope/Duracable to assist climbing, the climbing speed is doubled, and the Character gains advantage for any checks for possibly falling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rural Map&#039;&#039;&#039;: A larger, less detailed map that helps show points of interest and explain where one is when not near a city. Most planets will require multiple maps in order to cover the whole thing. Visiting points of interest can also provide additional bonuses to Knowledge checks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terran Map&#039;&#039;&#039;: Sometimes referred to as a Tactical Map or an elevation map. These maps show details about the Terrain of an area. Shows what kind of climate and environment, and also points to sources of water or other substances of interest. Many of these maps also provide helpful Survival hints, such as which local wildlife should be avoided or sought after. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating and +2 Misc Wilderness Survival checks. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towel&#039;&#039;&#039;: An extremely understated and useful invention. It has many different uses, ranging from comfort to emergency rope or a source of nutrients. You can wrap it around you for warmth, or use it as a pillow while staring at the night sky. You can use it as an impromptu sail. Wet it so that it is strong enough to bend bars or to be used as a non-lethal weapon. It can cover your mouth to help filter out chemicals or poisons in the air. The towel can be used to signal someone for help. To soak up and store water. Or you can wrap it to make a sack and use it as a backpack. Or if all else you can use it to dry yourself off if it&#039;s clean enough.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: You might as well be cheating if you have a towel. Ask your GameMaster if a towel is right for your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban Map&#039;&#039;&#039;: A map of the local city. This can provide all sorts of cultural information besides just where you are located.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses. This map can also provide social and cultural information. +2 Misc to Culture and Current Events Knowledge checks while in this city area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Rebreather&#039;&#039;&#039;: A compact mouth-piece rebreather that extracts oxygen from water or toxic atmospheres, recycling carbon dioxide to sustain the user.&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides up to 2 hours of breathable air in underwater or toxic environments. It does not protect against the vacuum of space, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duracable&#039;&#039;&#039;: Strong as steel, flexible as rubber, and lighter than rope. It was discovered while attempting to make cables for Space Elevators, but in most situations, it still isn&#039;t strong enough. However, it is cheap to construct and replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight, durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is applied to the coil. Duracable is able to support up to 100 metric tons of weight while being much lighter than conventional &#039;&#039;&#039;Rope&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: When using Rope/Duracable to assist climbing, the climbing speed is doubled, and the Character gains advantage for any checks for possibly falling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emergency Light Source&#039;&#039;&#039;: Usually some sort of chemical burning light source that only lasts for a short while, and once used cannot be reused. They are cheaper and smaller than a Directed Light Source. However, they can all be used to signal for help and can be easily carried on someone&#039;s person. Otherwise, they are the same and provide the same bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hazard Suits&#039;&#039;&#039;: Technically not armor, this suit can be worn over any non-heavy or non-clumsy Armor. It provides 2DR + 1 per Tech Level. against chemical-based attacks and an advantage against Poison attacks. However, every time the wearer is attacked, the armor loses 1 DR of its protection. Once all DR is gone, the Suit is damaged beyond usability and loses its Poison defense. It can be repaired, however. One can also combine this with a Face Mask and even a tank. However, this is not a Space suit and will not protect the wearer against the vacuum of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Satellite Navigation&#039;&#039;&#039;: Only usable on planets or moons that have been colonized by Tech Level 0.9/1+ civilizations. This is usually something like GPS or a similar technology that uses artificial satellites to send signals to the surface, informing the device of its exact position in space and time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating on colonized planets. +1 for every Tech Level above 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent&#039;&#039;&#039;: This can be as simple (Tech 1) or as advanced (Tech 4) as desired. Each Tech level doubles the price. This can also be as big or as small as needed. A single-person tent is the starting price, and each size up from that increases the base price by adding the starting base price for each extra person it can hold. You can also purchase a &#039;All purpose tent&#039;, &#039;Winterized Tent&#039;, or a &#039;Summer Tent&#039;. The prices are the same.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-game Bonus&#039;&#039;&#039;: Provides Advantage + 1 per Tech level/Masterworked level, to Survival checks when dealing with bad environmental conditions, especially when attempting to &#039;camp out&#039; overnight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purifier&#039;&#039;&#039;: This can purify water and other essential liquids. A Chemistry or Pharmaceutical Kit can be used to help clean water to make it drinkable with a DC of 15. But the Purifier does it for the Player with automatic success unless the water has been Poisoned or it&#039;s heavily concentrated with Chemicals. In which case, it will simply warn the players, and they will have to identify the Poison and or Chemical to remove it. Review the Skill rules for more information on Identify. A Tech Level 4 Purifier can purify anything out of water, regardless of Poisons or Chemical concentrations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stellar Navigation Device&#039;&#039;&#039;: One of the most common and widely used systems to navigate by. Using the very stars themselves. Each sector of space needs to download the latest stellar map updates. Once you have an updated database of stars, this device can tell you exactly where you are in the galaxy, whether in space or on a planet, as long as the stars are visible. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating where the stars are visible. +1 for every Tech Level above 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquaconverter&#039;&#039;&#039;: Also known as “mechanical gills,” the aquaconverter is a simple device that takes in water, separates its molecules into hydrogen and oxygen atoms, and then feeds the oxygen into a breather tube and the hydrogen into power-generating mechanisms. Worn as a backpack with a breather tube placed in the mouth as a Tech Level 2 item. However, Tech Level 3 allows the item to be not clumsy, with 1/4 the weight. And Tech Level 4 allows the item to be considered a &#039;&#039;&#039;Face Mask&#039;&#039;&#039; without the need for a Tank and it weights 1/4th the weight of the Tech 3 version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star Map&#039;&#039;&#039;: These maps are usually specific to Local Clusters. And add extra details about shipping lanes, jump gate locations, government borders, crime stats, solar activity, phenomena, and hazards. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to all Survival checks when navigating this local group using a Space Ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravimetric Positioning Device&#039;&#039;&#039;: Used to find your way through a Solar System, this can be attached to a ship, or, since it is so small, attached to a spacesuit. This doesn&#039;t just help find your way through a Solar System, but can be useful on certain small planets or moons where gravity is very weak and minor changes in rock or terrain can have such a noticeable and unique effect on gravity that this device would be able to tell (if provided with a gravimetric mapping) exactly where one is. This device can also be used to detect and track gravimetric phenomena and/or disturbances&#039;s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +2 Misc to Survival checks when navigating a Solar System or a very small planet (dwarf planet) or moon, as well as Avoiding Hazards if the Hazard is gravity-related and tracking down gravimetric disturbances. +1 for every Tech Level above 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environmental Recreation Personal Shield&#039;&#039;&#039;: Designed to wrap around a person and cling closely to their skin. This protects against common external environmental hazards. Extreme Heat, Cold, Chemicals in the air, and extreme Gravity. Although this also doesn&#039;t work as a Space Suit, it does allow a person to walk around in hazardous environments without incurring negative effects. If the Players have to roll to check if they take damage or get effects for being exposed to the elements, the wearer of this gets x2 Advantage, and if they fail, they only take 1/2 round up if that is possible.&lt;br /&gt;
&lt;br /&gt;
== Scanners == &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]]&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Masterworking&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Scanners can only have Masterworked stats. They cannot gain Masterworked levels. (IE: Masterworked +2, +3 etc...).  A masterworked Scanner just acts like it has gone up a Tech Level. &lt;br /&gt;
This is equipment used to detect and test for the presence of certain materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Sensor Equipment&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Environment Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Medical Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Robotics Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Security Scanner || Small || 1 lb. || $10,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Tricorde || Tiny || 0.5 lb. || $250,000 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment Scanner&#039;&#039;&#039;: This advanced scanner, usually worn as a satchel or, in a more advanced version, simply handheld, can detect most natural elements in an environment. It is good at pointing out patterns and finding things that appear out of the ordinary and might not be easily detectable to the naked eye. This is also good at identifying a target. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to Perception while in use. +1 for each Tech Level higher than 2. This also provides a +1 to the Analyze Clue and Researching checks from the [[Study]] skill. An additional +1 for each Tech Level above 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;: This scanner is used to detect anomalies and diagnose problems in biological life forms. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Medical checks except restoring hit points. +1 for each Tech Level higher than 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robotics Scanner&#039;&#039;&#039;: Used to help diagnose problems with robotic equipment. Similar in nature to a Medical Scanner, but for the use of robotic repairs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Craft Electronic/Mechanical repair checks on robots. +1 for each level above Tech Level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Scanner&#039;&#039;&#039;: A tool used to sniff out spy surveillance and spy equipment of most any kind. Highly sought after in the intelligence community. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Perception checks when looking for electronics in particular. +1 for each level above Tech Level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricorder&#039;&#039;&#039;: (Requires Tech Level 4) This advanced handheld device performs the functions of an Environment Scanner, Medical Scanner, Robotics Scanner, and Security Scanner. It can also be programmed and imprinted with scans it has previously scanned, so it can more easily detect them again in the future. This is the most sought-after device for adventures.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039; Provides a +2 to all the same things all the other Scanners provide.&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Chemical|Chemical]]&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Masterworking&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Poison&#039;s can only be Masterworked they &#039;&#039;&#039;cannot&#039;&#039;&#039; gain Masterworking levels. To make a Masterworked Poison, the crafter has to have a &#039;&#039;&#039;Craft Rank of 5&#039;&#039;&#039; instead of just 3. The Mastworked status just &#039;&#039;&#039;increases the DC by 2&#039;&#039;&#039;. The &#039;&#039;&#039;cost is tripled&#039;&#039;&#039; and an additional Procure Difficulty is added. &lt;br /&gt;
&lt;br /&gt;
;Type: This is either &#039;&#039;&#039;Ingested&#039;&#039;&#039;, &#039;&#039;&#039;Injury&#039;&#039;&#039;, or &#039;&#039;&#039;Inhaled&#039;&#039;&#039;. &lt;br /&gt;
:* &#039;&#039;&#039;Ingested&#039;&#039;&#039;: This means the player will have to find a way to make the target eat or otherwise consume the poison.&lt;br /&gt;
:* &#039;&#039;&#039;Injury&#039;&#039;&#039;: This means that the player needs to wound the target and have the poison make contact with the wound. Usually, this is done by coating a melee weapon or a kinetic charge, such as a bullet, with the poison. Poisons degrade once they get into contact with the air, so each hour the weapon or bullets will have to be re-coated. &lt;br /&gt;
&lt;br /&gt;
;Save DC: The Difficulty Class of the Constitution save to negate the effects of the poison. This is caused by the victim of the poison. &lt;br /&gt;
&lt;br /&gt;
;Initial Damage: The damage a character takes immediately upon failing his or her Constitution save. &lt;br /&gt;
&lt;br /&gt;
;Secondary Damage: This is damage or other effects taken in intervals explained in the &#039;Time&#039; column. Sometimes the secondary effect will say (Instant). This implies that the effect happens alongside the Initial Damage. &lt;br /&gt;
&lt;br /&gt;
;Time: This is usually simply &#039;xdX Turns&#039;. However, it may also imply that each &#039;Turn&#039; is actually &#039;X an Hour&#039;, meaning that the effect happens over hours instead of turns in combat. There may also be a &#039;Lingers&#039; effect, meaning the poison stays in that spot and can affect anyone entering the area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Poisons&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Poison&lt;br /&gt;
! Type&lt;br /&gt;
! Save DC&lt;br /&gt;
! Initial Damage&lt;br /&gt;
! Secondary Damage&lt;br /&gt;
! Time&lt;br /&gt;
! Cost /&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Arsenic||Ingested||15||2 Str||2 Con || 1d6 Turns / 1 an Hour|| $750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Atropine||Injury||13||3 Dex||1 Str || 1d8 Turns || $200 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Belladonna (plant)||Injury||18||3 Str||1 Str ||1d6 Turns ||$2000 / +2 &lt;br /&gt;
|-&lt;br /&gt;
|Blue vitriol||Injury||12||1 Con||1 Con ||1d6 Turns || $1200 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Chloral hydrate||Ingested||18||3 Dex||Unconsciousness(Instant) 1d3 hours || n/a ||$1000 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Chloroform1||Inhaled||17||Unconsciousness 1d3 hours||— || n/a ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Curare (plant)||Injury||18||4 Dex||2 Wis (Instant) || n/a || $7,500 / +2 &lt;br /&gt;
|-&lt;br /&gt;
|Cyanide||Injury||16||1 Con||2 Con || 1d4 Turns || $7,500 / +3&lt;br /&gt;
|-&lt;br /&gt;
|Cyanogen||Inhaled||19||1 Dex||1 Con ||1d6 Turns ||$1000 / +2&lt;br /&gt;
|-&lt;br /&gt;
|DDT||Inhaled||17||1 Str||1 Str ||1d6 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Mustard gas||Inhaled||17||1 Con||2 Con || 1d4 Turns ||$1000 / +2.&lt;br /&gt;
|-&lt;br /&gt;
|Paris green (gas)||Inhaled||14||1 Con||1 Con || 1d6 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Paris green (solid)||Ingested||14||2 Con||1 Con || 1d8 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Puffer poison (fish)||Injury||13||3 Str||Paralysis 2d4 Turns || n/a ||$2750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Sarin nerve gas||Inhaled||18||1 Con||2 Con || 1d12 Turns / 1 an Hour || $7,500 / +3 &lt;br /&gt;
|-&lt;br /&gt;
| Insect Venom||Injury||11||2 Str|| - ||n/a ||$1000 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Strychnine||Injury||19||2 Dex||1 Con ||1d4 Turns ||$1750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas||Inhaled||15||Nauseated 1d6 rounds||— || (Lingers 1d4) 1d4 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|VX nerve gas||Inhaled||22||2 Con||3 Con || (Lingers 1d6) 1d4 Turns  || $25,000 / +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Pharmaceutical|Pharmaceutical]]&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Masterworking&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Poison&#039;s &#039;&#039;&#039;cannot&#039;&#039;&#039; gain Masterworked status! The Crafting level determines the Healing Concoction and Regenerative Concoction abilities. All other medical items are as they are stated here and can only be &#039;&#039;&#039;Up Teched&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
This is Medical equipment and Medical chemicals. More about Pharmaceuticals and what they can do [[-_Pharmaceutical|here]]. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Chemical and Medical Equipment&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
| Healing Concoction || - || - || $500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Immunity Concoction || - || - || $500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Pill Capsules (10-Pack) || Fine || - || $1 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Syringe (5-Pack) || Diminutive || - || $1 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Spray Bottle || Tiny || - || $15 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Spray Grenade || Small || - || $250 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Restorative Concoction || - || - || $500 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Booster || Diminutive || - || $1500 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Neutrad || Diminutive || - || $250 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Sporekill || Diminutive || - || $250 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Resistance Concoction || - || - || $1000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Regenerative Concoction || - || - || $1000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Rocket-X || Diminutive || - || $1000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Antitox || Diminutive || - || $1000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Biocort || Diminutive || - || $500 / 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Truthtell || Diminutive || - || $2500 / 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing Concoction&#039;&#039;&#039;: This is a concoction created using the Pharmaceutical crafting skill. This provides Hit Points back to the person who takes the substance. The substance has to be taken through some device such as &#039;&#039;&#039;Pill Capsules&#039;&#039;&#039;, &#039;&#039;&#039;Syringe&#039;&#039;&#039;, &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;, or &#039;&#039;&#039;Spray Grenade&#039;&#039;&#039;. Each has its own delivery method. &lt;br /&gt;
&lt;br /&gt;
Healing Concoction can heal for d6, d8, d10, or d12 dice, which is determined by the Tech Level of the concoction. The number and type of dice are determined by the Craft Rank. The number of dice is equated to the concentration of the concoction, while the tech level determines the die type. A 4d6 requires a [[-_Pharmaceutical|Pharmaceutical]] skill rank of 4. (4 Ranks because there are 4 dice to roll, and no additional ranks required because the Xd6 is a Tech level 1 concoction.) While a 4d10 requires a [[-_Pharmaceutical|Pharmaceutical]] skill rank of 5. (4 Ranks because there are 4 dice to roll, and +1 additional rank required because the Xd10 is a Tech level 3 concoction.) Tech 1 and 2 do not require any additional ranks, while Tech 3 requires +1 Rank and Tech 4 requires +2 Rank.&lt;br /&gt;
&lt;br /&gt;
Below is a Table that shows the  Die Level, Number of Dice, Craft Rank, Price, and Procure Difficulty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-align:center;&amp;quot;&lt;br /&gt;
|+ Healing Concoction Overview&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; | Dice =&amp;gt; &amp;lt;br /&amp;gt; v=# of Dice=v&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd6 ($500)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd8 ($650)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd10 ($850)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd12 ($1000)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 1 / Rank +0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 2 / Rank +0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 3 / Rank +1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 4 / Rank +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1dX &amp;lt;br /&amp;gt; Craft Rank 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d6 /&amp;lt;br &amp;gt; $500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d8 /&amp;lt;br &amp;gt; $650&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d10 /&amp;lt;br &amp;gt; $850&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d12 /&amp;lt;br &amp;gt; $1,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2dX &amp;lt;br /&amp;gt; Craft Rank 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d6 /&amp;lt;br &amp;gt; $1,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d8 /&amp;lt;br &amp;gt; $1,300&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d10 /&amp;lt;br &amp;gt; $1,700&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d12 /&amp;lt;br &amp;gt; $2,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3dX &amp;lt;br /&amp;gt; Craft Rank 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d6 /&amp;lt;br &amp;gt; $1,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d8 /&amp;lt;br &amp;gt; $1,950&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d10 /&amp;lt;br &amp;gt; $2,550 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d12 /&amp;lt;br &amp;gt; $3,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4dX &amp;lt;br /&amp;gt; Craft Rank 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d6 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d8 /&amp;lt;br &amp;gt; $2,600 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d10 /&amp;lt;br &amp;gt; $3,400 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d12 /&amp;lt;br &amp;gt; $4,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5dX &amp;lt;br /&amp;gt; Craft Rank 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d6 /&amp;lt;br &amp;gt; $2,500 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d8 /&amp;lt;br &amp;gt; $3,250 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d10 /&amp;lt;br &amp;gt; $4,250 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d12 /&amp;lt;br &amp;gt; $5,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6dX &amp;lt;br /&amp;gt; Craft Rank 6&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d6 /&amp;lt;br &amp;gt; $3,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d8 /&amp;lt;br &amp;gt; $3,900 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d10 /&amp;lt;br &amp;gt; $5,100 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d12 /&amp;lt;br &amp;gt; $6,000 / 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 7dX &amp;lt;br /&amp;gt; Craft Rank 7&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d6 /&amp;lt;br &amp;gt; $3,500 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d8 /&amp;lt;br &amp;gt; $4,550 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d10 /&amp;lt;br &amp;gt; $5,950 / 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d12 /&amp;lt;br &amp;gt; $7,000 / 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 8dX &amp;lt;br /&amp;gt; Craft Rank 8&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d6 /&amp;lt;br &amp;gt; $4,000 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d8 /&amp;lt;br &amp;gt; $5,200 / 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d10 /&amp;lt;br &amp;gt; $6,800 / 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d12 /&amp;lt;br &amp;gt; $8,000 / 4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:70%;align=left&amp;quot; colspan=&amp;quot;5&amp;quot; | *&#039;&#039;&#039;Regenerative Concoction&#039;&#039;&#039; Is like &#039;&#039;&#039;Healing Concoction&#039;&#039;&#039; except instead of Dice based on&amp;lt;br /&amp;gt; Craft Rank, it is the Number of turns it affects the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This item &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be used without an administering tool such as &amp;quot;Pill Capsules&amp;quot;, &amp;quot;Syringe&amp;quot;, &amp;quot;Spray Bottle&amp;quot;, or &amp;quot;Spray Grenade&amp;quot;. When used in conjunction with those items, it automatically allows the user to roll the correct dice and add that outcome to their current Hit Points. No more than their total possible HP. There is no need for a [[Medical]] check. This simply just works. However, if a character chooses to help administer the Healing Concoction, they can follow the [[Medical#Restore_Hit_Points_with_Medical_Item_.28DC_10.29|Restore Hit Points with Medical Item]] skill check.&lt;br /&gt;
&#039;&lt;br /&gt;
&#039;&#039;&#039;Immunity Concoction&#039;&#039;&#039;: Much like the &amp;quot;Healing Concoction,&amp;quot; this requires a form of administering such as &amp;quot;Pill Capsules&amp;quot;, &amp;quot;Syringe&amp;quot;, &amp;quot;Spray Bottle&amp;quot;, or &amp;quot;Spray Grenade&amp;quot;. The Immunity Concoction lasts for roughly 24 hours and provides an advantage bonus against poisons and their effects. This must be taken *BEFORE* the person gets poisoned.&lt;br /&gt;
*&amp;lt;u&amp;gt;Note on crafting&amp;lt;/u&amp;gt;: The crafter must already know about the poison/venom/chemical and have a sample of it in order to make the Immunity Concoction. &lt;br /&gt;
*&amp;lt;u&amp;gt;Note on Masterworked&amp;lt;/u&amp;gt;: Masterworked of this item simply means that the character now gets double advantage. This item can also be Masterworked +2 for triple advantage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill Capsules (10-Pack)&#039;&#039;&#039;: A very simple and cheap way to administer a &amp;quot;Concoction&amp;quot;. Craft for this can either be &#039;Structural&#039; or &#039;Pharmaceutical&#039;. These capsules can hold a single dose of a &amp;quot;Concoction&amp;quot; and are only usable once. They are made in batches of 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can be force-fed to a helpless or paralyzed Character by another. The act of force-feeding is to be a Standard Use Item Action and does not count as a Medical check. If the player is able to take one himself and already has a pill, they can take one as a Simple action. This action cannot be done faster, nor can another Character use a Medical check to improve the outcome of a Concoction taken with a Pill Capsule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe (5-Pack)&#039;&#039;&#039;: Another very simple and cheap way to administer a &amp;quot;Concoction&amp;quot;. Craft skill for this can either be &#039;Structural&#039; or &#039;Pharmaceutical&#039;.  A Syringe can only be used once and then is disposed of. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: The point of a Syringe is that it can be administered by somebody else, therefore taking advantage of the [[Medical#Restore_Hit_Points_with_Medical_Item_.28DC_10.29|Medical]] skill check, and can be done as fast as a Simple action if the person administering it has the correct Class/Talent for it. The action of injecting a Syringe cannot be made faster than a Simple Action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: The Spray Bottle has a range of 10ft and is considered a ranged touch attack to enemies or an automatic success to friendlies. This can hold multiple doses (5 uses) of a single type of &amp;quot;Concoction&amp;quot;. Each Tech level higher provides a bonus of 5ft extra range and the ability to hold 1 more use. Craft skill for this can either be &#039;Mechanical&#039; or &#039;Pharmaceutical&#039;. For every 5ft or +1 use, the price doubles.&lt;br /&gt;
*&amp;lt;u&amp;gt;Note on Masterworked&amp;lt;/u&amp;gt;: A masterworked item provides either a 5ft boost to range &#039;&#039;&#039;or&#039;&#039;&#039; 1 more use. The crafter decides. The cost doubles each time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: However, normally it is considered an automatic success on friendlies if the person using the Spray Bottle is moving, or they attempt to use the action as a Free action; then they have to roll for a Ranged Touch attack or else miss. If the user of the Spray Bottle has Medical as a Class or Trained skill, then they gain advantage on this Ranged Touch attack. Again, this only applies when the user of the Spray Bottle attempts to use it as a Free action. They can only attempt this if they also have the correct Class/Talents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Grenade&#039;&#039;&#039;: The Spray Grenade acts like a grenade that sprays a single use in an area of effect Circle with (2)10ft range increments. The Range increment can increase by 5ft with crafting bonuses or Tech level. The price triples with each range increment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: The HP restored is evenly distributed (round down) among all targets within the circle.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance Concoction&#039;&#039;&#039;: These are drugs and special concoctions designed to give the person temporary resistance to certain types of damage. DR against either Electric, Chemical, or Thermal damage. It provides +1 DR for a chosen type per Tech level, starting at level 2 and per Masterwork level.  The effect lasts for 1d6 rounds.&lt;br /&gt;
*&amp;lt;u&amp;gt;Note on Masterworked&amp;lt;/u&amp;gt;: Master-work can also improve the length of time by adding +1 turns to the 1d6 die roll; however, the crafter has to choose between a longer effect or a more powerful effect. The price increases by an additional $1000 for every Tech or Masterwork level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restorative Concoction&#039;&#039;&#039;: The Restorative Concoction helps restore a target&#039;s Ability damage. This doesn&#039;t remove any effects that a Character may have that can cause ability damage. However, this can be used to help keep a Character alive while they suffer through ability damage effects. This provides 1d4 worth of specific damage type points back. &lt;br /&gt;
*&amp;lt;u&amp;gt;Note on Masterworked&amp;lt;/u&amp;gt;: Masterworked implies that the affected person can roll twice and take the higher roll to restore health. There are no other bonuses for this Concoction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Booster&#039;&#039;&#039;: A very powerful and dangerous drug that is used to enhance a Character&#039;s abilities. People who use the drug are considered &#039;Boosted&#039;. The drug can have multiple types of effects. The main one is enhancing one&#039;s Ability Score. Boosters can provide +1 per Tech Level, starting at Tech 2. They can also be targeted to enhance particular Talents, Techniques, Psionics, or Mutant powers. It provides an advantage, such as a higher Die Level or longer-lasting effects, at the Crafter&#039;s discretion. Once taken it only lasts for 30 seconds or 10 rounds.&lt;br /&gt;
&lt;br /&gt;
However there are side effects. Once the effects wear off, the Character is considered Fatigued. If done again, they are exhausted. If they are already one of these effects, it simply gets worse. If they take it after already being exhausted, they pass out after the effects wear off. Each time a Booster drug is taken, the Player has to roll a Wisdom saving throw with a DC14 to check if they become temporarily addicted. If they do not take a supplement within 24 hours, they become [[Conditions#-_Sickened|sickened]]. They will either have to suffer 1d4 days of being sickened or else take another booster or supplement. (The supplement just helps ease the pain of the addiction while providing no benefit.)&lt;br /&gt;
&lt;br /&gt;
If a Character takes a Booster while being addicted to the substance, they have to roll a Constitution Save of DC12 or else take 1 Permanent Con damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutrad&#039;&#039;&#039;: A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the target&#039;s skin, it samples the target’s blood and sends the data to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sporekill&#039;&#039;&#039;: A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the target&#039;s skin, it samples the target’s blood and sends the data to the analyzer, which determines the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent the Sporekill chemical and are unaffected by this piece of gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocket-X&#039;&#039;&#039;: A drug that is both beneficial and highly dangerous, boosting functions as a temporary adrenaline-enhancer. A single injection of boost grants the character an Advantage bonus to Strength and Dexterity saves, and increases the character’s movement speed by 10 feet. These effects last for 1 minute (20 rounds).&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the side effects of the boost almost outweigh the benefits. For one, the chemical is addictive and can alter the perceptions of a character so that she thinks she cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on the body’s immune and nervous systems.&lt;br /&gt;
&lt;br /&gt;
Each time a character uses a dose of boost, she has a 10% chance of suffering a disadvantage penalty to her Dexterity and on Constitution saves. These penalties last for 24 hours.&lt;br /&gt;
&lt;br /&gt;
If the character uses the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if a character uses another dose of boost while still under the effect of the penalties, the character suffers a double Disadvantage penalty to Dexterity and Constitution saves, and the recovery time increases to 48 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regenerative Concoction&#039;&#039;&#039;: This acts just like the &amp;quot;Healing Concoction&amp;quot; except that it starts at Tech 2 instead of Tech 1. So its healing range is 1d6 to 1d10. The other difference is that instead of multiple dice, it is multiple turns. The number of turns acts like the number of dice from &amp;quot;Healing Concoction&amp;quot; when it comes to price and crafting level. An example would be instead of a 4d10 Healing Concoction (which requires 5 Ranks in Pharmaceuticals to craft and is Tech 3, cost $3,400 / 1) it would be a 1d10 Regenerative Concoction that lasts for 4 turns. (Which requires 6 ranks in Pharmaceuticals to craft and is Tech 4, however, the cost is still $3,400 / 1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antitox&#039;&#039;&#039;: A chemical found in many first aid kits, antitox is a special hypodermic injection that can save the life of any character infected by poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds. (Usually longer than the poison lasts, or for that time, the Character gains advantage to save against it)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biocort&#039;&#039;&#039;: Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period. This means natural healing that happens when a Character rests is twice as effective. And that Characters gain an advantage while in Long/Short Term Care. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Truthtell&#039;&#039;&#039;: Truthtell is a specially formulated chemical that targets brain regions involved in creativity and, in particular, lying. By temporarily neutralizing these areas of the brain, truthtell makes it impossible for a character to lie while under the drug’s influence.&lt;br /&gt;
&lt;br /&gt;
A character injected with truthtell may make a Will save (DC 18) to negate its effects. On a failed save, the character is compelled to speak truthfully for the next 3d10 minutes. A subject under the effect of truthtell is aware of its influence and may still refuse to answer questions.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Equipment ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Varies. However, when in doubt, the Game Master can decide. It&#039;s best to focus on the most distinctive feature of the object rather than all its other components. &lt;br /&gt;
&lt;br /&gt;
These are items that are hard to categorize. They are placed here because they may be necessary for any adventure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Miscellaneous Equipment&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Crafting&amp;lt;br /&amp;gt; Type&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt; Procure Diff&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
|Fake ID ||Fine ||— || Language Skill||See text / 2&lt;br /&gt;
|-&lt;br /&gt;
| Grappler tag || Tiny || 1 lb. || Mechanical || $50 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Handcuffs: Steel ||Tiny ||1 lb. || Mechanical  ||$35 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Handcuffs: Zip-tie ||Dim ||0.5 lb. || Mechanical ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Lock Release Gun ||Tiny ||0.5 lb. || Mechanical  ||$75 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Multi Purpose Tool ||Tiny ||0.5 lb. || Mechanical  ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Cutter || Tiny || 3 lb. || Mechanical || $800 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Flash-seal || Tiny || 1 lb. || Chemical|| $500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Gravity Boots || Small || 4 lb. || Mechanical || $1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Jetpack || Large || 35 lb. || Mechanical || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Nanobeacon || Fine || - || Electronic || $1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Shepherd chip || Fine || - || Electronic || $15,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Force Field Emitter || Small || 5 lb. || Electronic || $15,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Gravity Tether || Small || 2 lb. || Structure  || $1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Hologram Player/Recorder || Small || 2 lb. || Electronic || $500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Holographic Decoy || Tiny || 1 lb. || Electronic || $1,200 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Visor || Small || 1 lb. || Mechanical || $2,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Powerpack || Medium || 3 lb. || Electronic || $1,500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Neural Scrambler || Small || 1 lb. || Electronic || $4,000 / 2&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Hologuise || Small || 1 lb. || Electronic || $100,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Personal Force Field || Small || 4 lb. || Electronic || $75,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Polyvox || Tiny || 0.5 lb. || Electronic || $60,000 / 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fake ID&#039;&#039;&#039;: Purchasing falsified papers from a black market source can produce mixed results, depending on the skill of the forger. A forger has to know the  Language with a Rank of 3. Any lower, and they take disadvantage on rolls. They also gain a bonus based on the Rank of a [[Knowledge]] skill that applies. For fake government papers, this would be Knowledge Civics. When a character purchases a fake ID, the GM secretly makes a Language check for the forger, adding any Knowledge bonuses, which serves as the DC for the opposed check when someone inspects the fake ID. The cost of a fake ID is $2,000 + $200 per each rank in the forger&#039;s Language skill or Knowledge bonuses. Procure Diff is usually 2, sometimes 3, depending on the ID type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grappler Tag&#039;&#039;&#039;: Often used in conjunction with &#039;&#039;&#039;Rope&#039;&#039;&#039; or &#039;&#039;&#039;Duracable&#039;&#039;&#039; the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag’s hold. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: When using Rope/Duracable to assist climbing, the climbing speed is doubled, and the Character gains advantage for any checks for possibly falling. Grappler tag can provide advantage bonuses when a Character is attempting to set up a rope to climb/scale something. GM&#039;s discretion.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handcuffs&#039;&#039;&#039;: Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any medium-sized or Small human or other individual that has an appropriate body structure.&lt;br /&gt;
&lt;br /&gt;
*    Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30, and require a Disable Device check (DC 25) or Sleight of Hands check (DC 35) to remove without the key.&lt;br /&gt;
*   Zip-Tie (x25): These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points, and a break DC of 25. They can only be removed by cutting them off (Disable Device and Sleight of Hands checks automatically fail).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Release Gun&#039;&#039;&#039;: This small, pistol-like device automatically disables cheap and average mechanical locks (DC 15 or below that are Mechanical in nature) operated by standard keys (no Disable Device check necessary). However, this makes noise and leaves evidence, as the lock is permanently damaged. Also, the device itself can only be used once. It is meant to be disposed of or else be possibly used as evidence. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multipurpose Tool&#039;&#039;&#039;: This device contains several different screwdrivers, a knife blade or two, a can opener, a bottle opener, a file, a short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. The tool is useful for certain tasks as determined by the GM, but not in all situations.&lt;br /&gt;
&lt;br /&gt;
-Note: This tool eliminates any penalty for using Craft (electronics/mechanical/structural) without a tool kit, but will not give a bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cutter&#039;&#039;&#039;: A handheld industrial tool that fires a short, high-energy plasma beam, designed to cut through thick metal bulkheads or weld structures.&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: Eliminates standard kit requirements for cutting metal doors or locks. Grants advantage to Strength or Disable Device checks when forcing entry through metal barriers, though it is noisy and leaves highly visible damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash-Seal&#039;&#039;&#039;: Flash-seal looks like a block of metal roughly the size of a thin brick. It attaches to any door frame or other surface. When activated, chemical compounds inside the metal block burn fast and hot enough to melt the metal into a liquid. Almost instantaneously, a second chemical compound freezes the molten metal back into its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut or any other space. A door that has been flash-sealed may not be opened by normal means and must be destroyed or cut through as though it were a wall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravity Boots&#039;&#039;&#039;: Boots equipped with electromagnets and micro-graviton generators that allow the wearer to walk normally on metallic bulkheads or ship hulls in zero-gravity environments.&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: Negates movement penalties in zero-gravity environments and allows climbing metal walls without requiring a climbing skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jetpack&#039;&#039;&#039;: A jetpack consists of a backpack and fuel cells that provide powered flight. The flight duration is 10 minutes at Tech 2, 2 hours at Tech 3, and 12 hours at Tech 4. A character equipped with a jetpack gains a fly speed (with good maneuverability) determined by its Tech Level: 40 feet at Tech 2, 60 feet at Tech 3, and 80 feet at Tech 4. Replacement fuel cells cost $500 regardless of the Tech Level. The user of the Jetpack cannot be wearing Heavy or Clunky armor and takes disadvantage on accuracy checks and strength saving throws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanobeacon&#039;&#039;&#039;: An invaluable device used for tracking and search-and-rescue, the nanobeacon is a small microchip placed on a target’s body (or on an object). It sends out a pulse every second that can be detected by sensors attuned to the beacon’s frequency. The device can be disabled by default and enabled by the wearer to signal they are in danger. The nanobeacon projects its pulse at up to a 500-mile radius, each nanobeacon with its own unique identification code. Nanobeacons are often used to coordinate combat squads, track wanted criminals, and even to help recover kidnapped or lost children. A beacon can be placed on any character or object by making a simple touch attack against the target. They can also allow a wearer to be easily targeted by beaming technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shepherd Chip&#039;&#039;&#039;: The shepherd chip is a tiny microchip implanted beneath the surface of the wrist. It is an advanced version of the nanobeacon that includes the bearer’s identification information and even vital signs. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake—once a mere greeting, the handshake becomes a permanent way to introduce oneself and clearly identify oneself to another person. Of course, the shepherd chip can be made to keep the wearer&#039;s information private. &lt;br /&gt;
&lt;br /&gt;
Some governments use shepherd chips (occasionally combined with nanobeacons) to monitor their citizens&#039; activities. This oppressive, watchful eye of the government is exactly what opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerged as soon as the chips became widespread, making identity theft and falsification ever-present crimes in some communities. &lt;br /&gt;
&lt;br /&gt;
Some wealthy private citizens may use them to help protect themselves and their families. They may have then installed them on their children to protect against kidnapping and such. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Field Emitter&#039;&#039;&#039;: This large grenade-like object is thrown on the ground during emergencies and provides a buffer against harm. They created a 10ft circle of protection. They provide 25 Hit Points. Once the HP runs out, the device is useless and is damaged beyond repair. They cannot be picked up once they are activated. Each level of Masterworked or Up Teching provides either an additional 5ft of protection or 5 HP and adds an additional $5,000 of cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravity Tether &#039;&#039;&#039;: Replacing duracable and the grappling tag, the grappling tether is another application of gravity technology put to practical use. The gravity tether is a beam of pure gravity energy, up to 200 feet long, fired from a metal tube as a focused warp of spacetime. &lt;br /&gt;
&lt;br /&gt;
While activated, a person can jump into the focused beam and fall up onto the other end. Or the beam can drag down whatever it targets. If the target is a person, they must make an opposing Strength check against the person holding the Gravity Tether. Whoever wins pulls the other toward them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hologram Player/Recorder&#039;&#039;&#039;: A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a three-dimensional image in full color as small as three inches in height or as large as a medium-sized character. The hologram player can be hooked into a hologram recorder (capable of storing three-dimensional images). It also has a recorder attached and can be used to record a person for two-way communication or be used to record a scene. &lt;br /&gt;
&lt;br /&gt;
Hologram communications are considered a respectable and almost necessary means of communication. Especially for the wealthy and elite. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holographic Decoy&#039;&#039;&#039;: A small throw-down disc that projects a brief, looping three-dimensional holographic clone of the user to draw enemy fire or create a distraction.&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: Can be deployed as a Simple Action. Provides an Advantage bonus on Bluff or Stealth checks to escape or hide from enemies during combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piercing Visor&#039;&#039;&#039;: The piercing visor allows a person to see through solid objects. Through a combination of motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as a simple action, activate the visor’s sensors and see through a wall, floor, object, or creature at a range of up to 100 feet.&lt;br /&gt;
&lt;br /&gt;
The visor can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster. Most common shielding blocks this Visor, though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobile Powerpack&#039;&#039;&#039;: The power backpack is essentially a portable generator. It is shielded and extra durable, making it a dependable backup solution when normal power systems fail. It can be used to power equipment that requires energy when normal energy systems have failed. Examples of use could be to temporarily power a computer system, or a powered door that won&#039;t open, and so on&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Scrambler&#039;&#039;&#039;: The neural scrambler is a restraint device used by many law enforcement agencies as an alternative to physical restraints such as handcuffs. The neural scrambler consists of a six-pronged device that, when placed over the head, interrupts brainwave activity. A character wearing a neural scrambler may not take any actions whatsoever, though she moves at her normal speed under the command of another individual. When the neural scrambler is removed, the Character rolls a Wisdom Saving throw with a DC of 18. If the Character fails, she has no knowledge of events that took place while she was restrained. If she succeeds, she can recall bits and pieces.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Any species with the &#039;&#039;&#039;Hive Mind&#039;&#039;&#039; attribute can attempt to resist the Neural Scrambler with a Wisdom saving throw DC15. Once every 20 minutes. (Cannot take 20) If successful, the character is not paralyzed but instead is [[Conditions#-_Dazed|Dazed]]. Hive Mind species will also remember everything within minutes of being released. Robotic characters are immune to this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hologuise&#039;&#039;&#039;: The hologuise is a combination of a hologram projector and a digital imaging computer system worn like a headband over the forehead. When activated, the hologram projects a three-dimensional image over the face, completely obscuring the character’s natural features. This image is commonly a different face, but it can be a black veil or another decorative image instead. With practical and fashionable uses, holograms are employed by the wealthy elite as well as by criminals and spies. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: An active hologuise grants the wearer a +6 equipment bonus on all Disguise checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Force Field&#039;&#039;&#039;: Worn as a large belt around the waist, this shield emitter surrounds a medium-sized person. The person cannot be wearing Heavy/Clunky armor. The shield uses a Fuel Cell ($10,000 3-pack) that runs out after 3 full activations. It can be activated as a Free action; however, it takes one round before it actually starts protecting the wearer, and any enemy will notice the sound and flash it makes as it warms up. Replacing the Fuel Cell takes a Standard action and cannot be done faster. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: While fully active, it provides the wearer with +4 Total DR. +1 DR for each level of Mastworked. Each level of Mastworked adds $40,000 to the cost. Fuel Cells can be Mastworked, but only to +1. A mastworked Fuel Cell costs $10,000 per cell and provides 4 rounds of use instead of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polyvox&#039;&#039;&#039;: The polyvox translates the languages of different cultures and species with extreme accuracy. Both written and spoken. It can also learn different dialects, slang, and accents fairly quickly. If paired with a &#039;&#039;&#039;Neural Link&#039;&#039;&#039; it can auto-translate to the point where the person appears to be speaking in the Character&#039;s native language.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
Looking for [[Weapons]]? Go to the weapons page [[Weapons|here]]. &lt;br /&gt;
&lt;br /&gt;
Looking for [[Armor]]? Go to the armor page [[Armor|here]].&lt;br /&gt;
&lt;br /&gt;
Looking for traps, sensors, explosives, and such? They are found on the weapons page [[Weapons#Explosives_.28Grenades.2FTraps.29|Grenades and Traps]]. You may want to look at the [[Weapons#Making_your_Own_Explosives|Making your Own Explosives]] section.&lt;br /&gt;
&lt;br /&gt;
Looking for [[Space_Ships|Space Ships]] and all their [[Ship_Equipment|Equipment]]? The [[Space Ships]] page is where you should start. &lt;br /&gt;
&lt;br /&gt;
Want to hurry up and play without having to pick out all your gear? Go to the next section below. The [[General_Equipment#Starter_Packs|Starter Packs]] section can provide &#039;&#039;&#039;starter kits&#039;&#039;&#039; for Characters.&lt;br /&gt;
&lt;br /&gt;
== Starter Packs == &lt;br /&gt;
&lt;br /&gt;
There are suggestions as to what Starter Packs to pick from based on either the [[Character Professions]] a Player wants to be and/or the [[Occupations]] they pick. Professions can also provide additional equipment on top of these packs. Feel free to add more items beyond these suggestions. Just make sure you do not spend more money. Consult the GM on what items are available at the start of the game.&lt;br /&gt;
&lt;br /&gt;
;Businessman’s Pack: - Briefcase, Secure Wallet, Clothing Outfit Business x3, Clothing Outfit Formal x1, Computation Device, Remote Communications, Urban Map (Of starting location)&lt;br /&gt;
&lt;br /&gt;
;Doctor&#039;s Pack: - Backpacks, Secure Wallet, Clothing Outfit Business x2, Uniform x1, Camera (Used to record patient visits), Computation Device, Remote Communications, First Aid Kit (2 uses), Medkit (10 uses), Urban Map (Of starting location), Medical Scanner, Healing Concoction x3 1d6 / x1 1d8,  Pill Capsules (10-Pack), Syringe (5-Pack), Neutrad x1.&lt;br /&gt;
&lt;br /&gt;
;Explorer&#039;s Pack: - Large Range Pack, Clothing Outfit x3, Outerwear x3, Windbreaker, Remote Communications, Camera (small attachable to person), Search-and-Rescue Kit, Range Finding Binoculars, Directed Light Source, Emergency Light Source (5-Pack), Compass, Rural or Terran Map (Of local, or nearest, or character&#039;s desired detestation), Star Map (Of local sector), Rope, Rations(Tech 1) x2 (5 day pack), Purifier, Environment Scanner.&lt;br /&gt;
&lt;br /&gt;
;Military&#039;s Pack: - Fatigues, Ranged Pack, Remote Comms, Binoculars, Rations 5x, Rope, Portable Stove, Syringe 5x (with Healing Concoction 1d6), Multipurpose Tool, Tent&lt;br /&gt;
&lt;br /&gt;
;Official&#039;s Pack: - Briefcase, Secure Wallet, Clothing Outfit Business x2, Formal x3, Casual x1, Computation Device, Remote Communications, Pill Capsules x3 (Crafted with Healing Concoction 1d6), Shepherd Chip (optional), Hologram Player/Recorder&lt;br /&gt;
&lt;br /&gt;
;Outlaw&#039;s Pack: - Aluminum Travel Case (Small), Small Backpack, Clothing Outfit Casual x4, Remote Communications, Comms Interceptor, Pick between (Disguise Kit, Forgery Kit or Lock Picking Kit), Face Mask, Rations (Tech 1) (5-day pack), Pick between (Fake ID DC13, Lock Release Gun).&lt;br /&gt;
&lt;br /&gt;
;Settler&#039;s Pack: - Aluminum Travel Case (Medium), Secure Wallet, Clothing Outfit Casual x3, Uniform x1, Windbreaker, Remote Communications, Pick one: (Demolitions Kit, Electrical Tool Kit, Evidence Kits, Mechanical Tool Kit, Pharmacist Kit), Pick one: (Rural Map, Star Map), Rations(Tech 1) (5 day pack), Multipurpose Tool.&lt;br /&gt;
&lt;br /&gt;
;Student Pack: Backpack (Medium), Secure Wallet, Clothing Outfix Casual x3, Computation Device, Remote Comms, Urban Map, Thermal Container (Water Bottle)&lt;br /&gt;
&lt;br /&gt;
;Technician&#039;s Pack: - Contractor&#039;s Field Bag, Secure Wallet, Clothing Outfit Casual x2, Uniform x2, Tool Belt, Computation Device, Remote Communications, Pick one: (Chemist Kit, Electrical Tool Kit, Mechanical Tool Kit), Directed Light Source, Environment Scanner, Duct Tape, Duracable.&lt;br /&gt;
&lt;br /&gt;
All Characters should also have at least one small [[Weapons]], and some simple [[Armor]].&lt;br /&gt;
&lt;br /&gt;
== Customization / Masterwork / Up Tech ==&lt;br /&gt;
&lt;br /&gt;
Items can be updated to improve craftsmanship via &#039;&#039;&#039;Masterwork&#039;&#039;&#039; or to advance their technology via &#039;&#039;&#039;Up Tech&#039;&#039;&#039;.  Below are the rules associated with &#039;&#039;&#039;Masterwork&#039;&#039;&#039; and &#039;&#039;&#039;Up Teching&#039;&#039;&#039; items.&lt;br /&gt;
&lt;br /&gt;
There are two forms of improvement:&lt;br /&gt;
* &#039;&#039;&#039;Masterworking:&#039;&#039;&#039; This has to be done at the time that the item is first crafted or recrafted, and it implies that the item is built using the best equipment, talent, and parts for its Tech level.&lt;br /&gt;
:* By default, all Items require at least 3 Ranks in the correct [[Craft]] Skill. As well as 1 level in [[Proficiency_Tree#Item_Crafting_Branch|Item Crafting]] in order to reach Masterwork 1.&lt;br /&gt;
:* There are 5 levels of Masterworking. &lt;br /&gt;
:* Each level above level 1 requires one additional Rank in the correct [[Craft]] Skill. In order to Craft Masterwork Level 4 and 5 weapons, the Character needs 2 levels in [[Proficiency_Tree#Item_Crafting_Branch|Item Crafting]].&lt;br /&gt;
:* Provides the item with a single [[#Improvements]] per Masterworked level.&lt;br /&gt;
* &#039;&#039;&#039;Up Teching:&#039;&#039;&#039; Improving an item&#039;s Tech Level IE: (&#039;&#039;&#039;Up Teching&#039;&#039;&#039;). This represents that the Item has been built using more advanced technology and a deeper understanding of how it functions at a fundamental level, resulting in an improved product. &lt;br /&gt;
:* Requires that the item must first be Masterworked.&lt;br /&gt;
:* The Character doing the Up Teching must also be at or above the current Tech level in their [[Proficiency_Tree#Technology_Branch|Technology Branch]].&lt;br /&gt;
:* The Character must be able to craft the same item brand new. &lt;br /&gt;
:* This requires 1 level in [[Proficiency_Tree#Item_Crafting_Branch|Item Crafting]].&lt;br /&gt;
:* This acts like gaining a Masterwork level and allows for a single [[#Improvements]] per level of Up Teching.&lt;br /&gt;
:* Items cannot be &#039;Down Teched,&#039; or in other words, they cannot be crafted at a lower Tech Level.&lt;br /&gt;
&lt;br /&gt;
The additional cost of Masterworking or Up Teching an item is based on the item&#039;s starting cost as shown. Take the starting cost and simply add it again to the Item for each Masterwork level and Up Teching done to it.&lt;br /&gt;
&lt;br /&gt;
An item&#039;s Procure Difficulty can increase as the item is improved. The Procure Difficulty goes up when the improvements given total the next Procure Difficulty. For example, if an item&#039;s Procure Difficulty is 0, any 1 improvement would increase the item&#039;s PC to 1. But now it will take 2 more improvements to reach a Procure Difficulty of 2, and so on. Learn more about Procure Difficulty rules [[Wealth_and_Money#Procure_Difficulty|here]].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bill of Materials&#039;&#039;&#039; for Masterworking or Up Teching an already existing item is based on the price difference between the two items. The Character must acquire &#039;Advanced&#039; Crafting Materials and Equipment, or else they cannot make a Masterworked or Up Teched item. Otherwise follow the rules noted in [[Craft]].&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
Improvements can be made to the following aspects: Cost, Weight, Size, or one of the item&#039;s bonuses. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weight&#039;&#039;&#039;: This reduces the weight by 1/2 each time.&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039;: This can reduce the size increment by one. This can only be done once.&lt;br /&gt;
* &#039;&#039;&#039;Item Bonus&#039;&#039;&#039;: Items have all sorts of bonuses and, in many cases, multiple bonuses. Each item description will state what it is. Anything can be adjusted by 1/2, rounded up. If the item doesn&#039;t have a bonus or only shows features, it cannot be upgraded this way. Some items do have &#039;default&#039; ways to upgrade them that may be described in the description of the category itself.&lt;br /&gt;
* &#039;&#039;&#039;Item Durability&#039;&#039;&#039;: This is based on the [[Item Damage]] rules located [[Item_Damage#Tech_Levels_and_Masterworking|here]].&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Combat&amp;diff=11648</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Combat&amp;diff=11648"/>
		<updated>2026-07-18T04:07:21Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are two types of Combat. Ground Combat and Space Combat. You can skip to Space Combat by clicking [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Ground Combat Summary ==&lt;br /&gt;
&lt;br /&gt;
Ground Combat is played out in rounds, and in each round, everybody takes a turn making decisions on what to do and rolling for it. Combat is organized into phases. First &#039;&#039;&#039;Initiative&#039;&#039;&#039; is determined, then a &#039;&#039;&#039;Surprise&#039;&#039;&#039; round goes if needed. Once those two phases are complete, Round 1 can start. Each Round has 3 Phases as explained below.&lt;br /&gt;
&lt;br /&gt;
;Starting/Entering Combat&lt;br /&gt;
# &#039;&#039;&#039;[[Combat#The_Initiative_Phase|Initiative]]&#039;&#039;&#039;: Characters and opponents all determine the play order with Team Initiative. This is a Static value that is determined at the start of play. It is the average (round down) Initiative score of all the Characters in the team. Each Team has two Groups. &#039;&#039;&#039;Vanguard&#039;&#039;&#039; group and &#039;&#039;&#039;Rearguard&#039;&#039;&#039; group. The Team that goes first has its Vanguard act and then the opposing Team&#039;s Vanguard. Then the Rearguard of the first team goes, followed by the Readguard of the opposing team. &lt;br /&gt;
# &#039;&#039;&#039;[[Combat#The_Surprise_Phase|Surprise]]&#039;&#039;&#039;: It is determined if a surprise round is necessary by asking the question: &amp;quot;Are all combatants aware of their opponents?&amp;quot;. A surprise round should be treated like Round 0, where all Combatants who are unaware cannot act and are [[Conditions#Flat_Footed|Flat Footed]].&lt;br /&gt;
&lt;br /&gt;
;Each Round of Combat&lt;br /&gt;
# &#039;&#039;&#039;[[Combat#Advantages_and_Disadvantages_Phase|Advantages/Disadvantages]]&#039;&#039;&#039;: At the start of each round of combat, the question is raised if there are any [[Advantage|advantages and disadvantages]] that may currently be available due to the environment. The GM should inform the Combats of apparent effects they may gain or suffer from during standard rolls, such as accuracy checks or saving throws that are caused by the environment.&lt;br /&gt;
# &#039;&#039;&#039;[[Combat#The_Action_Phase|Action]]&#039;&#039;&#039;: Combatants act in their respective groups (Vanguard/Rearguard) in Team Initiative order. It is never a Player&#039;s turn. Instead, it is the group&#039;s turn. IE: The enemy team&#039;s Vanguard. The combatants in respective groups act together and follow the [[Combat#Order_Resolution|Order Resolution]] rules. The teams attempt to defeat their opponents while taking into account any advantages and disadvantages. Characters commit to doing certain actions, and the Player&#039;s role for success.&lt;br /&gt;
# &#039;&#039;&#039;[[Combat#The_Counter_Phase|Counters]]&#039;&#039;&#039;: Once all combatants have finished the turn, it is over, and a new round starts. If there are any round counters, such as a fire burning, or poison effects, it is subtracted by one. If a counter was just created this round and has not yet had an impact, it does not go down. Otherwise, the counter is moved down one.&lt;br /&gt;
&lt;br /&gt;
Combat lasts until all combatants on one team give up, become helpless (unable to act), or otherwise perish.&lt;br /&gt;
&lt;br /&gt;
Below are the phases in more detail. After an example combat encounter.&lt;br /&gt;
&lt;br /&gt;
== Example Combat Encounter ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; This collapsible section is an example of a Combat Encounter that shows the interactions between the GM and 4 Players. Seconds in (parentheses) is contextual information for the reader. ----&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; word-wrap: break-word; white-space: -o-pre-wrap; white-space: -pre-wrap; white-space: -moz-pre-wrap;&amp;quot;&amp;gt;&lt;br /&gt;
The GM: &amp;quot;The fog clears, and before you is your worst nightmare! Four of the meanest-looking Space Bears were awoken by the sound of the explosion. They stare with both anger and surprise at the unexpected guests. You have woken up a din of Space Bears! Prepare to battle!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(NOTE: The group is made up of 4 people. But only 3 are there at the time. Brandon(Tracer), James(Electo-Mancer), and Art(Xenophile). The fourth isn&#039;t there yet, Katie(Helix Warrior), she is in the other room and just heard the explosion. Brandon, being a sneaky bastard, had declared that he went into stealth before the group entered the room. His stealth roll was an 18.)&lt;br /&gt;
&lt;br /&gt;
 Katie: &amp;quot;Do I hear the explosion?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 The GM: &amp;quot;Yes! But you are in a different room. You cannot act in the first round.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Katie: &amp;quot;I yell! &#039;I am coming! What the devil did you guys do! Don&#039;t forget this is a possible crime scene! DUH!&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 The GM: &amp;quot;You are all &#039;Shaken&#039; by the explosion, but just for one round. As a reminder, that means all three of you take disadvantage on attack rolls, saving throws, and skill checks. However, the explosion has &#039;Stunned&#039; one of the bears.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Brandon: &amp;quot;What about me? I was in stealth?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 The GM: &amp;quot;Your stealth didn&#039;t protect you from the explosive trap.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 The GM: &amp;quot;The bear&#039;s team initiative is lower than your group&#039;s, thanks to Katie not being part of the group. Her lower initiative would have knocked the average down below them. You guys go first!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 The GM: &amp;quot;But before you go! Brandon, you are in stealth; the bears do not know about you yet. You get to act in the surprise round.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Brandon: &amp;quot;Buwahahahaha... I will attack the closest bear with my silenced pistol.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 (Brandon rolls the dice for an accuracy check. He rolls a d20 and one 1d2. The extra 1d2 is because he is shaken, and it is the disadvantage he must subtract from his total. His shot misses)&lt;br /&gt;
&lt;br /&gt;
 The GM: &amp;quot;Ok! Now the normal round starts. Your group goes first. Katie is still on her way. Brandon and James, you two are the Vangaurd, Art, you are currently the lone Rearguard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 (Brandon and James decide their plan of action and roll the appropriate dice. Brandon chooses to hide again, and James uses a Technique to shock one of the other bears.)&lt;br /&gt;
&lt;br /&gt;
 The GM: &amp;quot;Now one bear is Stunned, and another is Shocked! They cannot see Brandon, but they know James just hit them. There is one Bear in the Vangaurd, and it attacks James with a charge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 (The Space bear attacks James and deals a small amount of damage)&lt;br /&gt;
&lt;br /&gt;
 The GM: &amp;quot;Alright, Art, bring up the Readguard. There are two Bears in their Rearguard, and one is shaken.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(Art decided to use a ranged attack and rolled a d20 and one 1d2. The extra 1d2 in this case is because he is proficient with the weapon and thus gains advantage. He aims at the Bear not Shackened and hits it rolling d6+1 for damage.)&lt;br /&gt;
&lt;br /&gt;
 The GM: The Rearguard Space Bears split their attention. One that was hit by Art attacks him, and the other one goes for James! &lt;br /&gt;
&lt;br /&gt;
(The GM rolls for the accuracy checks at the same time and declares that both James and Art are hit by charging bears!)&lt;br /&gt;
&lt;br /&gt;
 The GM: &amp;quot;Alright round one coming to a close!. Moving the stunned counter down from 1 to 0 on the first stunned bear it is now no longer stunned! The Shaken counter for you all is also moved down to 0, so nobody is shaken anymore. However, James the bear, you stunned with your Technique, is still stunned. Moving his counter down from 2 to 1. Katie, you have entered the room and see a sight you never thought you would behold. Giant angry Space Bears are clawing their way through your friends! What do you do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Katie: &amp;quot;I join the fight!&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 The GM: &amp;quot;Alright, even though Katie would have brought the initiative down below the bears she is joining late, so the group&#039;s initiative doesn&#039;t change for this combat. Your Initiative is in line with Art&#039;s so you join the Rearguard&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 (The next round starts now. Katie is in the fight. Several more rounds play out until all the Bears are brought down and the battle is concluded.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Initiative Phase ==&lt;br /&gt;
The initiative represents a player&#039;s reflexes and mental focus in combat. It is a score that is: DEX + WIS + MISC. It can also be a check when necessary. d20 + DEX + WIS + MISC. The &#039;&#039;&#039;Team Initiative&#039;&#039;&#039; is simply the average Initiative score round down. In a battle scenario, the Team with the higher Team Initiative score goes first. If there is a tie, the Team that has a Character with the higher Dex score goes first. If that is still a tie, then Initiative checks are rolled between the opposing teams until the tie is resolved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups&#039;&#039;&#039;: &lt;br /&gt;
:Each Team has two groups. The &#039;&#039;&#039;Vanguard&#039;&#039;&#039; and the &#039;&#039;&#039;Rearguard&#039;&#039;&#039;. The Vanguard goes first when it&#039;s their team&#039;s turn. Then the Rearguard goes once all the Vanguards of opposing teams have gone. What group a Character is in is again determined by Initiative. The Team should be evenly divided into the two groups. Take the first half of the top Initiative players in the Vanguard, while the remainder are in the Rearguard. Odd Players should pick the group (Vanguard/Rearguard) whose initiative is closest to theirs. If there are ties or everybody has the same initiative, then use DEX Score. If that still doesn&#039;t resolve conflicts, then the Players or GM can decide at the start of gameplay.&lt;br /&gt;
&lt;br /&gt;
If the battle is between just 2 people, then the same rules apply; it&#039;s just a Team of One, and that member is of the Vanguard group by default.&lt;br /&gt;
&lt;br /&gt;
Actions that are done in the Action phase happen at the same time for players who are in the same group. This means Players in the same group can all go at the same time. For the purposes of order resolution, read the [[Combat#Order_of_Actions_and_Initiative|Order of Action Resolutions]] section below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: At the top of the first page, next to &#039;Affinity Die&#039;, there is a box labeled &#039;Initiative&#039;. You can record your character&#039;s current Initiative here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joining a Battle&#039;&#039;&#039;: New opponents can join the battle at the [[Combat#The_Counter_Phase|Counter Phase]]. New opponents do not affect the Team Initiative. If they are a third party and not part of any Team his or her Initiative is compared to the other Teams. The same goes for multiple people joining combat as a new Team; their team&#039;s initiative is compared with the other groups&#039; to determine the turn order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Opposing Initiative Checks&#039;&#039;&#039;: In different situations inside and outside of combat, a Player may wish to perform an action before another or stop another Character or NPC from acting. Whenever this sort of conflict occurs, an &#039;&#039;&#039;Opposing Initiative&#039;&#039;&#039; check between the Characters is used to see who goes first. If a particular action is contested by multiple people, there can be only one winner. So if there is a tie, then simply roll again.&lt;br /&gt;
&lt;br /&gt;
== The Surprise Phase ==&lt;br /&gt;
When combat starts, if a character is unaware of his or her enemies and they are aware of the character, that character is surprised. Likewise, a character can surprise his or her enemies if the character knows about them before they know of the character. The question to ask is: &amp;quot;Are all combatants aware of all their opponents?&amp;quot; Often, a [[Stealth|stealthed]] Character may be lurking about, ready to strike, causing a Surprise Round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Surprise Round:&#039;&#039;&#039; If some but not all of the combatants are aware of each other, a surprise round may happen before regular rounds begin. Combatants who are aware of their opponents can act in the surprise round or Round 0. This round follows the same rules as the Initiative phase, but only the unsurprised/aware combatants can act. They can also choose not to act and instead remain hidden. Before combat starts, make sure that characters have an opportunity not to be surprised if there is the possibility to spot/see the trap/hidden combatants. For example, if an enemy is in stealth, the combatants should be able to use [[Perception#Passive_Perception|Passive Perception]] against the enemy&#039;s stealth to not be surprised. If they are actively looking for targets or are &#039;on the alert,&#039; then they can roll a normal Perception skill check against the enemy&#039;s stealth. However, there can also be situations where it is impossible for a character to see the coming combat, and in that situation, the GM should not feel obligated to have them roll. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaware Combatants:&#039;&#039;&#039; Combatants who are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are considered [[Conditions#Flat_Footed|&#039;&#039;&#039;Flat-Footed&#039;&#039;&#039;]]. Because of this, they lose any Dexterity bonus to AC.&lt;br /&gt;
&lt;br /&gt;
== Advantages and Disadvantages Phase ==&lt;br /&gt;
&lt;br /&gt;
Advantages and Disadvantages rules are noted [[Advantage|here]]. This Phase is here as a reminder for both the GM and Players of anything that could affect their dice rules.&lt;br /&gt;
&lt;br /&gt;
:1) &#039;&#039;&#039;[[Proficiency Tree]]&#039;&#039;&#039;: If the Character is proficient in the weapon they are using, they automatically get an advantage. If not proficient in the armor or weapon, then the Character gains disadvantage.&lt;br /&gt;
:2) &#039;&#039;&#039;[[Conditions]]&#039;&#039;&#039;: Many [[Conditions]] provide disadvantages to a Character.&lt;br /&gt;
:3) &#039;&#039;&#039;[[Feats|Feats]]/Talents&#039;&#039;&#039;: Some feats may provide advantages under certain circumstances. Talents are special abilities provided by Character Classes. &lt;br /&gt;
:4) &#039;&#039;&#039;[[General_Equipment|Items]]&#039;&#039;&#039;: Some [[General_Equipment|items]] may provide bonuses to certain actions. Most of the time, they are actions outside of combat.&lt;br /&gt;
:5) &#039;&#039;&#039;Situation Specific&#039;&#039;&#039;: This is usually up to the GM, but the players may try to turn the situation in their favor, such as having their Characters [[Ground_Combat_Guide#Flanking|flank]] the enemy. Another common occurrence is [[Ground_Combat_Guide#Tactical_Opportunity|Tactical Opportunity]].&lt;br /&gt;
&lt;br /&gt;
Actions done by a player may change the conditions in the round. It is up to the GM to confirm and track all environmental conditions. However, the GM isn&#039;t required to keep track of each Player&#039;s unique situations and abilities that may grant their own Conditions. Also, some effects are meant to be secret or hidden, and if a Player is not actively looking for it, the GM should use their Character&#039;s Passive Perception to determine if they inform them about it. Otherwise, all environmental conditions that could affect the Advantage/Disadvantage should be public knowledge to the Players. It is a good idea for a Player to be wise to the different Advantages and Disadvantages a combatant can have. Much of the strategy of combat in this game is about providing Advantages to your team while giving Disadvantages to the enemy team, thus weakening them while avoiding the same fate.&lt;br /&gt;
&lt;br /&gt;
== The Action Phase ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Example List of Actions&lt;br /&gt;
!Free Actions&lt;br /&gt;
|-&lt;br /&gt;
| Drop an object&lt;br /&gt;
|-&lt;br /&gt;
| Speak&lt;br /&gt;
|-&lt;br /&gt;
| Drop prone&lt;br /&gt;
|-&lt;br /&gt;
!Simple Actions&lt;br /&gt;
|-&lt;br /&gt;
| 5-foot step &lt;br /&gt;
|-&lt;br /&gt;
| Draw/Holster Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Picking up an Item (at feat)&lt;br /&gt;
|-&lt;br /&gt;
| Get Item in Quick Access Slot&lt;br /&gt;
|-&lt;br /&gt;
| Open Unlocked Door&lt;br /&gt;
|-&lt;br /&gt;
! Standard Move Actions&lt;br /&gt;
|-&lt;br /&gt;
| Move (Walk/Run) &lt;br /&gt;
|-&lt;br /&gt;
| Climb, Crawl, Swim (Half Speed)&lt;br /&gt;
|-&lt;br /&gt;
| Reload Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Switch Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Standard Attack Actions&lt;br /&gt;
|-&lt;br /&gt;
| Attack (Melee Weapon)&lt;br /&gt;
|-&lt;br /&gt;
| Attack (Ranged)&lt;br /&gt;
|-&lt;br /&gt;
| Attack with Item&lt;br /&gt;
|-&lt;br /&gt;
! Standard Technique Actions&lt;br /&gt;
|-&lt;br /&gt;
| Perform any Technique&lt;br /&gt;
|-&lt;br /&gt;
| Perform Class/Path Trick/Talent&lt;br /&gt;
|-&lt;br /&gt;
| Utilize/Perform Feat&lt;br /&gt;
|-&lt;br /&gt;
! Standard Item Use Actions&lt;br /&gt;
|-&lt;br /&gt;
| Use Item (not targeting enemy)&lt;br /&gt;
|-&lt;br /&gt;
| Use a Skill &lt;br /&gt;
|-&lt;br /&gt;
! Bonus Actions&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Move (via Standard Move)&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Attack (via Standard Attack)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is where players decide what their characters commit to doing each turn. Players have multiple choices and must declare to the GM what they choose and, if necessary, roll for it. The GM&#039;s job is to:&lt;br /&gt;
# Ensure the stated Action is actually doable. &lt;br /&gt;
# Relay any Advantages/Disadvantages associated with the action to the Player.&lt;br /&gt;
# Describe the outcome of the Action after, if necessary, the Player rolls for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: In some cases, the GM can ask the Player to describe the results. In the end, the only responsibility expected of the GM is to verify whether the attempted Action was successful.&lt;br /&gt;
&lt;br /&gt;
=== Action Types and Timing  ===&lt;br /&gt;
&lt;br /&gt;
Each Combat Round represents roughly 3 seconds in the game world. Anything a person could reasonably do in 3 seconds, with a little imagination, a character can do in 1 Action phase. There are &#039;&#039;&#039;4&#039;&#039;&#039; different &#039;&#039;&#039;Action Types&#039;&#039;&#039;; &#039;&#039;&#039;Free&#039;&#039;&#039;, &#039;&#039;&#039;Simple&#039;&#039;&#039;, &#039;&#039;&#039;Standard&#039;&#039;&#039;, and &#039;&#039;&#039;Bonus&#039;&#039;&#039; as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: Time and actions in a round of combat.&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | ---- Time (~3 seconds) ----&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | ACTIONS&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Simple&amp;lt;br /&amp;gt;Action || Standard Action &amp;lt;br /&amp;gt; (Move/Attack/Technique/Use Item Action) || Simple/Bonus&amp;lt;br /&amp;gt;Action&lt;br /&gt;
|-&lt;br /&gt;
|  colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | Free Action &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Free Action&#039;&#039;&#039;: This represents something that can be done easily and simultaneously with other actions, while having no practical chance of failure. A Character can technically do as many Free actions as is reasonably possible. Examples include: letting go of something they are holding, dropping prone, and shouting a command. &lt;br /&gt;
# &#039;&#039;&#039;Simple Action&#039;&#039;&#039;: This represents something that can be done quickly but requires some amount of awareness. Like Free actions, there should be little to no chance of failure with default Simple actions. A Character can only perform 1 Simple action per Action Phase by default. This can either be before or after a Standard Action. Examples include: picking up an item, grabbing an item from a utility pouch, handing off an item to another player, opening a door, standing up while on rough/moving terrain, and taking a 5ft step.&lt;br /&gt;
# &#039;&#039;&#039;Standard Action&#039;&#039;&#039;: This represents the primary activity the Character will commit to during their turn in the Action Phase. Many of these actions require rolling to verify success or may cause other side effects. A Character can only perform 1 Standard Action per Action Phase by default. A Character chooses from 4 different standard actions: &#039;&#039;&#039;Move&#039;&#039;&#039;, &#039;&#039;&#039;Attack&#039;&#039;&#039;, &#039;&#039;&#039;Technique&#039;&#039;&#039;, &#039;&#039;&#039;Use Item&#039;&#039;&#039;. Some of these actions can grant the Character &#039;&#039;&#039;Bonus Actions&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Bonus Action&#039;&#039;&#039;: Is a Simple Action that must happen after a Standard Action. This represents a further commitment to the specific Standard Action the Character has done. The Bonus Action takes up the Simple Action slot after the Standard Action is completed. A Bonus Action is just another option among the possible Simple Actions that is earned by performing a Standard Action. A Bonus Action cannot be done if the Character has already done a Simple Action, and likewise a Simple Action cannot be done after a Bonus Action. The default Bonus Actions:&lt;br /&gt;
## &#039;&#039;&#039;Move Bonus&#039;&#039;&#039;: A successful Move Standard action grants a Move Bonus action. This allows the Character to move twice their speed. This implies the Character starts running and just keeps up the pace for another second or so.&lt;br /&gt;
## &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039;: A successful Attack Standard action grants a Bonus Attack that allows a Character to use a qualifying weapon, which includes an off-handed second weapon.&lt;br /&gt;
&lt;br /&gt;
For a more detailed overview of all &#039;&#039;&#039;Actions&#039;&#039;&#039; visit the [[Ground Combat Guide]] page.&lt;br /&gt;
&lt;br /&gt;
=== Action Summaries ===&lt;br /&gt;
&lt;br /&gt;
Below are the Actions by Type and their rules. As well as some common actions. These common actions are the things that Characters are likely to do the most in an average combat scenario, but they are not the only things that can be done. For a more complete list of actions, visit the [[Ground Combat Guide]] page.&lt;br /&gt;
&lt;br /&gt;
==== Free Actions ====&lt;br /&gt;
&lt;br /&gt;
A free action is anything that can be quickly done easily and simultaneously with other actions, while having no practical chance of failure. For example, dropping an object merely requires that a combatant let go of the object. This can be done in a split second, even if the object takes much longer to hit the floor. Or talking, which can be done while performing other actions. &lt;br /&gt;
&lt;br /&gt;
The Character can do as many free actions as they reasonably can in the given 3 seconds. For example, if they are holding only one object, they can let go of it only once. If they go prone, they cannot go prone again.&lt;br /&gt;
&lt;br /&gt;
To learn more about free actions, go to the [[Ground_Combat_Guide#Free_Actions|Ground Combat Guide (Free)]] section.&lt;br /&gt;
&lt;br /&gt;
==== Simple Actions ====&lt;br /&gt;
&lt;br /&gt;
A Character can only perform 1 Simple action per Action Phase by default. This can either be before or after a Standard Action. A Simple action is meant to be something that can be done in a second or two when rushing in the heat of battle. A Simple action by default is more for supporting and positioning the Character. The Character can draw a holstered weapon or reposition themselves with a 5ft step. As a character&#039;s level increases, some actions that are part of the Standard Actions list can be moved down into Simple or even Free actions. This is one way a Character improves their effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To learn more about Simple Actions, visit the [[Ground_Combat_Guide#Simple_Actions|Ground Combat Guide (Simple)]] section.&lt;br /&gt;
&lt;br /&gt;
==== Standard Move Actions ====&lt;br /&gt;
&lt;br /&gt;
Whether it is dashing toward the enemy or crawling from one firing position to another, they are all the same Standard Move Action. The default &#039;&#039;&#039;Walk&#039;&#039;&#039; speed is determined by [[Species]], and the common speed is 15ft per ~3 seconds. In Combat, it is assumed that all characters are running. &#039;&#039;&#039;Run&#039;&#039;&#039; speed is two times the walk or 30ft. A combat area is divided into 5ft squares. A Medium or smaller creature occupies a single square, and when moving, a Player can count up the squares to determine where their Character lands. Thus, all movement is in increments of 5ft. Diagonal movement is seen as moving across one square and counts as just 5ft of movement.&lt;br /&gt;
&lt;br /&gt;
Climbing, swimming, or crawling all take half (round down) of movement speed. In combat, this is 15ft (if the Character&#039;s Run speed is 30ft); in normal conditions, it is 5ft every 3 seconds. &lt;br /&gt;
&lt;br /&gt;
A Standard Move action grants a Bonus Move Action that allows the Character to move at the same speed that they were able to move using their Standard Action. If the Player chooses to use this optional Bonus action, then the Character is considered to be Sprinting. This is possible with normal movement as well as climbing, swimming, or crawling. &lt;br /&gt;
&lt;br /&gt;
By default, there is no role for movement unless the GM specifies. Examples of reasons for rolling are difficult terrain and Zero-G environment. Under these and other circumstances, the player will have to roll a Dexterity Ability Check or an Acrobatics Skill check to see if they make it all the way. Most of the time, though, moving is pretty simple: the Player just declares that your Character is moving from one location to another.&lt;br /&gt;
&lt;br /&gt;
This only covers the primary Move action; there are other move actions. To review all possible starting options, visit the [[Ground_Combat_Guide#Move_Actions|Ground Combat Guide (Move)]] section.&lt;br /&gt;
&lt;br /&gt;
==== Standard Attack Actions ====&lt;br /&gt;
&lt;br /&gt;
There are two primary attack actions. &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; and &#039;&#039;&#039;Range Attack&#039;&#039;&#039;. Both require rolling an &#039;&#039;&#039;Accuracy Check&#039;&#039;&#039; first and then a &#039;&#039;&#039;Damage Roll&#039;&#039;&#039; second if the first roll was successful. &lt;br /&gt;
&lt;br /&gt;
;Accuracy Check Value: Value = d20 + Advantage Die Roll + Dexterity Modifier(Ranged) or Strength Modifier(Melee) + Weapon Accuracy Bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The Advantage Die is only added to weapons where the player is proficient. The proficiency counts as an [[Advantage]]. Do not forget that disadvantages can cancel out advantages, even a weapon&#039;s proficiency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor/Major Hits&#039;&#039;&#039;:&lt;br /&gt;
:: &#039;&#039;&#039;Minor Hits&#039;&#039;&#039;: If a Player rolls an Accuracy Check that misses the target AC by no more than 2, then they can still roll for Damage. However, the Damage total is halved (rounded down), and no bonus effects, such as trip or bonus damage, are triggered. &lt;br /&gt;
:: &#039;&#039;&#039;Major Hits&#039;&#039;&#039;: If a Character has not yet earned &#039;&#039;&#039;Extra Damage&#039;&#039;&#039; from leveling up, but they still beat the AC by 4 or more, they earn a Major hit. This means they can roll their damage die twice and take the higher result.&lt;br /&gt;
:: &#039;&#039;&#039;Major Hit with Extra Damage&#039;&#039;&#039;: If the Character has earned &#039;&#039;&#039;Extra Damage&#039;&#039;&#039; from leveling up, then if they beat the AC by 4 or more, they can roll the weapon&#039;s damage dice twice, which includes bonus damage. The complete rules for this are located [[Ground_Combat_Guide#Attack_Actions|here]]. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Criticals&#039;&#039;&#039;: Criticals happen when the d20 lands on a 20 or some range of high numbers based on a Weapon&#039;s &#039;&#039;&#039;Crit Range&#039;&#039;&#039;. The default multiplier for Crits is x2. If a Weapon doesn&#039;t specify its Critical damage, then it is x2. The Player rolls the weapon damage die twice and multiplies the highest value by the Weapon&#039;s Crit Multiplier. The complete rules for this are located [[Ground_Combat_Guide#Attack_Rules|here]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Attack Action&#039;&#039;&#039;: The attacking Character also gains a &#039;&#039;&#039;Bonus Attack Action&#039;&#039;&#039; when using Standard Attack. This can utilize the Character&#039;s &#039;&#039;&#039;Off Hand Weapon&#039;&#039;&#039; if they have one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item Use&#039;&#039;&#039;: Any use of an Item that is meant to directly negatively affect an enemy combatant is considered an Attack action. The most common example of this would be a Grenade throw. Another example would be a poison syringe, which would require a Melee Touch Attack to use.&lt;br /&gt;
&lt;br /&gt;
You can learn more about all the different Attack Actions, Bonus Attack actions, and their rules by going to the [[Ground_Combat_Guide#Attack_Actions_in_Detail|Ground Combat Guide (Attack)]] section.&lt;br /&gt;
&lt;br /&gt;
==== Standard Technique Action ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Techniques&#039;&#039;&#039; have their own page [[Techniques|here]]. There are two types of Techniques. Combat Techniques are simple Techniques, like a push or a trip, that any Character can perform. Then there are class-specific techniques, which also include [[Psionics]]. There are several classes that allow a Character to perform special class-specific abilities. Not all Techniques are combat only. &lt;br /&gt;
&lt;br /&gt;
When performing a Technique, the Player must declare their action to the GM and, if necessary, the rules specific to that Technique. Some just deal damage. Others change the environment to help the Characters, some provide buffs etc...&lt;br /&gt;
&lt;br /&gt;
By default, techniques do not grant any Bonus Actions to the Character.&lt;br /&gt;
&lt;br /&gt;
==== Standard Use Item Action ====&lt;br /&gt;
&lt;br /&gt;
All sorts of Items exist that could be used in combat. Items are mostly found in the [[General Equipment]] page. Common examples of items used in combat include a medical device for healing, a scope for aiming or spotting an otherwise hidden enemy, deploying a personal shield, and so on. &lt;br /&gt;
&lt;br /&gt;
The Item in question needs to already be in one&#039;s hand (s) to use. Pulling an item from a quick-access pouch or utility belt is a Simple Action, but if it is not located in an easy-to-access slot, then it is considered a Standard Move action to dig it out of whatever pack contains it.&lt;br /&gt;
&lt;br /&gt;
More rules on Item Use can be found in the [[Ground_Combat_Guide#Use_Item/Skills_Rules|Ground Combat Guide (Use Item)]] section.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Actions ====&lt;br /&gt;
&lt;br /&gt;
Bonus Actions are provided through a Character doing a Standard Action. They represent a continued commitment to the specific action taken. Successful Standard Attack Action provides a Bonus Attack, and Standard Move Action provides a Bonus Move. Bonus Actions take the place of a Simple Action and cannot be done if the Character has already done a Simple Action. Likewise, if a Character performs a Bonus Action, they cannot then do a Simple Action. &lt;br /&gt;
&lt;br /&gt;
As characters level up, they may gain abilities that unlock more Bonus Actions.&lt;br /&gt;
&lt;br /&gt;
Bonus actions are explained in further detail in the [[Ground Combat Guide]] page under specific Standard Actions.&lt;br /&gt;
&lt;br /&gt;
=== Order Resolution ===&lt;br /&gt;
&lt;br /&gt;
Since combatants in the same Team Group act simultaneously, the question sometimes arises: &amp;quot;What order do these actions resolve themselves?&amp;quot; One Character may perform a Technique that causes the enemy to be knocked prone, while the other Character attacks that target. What AC does the Player of the attacking Character roll against? The prone/flat-footed AC of the Enemy, or the one if they are still standing? The following rules define order.&lt;br /&gt;
&lt;br /&gt;
# Any action that doesn&#039;t require rolling is resolved first. (This includes any form of rolling that determines the outcome)&lt;br /&gt;
# If it is a Simple Action or Free Action, and it is done before the Standard Action, then it goes before any Standard Action from any player in that group. If it is a Simple Action or Bonus Action that occurs after the Character has taken a Standard Action, it is resolved last.&lt;br /&gt;
# Standard and Bonus Actions resolve in the order of: Move, Attack, Technique, Use Item. With the one exception being to throw a Grenade. While throwing a grenade is considered an attack action, it resolves as a Use Item action in the order of resolution.&lt;br /&gt;
# If this still doesn&#039;t resolve in what order actions are resolved, then use the Character&#039;s Personal Initiative. If the Players are cooperating at this point, they can decide based on what is best for the Team. Or they can roll an Initiative check to see whose action goes first.&lt;br /&gt;
&lt;br /&gt;
Players who have committed to actions that require rolling cannot roll for their action until all other actions that do not require rolling have been resolved, and all other players have committed to action.&lt;br /&gt;
&lt;br /&gt;
=== Other Common Actions of Note ===&lt;br /&gt;
&lt;br /&gt;
; Reloading: By default, reloading is a Standard Move Action. This can be increased in speed too, a Simple Action in multiple different ways, for example, the [[Quick_Reload|Quick Reload]] feat.&lt;br /&gt;
&lt;br /&gt;
; Treating Injury: This is using the [[Medical]] skill usually with a Medical kit. This is considered a Standard Use Item Action.&lt;br /&gt;
&lt;br /&gt;
; Draw a Weapon: This depends on the location of the Weapon. If it is holstered or otherwise strapped to the character in a quick (1-second), accessible way, then this is considered a Simple Move Action. If the Weapon is in a bag or requires unlocking/latching, then it is a Standard Move Action. By default, a Character must have an Item that holds the Weapon that states it is for quick access, or else drawing the weapon in combat takes more time.&lt;br /&gt;
&lt;br /&gt;
== The Counter Phase ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round Counters&#039;&#039;&#039;:&lt;br /&gt;
Here is where the GM or Player can subtract from any round counters. Any effects/conditions that last longer than one round need to have a counter to keep track of how many rounds have happened. Usually, a spare die can do the trick. It should be the job of the person who controls the Character that caused the counter to keep track of it. If the combatant with the effect condition hasn&#039;t gone yet, then the counter shouldn&#039;t be moved down. For example, if on the last turn a character poisons an enemy, that poison has the effect of doing 1d4 CON damage per turn for 4 turns. But since the opponent he poisoned already went this turn, the poison has yet to do anything; the counter is merely set up but not moved down on the first round. Another example would be a counter that represents environmental impact. For example, a Technique that causes a massive wind to blow over a 20ft area for 1d4 turns. If no enemy is able to take a turn after the Technique was performed on the first, the counter is simply set up and ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adding new Combatants&#039;&#039;&#039;:&lt;br /&gt;
It is at this point that if new players or NPCs (GM controlled characters), want to join the combat they can. The new Character must join the Team they are associated with and become part of that team&#039;s Vanguard or Rearguard according to the [[Combat#The_Initiative_Phase|Initiative rules]]. If the new opponent/s are not part of any Team, they join as a new Team whose order of combat is based on Team Initiate. The new player to combat may also be a surprise to the enemy. This can only happen if the Opponent/s enter combat stealthed and are not seen by 100% of all active enemies in combat. If so, this new player starts in the Surprise phase and has their own Round 0, during which they can only act.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Determine if End of Combat&#039;&#039;&#039;:&lt;br /&gt;
This is usually pretty straightforward. If all opponents on one team have [[Conditions#Unstable/Dying|perished]], fled, been rendered [[Conditions#Helpless/Incapacitated/Unconscious|Helpless/Incapacited/Unconscious]], or have surrendered the Combat is over. There may still be &#039;&#039;&#039;Leftover Effects/Conditions&#039;&#039;&#039; to consider, but there is no need to strictly follow each phase of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A New Round Starts&#039;&#039;&#039;:&lt;br /&gt;
Now it goes back to [[Combat#Advantages_and_Disadvantages_Phase|Advantage/Disadvantage Phase]]. Most of the time, this can be skipped as the Players should all be aware of the situation and any advantages they may or may not have. The GM can use this as a reminder to themselves and also to the Players. For example, if a Character has a Tactical Opportunity they haven&#039;t used, yet the GM may remind them of that fact here.&lt;br /&gt;
&lt;br /&gt;
=== The End of Combat ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leftover Effects/Conditions&#039;&#039;&#039;:&lt;br /&gt;
At the end of combat, people may still be poisoned or have an assortment of effects/conditions. Each round is considered 3 seconds. Characters with these negative effects should immediately deal with these conditions before normal gameplay starts back up. The Team no longer acts in groups but as a whole when there are no longer enemy combatants. In the poison example, the character still has 2 more rounds to go of being poisoned. Now that the character will have to take the damage for both rounds, while each round, his Allies, if they are able and choose to, can assist. And poison requires CON checks. So the Player would also have to roll twice for that character. If a character wishes to heal themselves or has someone who can heal the poison or another lasting effect/condition, the character can try to do so. But &#039;&#039;&#039;cannot&#039;&#039;&#039; take 10 or 20, and for each time a character tries and is unsuccessful, it is a turn for the affected character.&lt;br /&gt;
&lt;br /&gt;
== Area of Effect ==&lt;br /&gt;
&lt;br /&gt;
Area of Effect (AoE) affects multiple squares and possibly multiple targets. The area is defined by 5ft increments. &lt;br /&gt;
* &#039;&#039;&#039;Radius&#039;&#039;&#039; starts at points on a square or where squares meet each other. For example, an explosive device with a 5ft radius implies that there is a 5ft square between the point of the explosion. So there are 4 5ft squares within the affected area.&lt;br /&gt;
* &#039;&#039;&#039;Cone&#039;&#039;&#039; starts directly on a 5ft square. This starts with a single square. The next increment: the width increases by 2 5ft squares. Each subsequent increment increases the width by 1 5ft square on each side, and the maximum number of increments is provided by the cone. I.e., a 15ft Cone means the cone grows in 3 5ft increments.&lt;br /&gt;
* &#039;&#039;&#039;Line&#039;&#039;&#039; A Line has a range. A line affects every square within the starting point to the range.&lt;br /&gt;
&lt;br /&gt;
== Two Weapon Fighting ==&lt;br /&gt;
&lt;br /&gt;
There are trade-offs for dual-wielding weapons. &lt;br /&gt;
&lt;br /&gt;
;What you get: You gain the ability to have a secondary attack using your off handed weapon as a Bonus Action. This is granted to you even if you do not succeed at your Standard Attack action. This can also improve over time with specific Feats under the Two Weapon Fighting sub-category.&lt;br /&gt;
&lt;br /&gt;
;What does it cost: Your main weapon cannot be a &#039;Two Handed Weapon&#039;, nor can it be either Clunky or Heavy. The larger, heavy-hitting weapons often have one or more of these attributes. This limits the amount of damage your Main weapon can do. When dual-wielding weapons, the Extra Damage threshold is increased by 1. The default Threshold is now 5, ie if the target AC is 15, the Player would have to roll a 20 or higher to apply one Extra Damage.&lt;br /&gt;
&lt;br /&gt;
To learn more about the rules around the Bonus Attack Action and using your Off-Hand weapon, go [[Ground_Combat_Guide#Bonus_Actions|here]].&lt;br /&gt;
&lt;br /&gt;
== Thrown Explosives ==&lt;br /&gt;
&lt;br /&gt;
This is a summary of more rules on thrown explosives, such as grenades. Read the Throw an Object section in [[Ground_Combat_Guide#Attack_Actions|Attack Actions]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Max Range&#039;&#039;&#039;: 30ft + 5ft per Strength Modifier and Dexterity Modifier.&lt;br /&gt;
* &#039;&#039;&#039;Resolution&#039;&#039;&#039;: Throwing a grenade is an accuracy check calculated with &#039;&#039;&#039;2d10&#039;&#039;&#039;. &lt;br /&gt;
** The first d10 determines left/right accuracy (4-7 is a success). &lt;br /&gt;
** The second d10 determines if the throw was too short or too long (4-7 is a success). &lt;br /&gt;
** A roll of &#039;&#039;&#039;0&#039;&#039;&#039; on either die is an automatic success for that axis.&lt;br /&gt;
* &#039;&#039;&#039;Explosion Timing&#039;&#039;&#039;: By default, grenades do &#039;&#039;&#039;not&#039;&#039;&#039; explode on contact. They explode at the end of the target&#039;s turn, allowing combatants to choose between staying in the blast zone or moving to safety.&lt;br /&gt;
* &#039;&#039;&#039;Cooking Grenades&#039;&#039;&#039;: A character can attempt to &amp;quot;cook&amp;quot; a grenade so it explodes earlier. This requires a &#039;&#039;&#039;Wisdom check (DC 25)&#039;&#039;&#039;. Success means it explodes at the start of the target&#039;s turn. Failure means it explodes harmlessly in the air; a critical failure causes it to explode in the thrower&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
== Traps/Mines ==&lt;br /&gt;
&lt;br /&gt;
Traps and Mines are stationary hazards designed to trigger when specific conditions are met, such as physical contact, motion, or remote command. They are tactical tools used to control territory, protect locations, or ambush enemies.&lt;br /&gt;
&lt;br /&gt;
=== Detecting Traps and Mines ===&lt;br /&gt;
Finding a hidden trap requires a &#039;&#039;&#039;Perception&#039;&#039;&#039; check (Active or Passive).&lt;br /&gt;
* &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: Used as a default as characters move through an area.&lt;br /&gt;
* &#039;&#039;&#039;Active Perception&#039;&#039;&#039;: Requires a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; to carefully scan a 10ft area for hazards.&lt;br /&gt;
* &#039;&#039;&#039;Detection DC&#039;&#039;&#039;: The base DC is determined by the trap&#039;s construction. Simple mechanical traps might be DC 10, while high-tech explosives like &#039;&#039;&#039;Clocked-Mines&#039;&#039;&#039; (+5 DC) or &#039;&#039;&#039;Stealth Mines&#039;&#039;&#039; (+2 DC) are significantly harder to spot.&lt;br /&gt;
* &#039;&#039;&#039;Trap Sense&#039;&#039;&#039;: Certain classes gain bonuses here. &#039;&#039;&#039;Engineers&#039;&#039;&#039; gain a +2 bonus to Perception within 20ft of traps or malfunctioning systems. &#039;&#039;&#039;Electro-Mancers&#039;&#039;&#039; gain an Advantage Die when detecting electronic traps.&lt;br /&gt;
&lt;br /&gt;
=== Disarming and Sabotage ===&lt;br /&gt;
Once a trap is detected, it can be bypassed or disabled.&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039;: &#039;&#039;&#039;[[Disable Device]]&#039;&#039;&#039; is the default but &#039;&#039;&#039;[[Demolitions]]&#039;&#039;&#039; is a better suited for dealing with explosives.&lt;br /&gt;
* &#039;&#039;&#039;Disarm DC&#039;&#039;&#039;: The default DC is 10, but a professional can set a higher DC (up to their own setting check result).&lt;br /&gt;
* &#039;&#039;&#039;In Combat&#039;&#039;&#039;: Disabling a trap in the heat of battle is difficult. it takes &#039;&#039;&#039;both&#039;&#039;&#039; a &#039;&#039;&#039;Simple&#039;&#039;&#039; and a &#039;&#039;&#039;Standard&#039;&#039;&#039; action together, and the check is made with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Failure&#039;&#039;&#039;: Failing a disarm check by 5 or more immediately triggers the trap. If the check fails by 4 or less, the character can try again within 2 minutes or after waiting 1 round in combat.&lt;br /&gt;
&lt;br /&gt;
=== Triggering and Effects ===&lt;br /&gt;
Traps are activated by their &#039;&#039;&#039;Detonator&#039;&#039;&#039; type:&lt;br /&gt;
* &#039;&#039;&#039;Contact/Tripwire&#039;&#039;&#039;: Triggers when a character enters the square or crosses a line.&lt;br /&gt;
* &#039;&#039;&#039;Proximity (Motion/Electronic/Gravity)&#039;&#039;&#039;: Triggers when movement or specific signals are detected within a radius (e.g., 10ft to 50ft).&lt;br /&gt;
* &#039;&#039;&#039;Remote&#039;&#039;&#039;: Triggered by an operator as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; (Use Item).&lt;br /&gt;
&lt;br /&gt;
When a trap is triggered, it typically affects an &#039;&#039;&#039;Area of Effect (AoE)&#039;&#039;&#039; (Circular or Cone).&lt;br /&gt;
* &#039;&#039;&#039;Reflex Save&#039;&#039;&#039;: Targets usually receive a Reflex saving throw to take half damage. The DC is &#039;&#039;&#039;10 + Trap Level&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Chasing Mines&#039;&#039;&#039;: Advanced mines with the &#039;&#039;&#039;Chasing&#039;&#039;&#039; attribute move toward the nearest target before detonating, adding +5 to the DC to avoid its damage.&lt;br /&gt;
* &#039;&#039;&#039;Conditions&#039;&#039;&#039;: Some traps deal no damage but instead apply [[Conditions]], such as &#039;&#039;&#039;Stunned&#039;&#039;&#039;, &#039;&#039;&#039;Shaken&#039;&#039;&#039;, or &#039;&#039;&#039;Entangled&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Placing Traps ===&lt;br /&gt;
Setting a trap or mine in combat is a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Components&#039;&#039;&#039;: Requires a Charge, Casing, and Detonator.&lt;br /&gt;
* &#039;&#039;&#039;Setting Check&#039;&#039;&#039;: Connecting a detonator uses either an Intellegence check or a [[Demolitions]] check (DC 5). A critical failure causes the device to explode in the character&#039;s hands.&lt;br /&gt;
* &#039;&#039;&#039;Concealment&#039;&#039;&#039;: The result of the character&#039;s skill check (or a separate Stealth/Demolitions roll) determines the DC for enemies to detect the trap.&lt;br /&gt;
&lt;br /&gt;
== Space Combat ==&lt;br /&gt;
&lt;br /&gt;
[[Space Ships|Space Ship]] Combat is completely different from normal player combat. In Spaceship combat, each player is a crew member of a ship and has a role. Each round of combat has 3 phases, and every ship combatant acts at the same time for each phase. Also, all actions within a Phase occur simultaneously. So players that are acting in the same phase may take their action and/or roll dice without waiting for others. What happens in that Phase is played out after all rolls are complete. Different Crew members act in different phases and have special abilities that can impact the ship.&lt;br /&gt;
&lt;br /&gt;
To learn about the different Crew positions, go [[Space_Ships#Ship_Positions|here]]. To learn about the different actions an Officer or Ship Functions has, go [[Space_Ships#Officer.2FShip_Functions|here]].&lt;br /&gt;
&lt;br /&gt;
;Conflict Resolution and the 2d10 System: When a Player uses a Ship Function or when targeting a DC or opposing check that is modified by a SpaceShip&#039;s Core System Attributes or Secondary Attributes, the Player uses the [[Space_Ships#Ship_Conflict_Resolution|2d10 System]]. &lt;br /&gt;
&lt;br /&gt;
==== (1) The Support Phase ====&lt;br /&gt;
----&lt;br /&gt;
The Support Phase involves the Commander/Captain issuing an order and applying leadership skills/feats to help the other crew members. And the Science Officer, who can provide buffs to ship systems.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;(1)&#039;&#039; [[Captain_Position|Captain]] can provide a boost to the rest of the crew by giving orders and using special leadership skills. Usually, this provides an advantage to a particular Crew member, who, in this round above all, needs to be successful. For example, the ship may be attempting to flee combat, so the Captain may assist the Pilot.&lt;br /&gt;
* &#039;&#039;(2)&#039;&#039; [[Science_Officer|Science Officer]] is similar to the Captain except instead of providing a bonus to a Crew member, the Science Officer can provide a bonus to ship abilities by [[Boost|boosting]]. The Science Officer performs hacking actions and operates Clocking or Crypto functions.&lt;br /&gt;
&lt;br /&gt;
==== (2) The Action Phase ====&lt;br /&gt;
----&lt;br /&gt;
The Action Phase involves the Pilot attempting to fly the ship in a particular manner, the Communications/Sensor Officer performing actions such as Scanning for Ship Weakness and the Weapon officer rolling for possible Battle Damage. Lastly, if the Science Officer holds his action in the Support Phase then the Officer can perform a different kind of action in the Action Phase such as hacking or counter hacking.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;(3)&#039;&#039; [[Helm_Officer|Helm Officer]] acts in the Action Phase and pilots the ship. The pilot can attempt to fly the ship in different ways. For example, they can fly [[Fly_Offensively/Defensively|Offensively or Defensively]] or they can attempt to get [[Close/Widen_Distance|closer or further]] away from a target. They can also attempt to [[Ram]] a target. &lt;br /&gt;
* &#039;&#039;(4)&#039;&#039; [[Comms_Officer|Communications/Sensor Officer]] also acts in the Action Phase and normally operates [[Scan|scanners]] and is the first to be informed of communications. They also have other rolls they can help with such as [[Hack|Hacking]] or Counter hacking, Cryptology and signal [[Jam|Jamming]]. &lt;br /&gt;
* &#039;&#039;(5)&#039;&#039; [[Weapons_Officer|Weapons Officer]] Can only act in the Action Phase and sole role is to operate the ships Hard Points. They can use the weapons in different ways however when the situation is needed. Visit the following page to learn more about [[Giving and Receiving Damage in Space Ships]].&lt;br /&gt;
* &#039;&#039;(Optional)&#039;&#039; The [[Science_Officer|Science Officer]] or [[Chief_Engineer|Chief Engineer]] can choose to act in this round. The Science Officer must not act in the Support Phase and the Engineer forfeits there ability to act in the Response Phase. They must choose to do this at the start of the Action Phase before the outcome of the phase is determined or any rolls from other players are noted. In doing so the Science Officer can do actions such as Hacking and the Chief Engineer can perform the [[Grapple]] function and both can assist the [[Cloak]] if of course, the ship has these functions available. &lt;br /&gt;
&lt;br /&gt;
==== (3) The Response Phase ====&lt;br /&gt;
----&lt;br /&gt;
The Response Phase allows the Engineer and Medical Officer a chance to respond to any damage to the ship and crew caused during the Action phase. The Engineer can also choose to act in the Action Phase to provide support but if that is the case forfeits the ability to act in the Response Phase. Response Phase can also stop a ship from being crippled or exploding. If the ship has just received its max amount of Battle Damage the effect doesn’t happen until the next turn this means the Engineer can respond and if successful remove Battle Damage before the next round keeping the ship in the fight.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;(6)&#039;&#039; [[Medical_Officer|Medical Officer]] acts only in the Response Phase and their main job is to ensure the Crew is able to maintain there post with nothing impeding them. They can heal injured crew members and try to remove any negative conditions. &lt;br /&gt;
* &#039;&#039;(7)&#039;&#039; [[Chief_Engineer|Chief Engineer]] primarily acts in the Response Phase and their main job is to [[Repair]] the ship&#039;s Battle Damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039;: The &#039;&#039;(number)&#039;&#039; before the crew position is there to explain the order if the GM didn&#039;t want each player in that phase trying to roll at the same time. It is a suggestion of who goes first. Just note that all Captains of all ships act at the same time and so do all other Crew positions, pilots, weapons officers, all perform their action at the same time. So if the Weapon&#039;s Officer rolls for damage the GM should also roll for the enemy ships Weapon&#039;s Officer.&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Giving and Receiving damage in Space combat is completely different than ground combat and uses a different rule set. Visit [[Giving_and_Receiving_Damage_in_Space_Ships|Giving and Receiving Damage]] page for more information. This greatly affects the role that the Weapon Officer plays and what dice is used. Please review all the rules around this which also includes, but not limited to, concepts like [[Giving_and_Receiving_Damage_in_Space_Ships#Swarm_Combat|Swarm Combat]] and [[Giving_and_Receiving_Damage_in_Space_Ships#Specified_Targeting|Specified Targeting]]. Both which change the strategy of the game.&lt;br /&gt;
&lt;br /&gt;
==== Turn Summary ====&lt;br /&gt;
----&lt;br /&gt;
When combat starts, no ship &#039;acts&#039; before another unless there is a surprise round. If the enemy ship is detectable by the Character&#039;s Ship&#039;s Passive Sensors, then the Ship can be alerted that the enemy ship is preparing to fire. If the ship is not detectable, then the enemy ship is allowed to perform the actions/ship functions available in the Action Phase before normal combat starts.&lt;br /&gt;
&lt;br /&gt;
Before each round, the Players are encouraged to talk with each other about how they want their round to play out. Each Player should know their Character&#039;s Crew Position, what Phase they intend to act in, and what [[Space_Ships#Officer.2FShip_Functions|Ship/Officer functions]] are available to them. A crew member can only perform 1 action per round.&lt;br /&gt;
&lt;br /&gt;
Each round should start with the Support Phase, during which the Captain issues an order or provides assistance. If the ship doesn&#039;t have a Captain, that position is skipped. The same goes for any other out-of-action crew positions. Next is the Science Officer, however, the Science Officer can roll while the Captain is rolling or withhold their action since they intend to act in the next Phase. The next Phase starts once all possible actions, if any, have been completed in the previous phase. The next phase is the Action Phase; usually, the Helm Officer, Sensor Officer, and Weapons Officer act in this phase. Lastly, the Response Phase is when the Medical Officer and Chief Engineer assess the effects the battle has had on the Crew and the Ship and attempt to correct problems.&lt;br /&gt;
&lt;br /&gt;
Battle Damage given in the Action Phase starts to have an effect in the Response Phase and lasts until the next round&#039;s Response Phase. The Medical Officer and Chief Engineer have a chance to mitigate or eliminate negative effects during the Response Phase before they affect the rest of the crew in the next round.&lt;br /&gt;
&lt;br /&gt;
Combat is over once all enemy ships surrender or have the maximum Battle Damage they can handle. Ships can handle between 0 and 5 Battle Damage. If a ship has the maximum amount of Battle Damage, then it is considered adrift and helpless. If it receives more Battle Damage, then it explodes within 1 round.&lt;br /&gt;
&lt;br /&gt;
==== Giving and Receiving Damage Summary ====&lt;br /&gt;
----&lt;br /&gt;
This is just a summary. For the complete rules for Spaceship combat damage, including Swarm Combat, Specific Targeting, Hacking, Distance, and Size variations, please visit the [[Giving_and_Receiving_Damage_in_Space_Ships|Giving and Receiving Damage in Space Ships page]].&lt;br /&gt;
&lt;br /&gt;
Weapon&#039;s Officer rolls d10s now. The number of d10s is determined by the number of hard points used against the target. The roll is against the target ship&#039;s BD-DC or Battle Damage Difficulty Check. The default of which is 4,4. This means it requires 4 successful d10 rolls, and a successful d10 roll is if the d10 lands a 4 or higher. &lt;br /&gt;
&lt;br /&gt;
The target ship&#039;s Armor Mod can provide a bonus to the number of successful d10s. For example, an Armor Mod of +2 will make a BD-DC of 6,4 meaning it now requires 6 d10s to land 4 or higher. Likewise, the target ship&#039;s shields also act as a bonus. If the same ship also has a Shield Mod of +3, then the BD-DC would be 6,7. That means a successful d10 requires that the roll lands on 7 or higher and that there are 6 of them. &lt;br /&gt;
&lt;br /&gt;
The ship is not without offensive bonuses. The Weapon&#039;s Mod allows the Weapon&#039;s Officer to re-roll successful d10s. For example, a Weapon&#039;s mod of +3 will allow the Weapon&#039;s Officer to re-roll 3 times as long as there is a successful d10 available to re-roll. An already re-rolled d10 that lands a success counts. A Weapon&#039;s officer doesn&#039;t need to do an accuracy check before attempting damage, as long as the target ship can be detected by Passive Sensors, the enemy ship is available to hit. However, a [[Scan]] done by the Sensor Officer can provide the Weapon&#039;s Officer with a bonus to each d10 equal to that of the ship&#039;s Sensor Mod. For example, a Sensor Mod of +2 will allow the Weapon&#039;s Officer to add +2 to each d10 rolled if the [[Scan]] is successful.&lt;br /&gt;
&lt;br /&gt;
If the Weapon Officer succeeds at delivering Battle Damage, then they roll the Battle Damage Die, 2d6, and use the [[Battle_Damage_Chart|Battle Damage Chart]] to determine the repair DC and any side effects.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Conditions&amp;diff=11647</id>
		<title>Conditions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Conditions&amp;diff=11647"/>
		<updated>2026-07-18T04:07:02Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Some adverse conditions can affect the way a character operates, as defined here. All of these conditions can exist outside of combat. &lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
# If more than one condition affects a character, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
# If combat is initiated, the Team&#039;s static Initiative base score is reduced by 1 for each unique condition listed here that at least one character on the Team possesses.&lt;br /&gt;
# If a condition has a time limit measured in rounds, gaining the same condition again extends the duration to the new time limit.&lt;br /&gt;
# If a condition has a duration of &amp;quot;until rest&amp;quot; or &amp;quot;until next day&amp;quot; and is part of a progression chain (e.g., Winded/Fatigued/Exhausted), gaining the same condition increases the severity of the condition to the next step in the chain.&lt;br /&gt;
&lt;br /&gt;
=== Blinded ===&lt;br /&gt;
----&lt;br /&gt;
The character cannot see. Everything has total concealment from them, meaning the character can gain no Advantage and takes &#039;&#039;&#039;3Ad (Disadvantage)&#039;&#039;&#039; when attempting to hit a target in melee or performing any check involving Perception or Dexterity. The character cannot perform any activity requiring vision (such as reading). Characters who are blind long-term (from birth or early in life) may grow accustomed to these drawbacks and can overcome some of them at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
=== Confused ===&lt;br /&gt;
----&lt;br /&gt;
A confused character is mentally befuddled and cannot act normally. They cannot tell the difference between ally and foe, treating all individuals as enemies. While confused, the character takes &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; on all Wisdom and Intelligence checks. If a confused character is attacked, they must spend their next turn attacking the individual who last attacked them until that individual is dead or out of sight. If not attacked, they act randomly (determined by the GM).&lt;br /&gt;
&lt;br /&gt;
=== Deafened ===&lt;br /&gt;
----&lt;br /&gt;
The character cannot hear and takes &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; on Initiative attempts and Perception checks. Their Passive Perception score is reduced by 1/2 of their Wisdom bonus (rounded down). A character who is deafened long-term (from birth or early in life) may grow accustomed to these drawbacks and can overcome some of them at the GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
=== Entangled ===&lt;br /&gt;
----&lt;br /&gt;
An entangled character takes &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; on Attack Rolls and Dexterity saving throws. If the entangling bonds are anchored to an immobile object, the character cannot move. Otherwise, the character can move at half speed and cannot run or charge. A character can be entangled by another character (for example, if they are tackled). Characters targeting an entangled target gain **1Ad (Advantage)**.&lt;br /&gt;
&lt;br /&gt;
=== Fatigue Track ===&lt;br /&gt;
----&lt;br /&gt;
The following conditions represent levels of physical and mental exhaustion. [&#039;&#039;&#039;Winded&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Fatigued&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Exhausted&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
; Winded&lt;br /&gt;
: This is identical to Fatigued, except that it only requires a 1-minute rest (a &amp;quot;breather&amp;quot;) to remove. This condition acts as a short-term, in-combat penalty. If a character becomes Winded while already Winded, they become Fatigued.&lt;br /&gt;
&lt;br /&gt;
; Fatigued&lt;br /&gt;
: Fatigued heroes move at half speed. They take &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; on Strength and Dexterity saving throws and on all Combat Melee Techniques. All Melee Attacks suffer a -1 penalty, and the character takes a -2 temporary penalty to their Dexterity score (affecting AC and Dexterity-based skills). This requires 8 hours of rest to remove; the rest can be broken into two 4-hour segments. This is automatically granted to any character who spends a full day (14+ hours) working or being physically active without rest.&lt;br /&gt;
&lt;br /&gt;
; Exhausted&lt;br /&gt;
: Exhausted characters cannot perform Bonus Actions, Run, or Sprint. They can no longer perform Combat Melee Techniques. All Melee Attacks take &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; and all Ranged Attacks take a -2 penalty. The character takes a -2 temporary penalty to their Strength score and a -4 temporary penalty to their Dexterity score. Because they cannot take Bonus Actions, they cannot trigger **Extra Damage** (Major Hits). After 8 hours of complete, uninterrupted rest, an exhausted character is no longer exhausted or fatigued.&lt;br /&gt;
&lt;br /&gt;
=== Fear Track ===&lt;br /&gt;
----&lt;br /&gt;
The following conditions represent escalating levels of psychological distress. [&#039;&#039;&#039;Frightened&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Cowering&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Panicked&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
; Frightened&lt;br /&gt;
: Fear grips the character&#039;s mind and hinders their actions. The character takes &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; on all actions.&lt;br /&gt;
&lt;br /&gt;
; Cowering&lt;br /&gt;
: The fear is overwhelming. The character is frozen, loses their Dexterity bonus to AC, Saving Throws, and skill checks, and takes &#039;&#039;&#039;2Ad (Disadvantage)&#039;&#039;&#039; on all actions. This condition typically lasts 10 rounds. A Wisdom check (DC 13, plus GM modifiers) can be made each turn to **overcome** the effects.&lt;br /&gt;
&lt;br /&gt;
; Panicked&lt;br /&gt;
: A panicked character flees as fast as possible by the most direct route. If unable to escape, the character defends themselves but cannot attack or perform any action other than those leading to escape.&lt;br /&gt;
&lt;br /&gt;
=== Flat-Footed ===&lt;br /&gt;
----&lt;br /&gt;
Sometimes characters are caught unaware or are otherwise unable to react. When a character is Flat-Footed, they can no longer add their Dexterity bonus to their AC.&lt;br /&gt;
&lt;br /&gt;
=== Grapple Track ===&lt;br /&gt;
----&lt;br /&gt;
The following conditions represent physical restraint. [&#039;&#039;&#039;Grappled&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Pinned&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
; Grappled&lt;br /&gt;
: When grappled, a character cannot undertake any action other than attacking with their bare hands, attacking with a light weapon, or attempting to break free. The character loses their Dexterity bonus to AC, except against the character they are grappling. Learn more about Grappling [[Techniques#Combat_Techniques|here]].&lt;br /&gt;
&lt;br /&gt;
; Pinned&lt;br /&gt;
: A pinned character is held immobile (but not helpless) in a grapple. The character loses their Dexterity bonus to AC against all attackers.&lt;br /&gt;
&lt;br /&gt;
=== Incapacitation ===&lt;br /&gt;
----&lt;br /&gt;
The following conditions represent a total loss of agency.&lt;br /&gt;
&lt;br /&gt;
; Helpless / Incapacitated / Unconscious&lt;br /&gt;
: Paralyzed, sleeping, or unconscious characters are helpless. A helpless character has an effective AC of 5 + size modifier. An attacker can attempt a **Coup de Grace** against a helpless character.&lt;br /&gt;
: While sleeping or unconscious, a character&#039;s Passive Perception is reduced to 1/4th (rounded down) and they cannot perform skill checks. If a character passes out from the **Exhausted** condition, they require 10 hours of rest to recover instead of 8, and they gain no Passive Perception while asleep.&lt;br /&gt;
&lt;br /&gt;
=== Nausea Track ===&lt;br /&gt;
----&lt;br /&gt;
The following conditions represent internal sickness or toxicity. [&#039;&#039;&#039;Nauseated&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sickened&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
; Nauseated&lt;br /&gt;
: Characters who are nauseated cannot gain Advantage and take &#039;&#039;&#039;2Ad (Disadvantage)&#039;&#039;&#039; on any action requiring attention (e.g., Attacks or Perception checks).&lt;br /&gt;
&lt;br /&gt;
; Sickened&lt;br /&gt;
: A character becomes sickened through infections, poisons, or diseases. If not otherwise specified, the character is treated as Nauseated. This can be treated using the [[Medical]] skill. While Sickened, the character **loses** 1 point of Constitution per day (rolled) until the condition is cured or they die.&lt;br /&gt;
&lt;br /&gt;
=== Prone ===&lt;br /&gt;
----&lt;br /&gt;
Going prone and being knocked prone are different. If a character chooses to go prone, they can position themselves strategically. If knocked prone, they are awkwardly pushed to the ground. &lt;br /&gt;
* Standing up from Prone is a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; (instead of a Move action). However, using this Simple Action prevents the character from taking a &#039;&#039;&#039;Bonus Action&#039;&#039;&#039; that round.&lt;br /&gt;
* While Prone, Melee Attacks take &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039;, and the character cannot perform Combat Techniques or Class-based Techniques.&lt;br /&gt;
* A Prone character gains &#039;&#039;&#039;1Ad (Advantage)&#039;&#039;&#039; on Ranged Attacks against targets further than 10ft away.&lt;br /&gt;
&lt;br /&gt;
=== Shaken (Distraction) Track ===&lt;br /&gt;
----&lt;br /&gt;
The following conditions represent momentary lapses in focus or physical shock. [&#039;&#039;&#039;Shaken&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Dazed&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Stunned&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Paralyzed&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
; Shaken&lt;br /&gt;
: A shaken character takes &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
; Dazed&lt;br /&gt;
: A dazed character cannot gain Advantage and takes &#039;&#039;&#039;2Ad (Disadvantage)&#039;&#039;&#039; on all actions, though they retain their normal AC. This condition typically lasts 1 round.&lt;br /&gt;
&lt;br /&gt;
; Stunned&lt;br /&gt;
: A character who is stunned loses their Dexterity bonus to AC, drops whatever they are holding, and cannot take attack or move actions. This condition typically lasts 1 round.&lt;br /&gt;
&lt;br /&gt;
; Paralyzed&lt;br /&gt;
: A character who is paralyzed cannot move or act at all. They are considered helpless.&lt;br /&gt;
&lt;br /&gt;
=== Unstable / Dying ===&lt;br /&gt;
----&lt;br /&gt;
This occurs when a character&#039;s Hit Points reach zero, or due to specific poisons or techniques.&lt;br /&gt;
* While Unstable, the character &#039;&#039;&#039;rolls&#039;&#039;&#039; a 1d4 for Constitution damage every turn in combat.&lt;br /&gt;
* Outside of combat, the character takes this damage every 20 minutes.&lt;br /&gt;
* A character can be stabilized using a [[Medical#Stabilize_Dying_Character_.28DC_20.29|Stabilize]] check (DC 20).&lt;br /&gt;
* The Character can move at walk speed only, and it is the only action they can take.&lt;br /&gt;
* Enemies by default no longer consider the Character a threat. However, evil characters or certain monsters may still wish to target a Unstable / Dying character.&lt;br /&gt;
&lt;br /&gt;
== Expanded/Speciality Conditions ==&lt;br /&gt;
&lt;br /&gt;
These conditions are less common and may be applied by specific environmental hazards, specialized weapons, or advanced techniques. They often serve as &amp;quot;default&amp;quot; or &amp;quot;fill-in-the-blank&amp;quot; rules; if an effect (like &amp;quot;burning&amp;quot;) is applied without a specified damage value or duration, use the values listed below.&lt;br /&gt;
&lt;br /&gt;
; Burning&lt;br /&gt;
: The character has caught on fire. They take &#039;&#039;&#039;1d6 Thermal damage&#039;&#039;&#039; at the start of each of their turns. This lasts for &#039;&#039;&#039;1d4 rounds&#039;&#039;&#039; or until the fire is extinguished. Extinguishing the fire requires a **Simple Action** and a successful **DC 15 Dexterity check** (or jumping into water).&lt;br /&gt;
&lt;br /&gt;
; Electrified&lt;br /&gt;
: The character is surging with electrical energy. They take &#039;&#039;&#039;1d6 Electrical damage&#039;&#039;&#039; at the start of each of their turns and suffer &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; on all Dexterity-based checks due to muscle spasms.&lt;br /&gt;
&lt;br /&gt;
; Bleeding&lt;br /&gt;
: The character has a persistent wound. They take &#039;&#039;&#039;1d4 damage&#039;&#039;&#039; at the start of their turn, which ignores Damage Reduction (DR). This condition persists until the character receives any form of healing or a successful **DC 15 Medical** check is performed.&lt;br /&gt;
&lt;br /&gt;
; Encumbered&lt;br /&gt;
: The character is carrying too much weight. Their movement speed is halved, and they take &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; on all Dexterity-based skill checks and saving throws.&lt;br /&gt;
&lt;br /&gt;
; Overloaded&lt;br /&gt;
: The character is carrying an extreme amount of weight. Their movement speed is reduced to 5ft, they lose their Dexterity bonus to AC, and they take &#039;&#039;&#039;2Ad (Disadvantage)&#039;&#039;&#039; on all physical checks (Strength and Dexterity).&lt;br /&gt;
&lt;br /&gt;
; Invisible&lt;br /&gt;
: The character cannot be seen by the naked eye (usually via a cloaking device or mutation). They gain a **+30 bonus** to Stealth if immobile, or **+15** if moving. Attackers take &#039;&#039;&#039;3Ad (Disadvantage)&#039;&#039;&#039; on accuracy checks unless the character&#039;s position has been pinpointed by other senses or sensors.&lt;br /&gt;
&lt;br /&gt;
; Hidden&lt;br /&gt;
: The character is successfully using Stealth and has not been detected. They are considered **Flat-Footed** to any enemy that has not yet detected them.&lt;br /&gt;
&lt;br /&gt;
; Irradiated&lt;br /&gt;
: The character is suffering from radiation exposure. They take &#039;&#039;&#039;1Ad (Disadvantage)&#039;&#039;&#039; on all Ability checks. Prolonged exposure may lead to permanent Constitution loss.&lt;br /&gt;
&lt;br /&gt;
; Suffocating&lt;br /&gt;
: The character is out of breathable air (in a vacuum, underwater, or smoke-filled room). A character can hold their breath for a number of rounds equal to **twice their Constitution score**. After this, they must succeed on a **DC 15 Constitution check** each round (the DC increases by +1 each round) or fall **Unconscious** and become **Unstable/Dying**.&lt;br /&gt;
&lt;br /&gt;
; Stasis&lt;br /&gt;
: The character is frozen in time or a containment field. They are &#039;&#039;&#039;Helpless&#039;&#039;&#039; but are immune to aging and all forms of damage (unless the stasis device itself is destroyed).&lt;br /&gt;
&lt;br /&gt;
; Broken&lt;br /&gt;
: (Applied to objects or vehicles) The item is at or below half its total Hit Points. It takes a &#039;&#039;&#039;-4 penalty (or 2Ad)&#039;&#039;&#039; to all checks made using the item.&lt;br /&gt;
&lt;br /&gt;
; Dilapidated&lt;br /&gt;
: (Applied to structures) The structure is falling apart. It provides only 1/2 its normal Damage Reduction (DR) and risks total collapse if it takes further damage.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Professions&amp;diff=11646</id>
		<title>Character Professions</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Professions&amp;diff=11646"/>
		<updated>2026-07-18T04:06:37Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below is a list of Character Professions that provide more specific features to a Character. They can also help focus a Character&#039;s role in both combat and roleplay. Think of it as answering the questions &amp;quot;What do I do?&amp;quot; or &amp;quot;What am I capable of?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Each Profession starts with a description of the Profession, which may include some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Profession Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Profession Talents&#039;&#039;&#039;. All Character Professions require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around the Path picked or Ability scores. &#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the Profession or risk the punishment of no longer having that feature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Near the top right of the Character sheet are a couple of different sections for writing down things such as Character and Player Name. There is also a section titled: &amp;quot;Character Professions and Levels&amp;quot;. This is the same place you put your Path. You can also specify what Character Profession you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;NOTE: All the mentions of levels noted in the sections below refer to the specific Profession of that section unless specified otherwise. IE: If in Combat Medic it says &amp;quot;At level 2&amp;quot; that means when the Character reaches Level 2 Combat Medic regardless of actual Character level.&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Profession &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing, &amp;lt;br \&amp;gt;Medical Specialty (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced Pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Field Procedure (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Advanced Mobility (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|7th|| I&#039;m there for you! &amp;lt;br \&amp;gt;In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Medical Triage (Choice)&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind.&amp;quot; That is the motto of a Combat Medic. To fight death is to fight the true enemy of war. Combat Medics rush into danger zones to treat or transport the wounded to safe zones. After many years of service, they take their skill to the frontiers of space where the services of a Combat Medic are never refused.&lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be a versatile support specialist who can heal, buff allies, or even use chemistry as an offensive weapon.&lt;br /&gt;
&lt;br /&gt;
The fastest path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom (Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Medical]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Medic!&lt;br /&gt;
: At Combat Medic &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can more quickly help people in need of aid. [[Medical]] skill checks can now be done as a Bonus Action that is granted after performing a Standard Action (Move). The Medic does not need to move any distance to gain this Bonus Action (e.g., preparing tools while standing next to an ally). This only counts for restoring HP, not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Note&#039;&#039;&#039;: While using skills or items in combat normally requires a Standard Action, this feature allows the Medical skill to be performed specifically as a Bonus Action following a move.&lt;br /&gt;
&lt;br /&gt;
: When a natural 20 is rolled for a [[Medical]] skill check, an Inertia point is earned, and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemicals and pharmaceuticals more quickly. When using the Craft ([[-_Chemical|Chemical]]) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of masterworked chemical concoctions by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You were a class favorite in the academy. Your teachers thought you worked extra hard, even outside of class. Little did they know your hard work was making and experimenting with advanced biochemistry. In other words, you made drugs that could get you high or beer that could get you drunk. People were unsure whether your motivation was rebellion or simply an effort to expand your knowledge beyond the textbook. Regardless of the reasons, you learned the best way to make all sorts of chemicals that can &#039;enhance&#039; your experience. However, nowadays, you take your extracurricular activities into the real world and use them to help enhance yourself and your allies in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at 2nd level, the Combat Medic can craft &#039;&#039;&#039;Resistance Concoction&#039;&#039;&#039; and &#039;&#039;&#039;Boosters&#039;&#039;&#039; from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a Standard Action with a DC15 for non-Masterworked. +3 to DC for each Tech Level above their own or Masterworked level added. The Combat Medic will need a Chemistry or Pharmaceutical kit and a &#039;delivery method&#039; such as a syringe to attempt the check. If successful, they will have a one-use-only drug. If the check fails, the &#039;delivery method&#039; device is not used up, but the Chemistry or Pharmaceutical kit is still consumed.&lt;br /&gt;
&lt;br /&gt;
: Because it was made in a fast, dirty way, it quickly becomes useless within 4 hours. &#039;&#039;&#039;Resistance Concoctions&#039;&#039;&#039; only last 1d3 rounds. &#039;&#039;&#039;Boosters&#039;&#039;&#039; only last 12 seconds or 4 rounds.&lt;br /&gt;
&lt;br /&gt;
: The Drug will be located in there off-handd. They can administer the concoction to themselves as a Simple action. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, this Craft Standard Action grants a Bonus Action that allows the Character to administer the concoction to others in range.&lt;br /&gt;
&lt;br /&gt;
: At the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the negative side effects of the Booster crafted this way are removed when administering it to oneself or to an ally they are familiar with. The term Familiar implies the Combat Medic has had time to study them to learn about their physiology.&lt;br /&gt;
&lt;br /&gt;
;Medical Specialty (Level 2 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic chooses a specialty that defines their role in the squad.&lt;br /&gt;
:; A) Trauma Surgeon: &lt;br /&gt;
:: Your focus is pure healing. When using the [[Medical]] skill, you heal an additional +X HP per die rolled. X = 1/2 Combat Medic level, rounded down. You gain an Advantage on saving throws to resist being [[Conditions#-_Dazed|Dazed]] or [[Conditions#-_Stunned|Stunned]] if you have healed an ally in your last turn.&lt;br /&gt;
:; B) Toxicologist: &lt;br /&gt;
:: You use your knowledge to hinder enemies. As a standard action, you can craft harmful &amp;quot;Injections&amp;quot;. You need a Syringe and a Chemical or Pharmaceutical kit to attempt to craft the item. These deal Xd6 poison damage and apply the [[Conditions#Shaken|Shaken]] condition for 1d4 rounds on a successful melee touch attack. The Craft DC is 12, it is considered an opposing Constitution check to see if the Shaken condition is applied. X = per 2 Combat Medic levels, the Craft DC is beaten. &lt;br /&gt;
:; C) Pharmacist: &lt;br /&gt;
:: You excel at supporting your teammates. Your crafted concoctions from &#039;&#039;&#039;Extra Curricular Brewing&#039;&#039;&#039; last 8 hours instead of 4. And &#039;&#039;&#039;Resistance Concoction&#039;&#039;&#039; and &#039;&#039;&#039;Boosters&#039;&#039;&#039; effects last the normal length of time in combat. Extra Curricular Brewing improvements come at levels 5 and 8 instead of 6 and 10. Allies using your drugs gain a +1 bonus to Advantage Dice that are rolled while the drug is affecting them.&lt;br /&gt;
&lt;br /&gt;
;Advanced Pharmaceuticals&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying their training. The limits for max skill ranks for Craft [[-_Pharmaceutical|Pharmaceutical]] can be ignored, and you automatically gain 1 additional Rank in Pharmaceutical.  Also, gains an Advantage when attempting to craft Pharmaceutical items outside of combat. &lt;br /&gt;
&lt;br /&gt;
;Field Procedure (Level 4 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Combat Medic refines their battlefield techniques.&lt;br /&gt;
:; A) Helpful Hand: &lt;br /&gt;
:: You gain another Advantage (max number of advantage dice for any action is always 3) on [[Medical]] checks both in and out of combat. Add your Advantage Die roll to the HP restored. You can never critically fail a Medical check. At 7th level, a failure still restores +1HP per number of Dice that would have been rolled; at 10th level, it is +2HP.&lt;br /&gt;
:; B) Combat Cauterization: &lt;br /&gt;
:: You can spend your Standard Action to instantly stabilize a dying ally within 5ft without having to roll for it. This action takes up the whole round and blocks any Simple or Bonus actions. If you perform any healing, including stabilizing, you gain a +1 AC bonus until your next turn as you focus on your defense. At 10th level, this becomes +2 AC.&lt;br /&gt;
:; C) Field Synthesis: &lt;br /&gt;
:: You can now &amp;quot;Up-Tech&amp;quot; any Chemical or Pharmaceutical item to your current Tech Level in the field without a professional lab, provided you have the correct Professional Kit. Additionally, when you craft these items, you use 25% fewer materials and for 1/2 the time, demonstrating your ability to minimize waste. The barrier to crafting masterwork Chemical or Pharmaceutical items is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat from: &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Advanced Mobility (Level 6 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Combat Medic improves their ability to navigate and overall mobility.&lt;br /&gt;
:; A) Rapid Intervention: &lt;br /&gt;
:: You gain +10ft movement of base speed while in combat. If moving to perform a Medic! ability, you are no longer affected by rough terrain or zero-gravity environments.&lt;br /&gt;
:; B) Evasive Triage: &lt;br /&gt;
:: When moving toward an ally with less than 50% HP, you do not trigger &#039;&#039;&#039;Tactical Opportunities&#039;&#039;&#039; from enemies, and any enemy attempting to hit you with a Ranged weapon takes disadvantage until your next turn.&lt;br /&gt;
:; C) Covering Fire Medic: &lt;br /&gt;
:: While holding a one-handed ranged weapon, and moving toward a wounded ally, gain a Bonus Action of &#039;&#039;&#039;Suppressing Fire&#039;&#039;&#039;. Do not gain any disadvantages for attacking using a Bonus Action, treat this attack as if it were a Standard Attack Action using Suppression Fire.&lt;br /&gt;
&lt;br /&gt;
;I&#039;m there for you!&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, if not already [[Conditions#-_Exhausted|Exhausted]], the Combat Medic can choose to act in both groups. If they are in the Vanguard, then they may act in the Rearguard&#039;s phase as well. The extra action must be an attempt to heal, restore, or stabilize a fallen ally, and they cannot, in this extra action, do anything that would directly bring harm to an ally or enemy. The same goes for if they are already in the Rearguard: they may act in the next rounds of Vanguard before their normal turn in the Rearguard. Doing this gives the Character [[Conditions#-_Fatigued|Fatigued]] condition; if already Fatigued, then they become Exhausted. A Combat Medic cannot do this twice in a row.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains an Advantage when attempting to [[Knowledge#Identify|Identify]], [[Study]], or Craft an antidote for poisons, acids, or diseases. This advantage stacks with others. A Combat Medic doesn&#039;t need Knowledge (Science) to perform Identify; they can use Study or Craft (Pharmaceuticals), whichever of the three skills is highest. The Combat Medic cannot critically fail crafting an antidote.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to 1/2 their Profession level (round down) on saving throws to resist fear effects and [[Intimidate]] checks, or any Wisdom saving throw against Techniques.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. No roll is needed if using a Medical Kit. If the Combat Medic has picked &#039;&#039;&#039;Combat Cauterization&#039;&#039;&#039; then this becomes a Free Action.&lt;br /&gt;
&lt;br /&gt;
;Medical Triage (Level 10 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Combat Medic reaches the peak of their profession.&lt;br /&gt;
:; A) Biological Weakness: &lt;br /&gt;
:: As a Simple Action, make a Knowledge (Science) check (DC 15) to identify a target&#039;s weakness. If successful, gain an additional Advantage on attacks against that target for the rest of the combat. This can only be attempted once per target. &lt;br /&gt;
:; B) Miracle Resuscitation: &lt;br /&gt;
:: Once per day, as a Standard Action, you can bring a character who died within the last 9 seconds or 3 rounds back to 1 HP. They are [[Conditions#Helpless/Incapacitated/Unconscious|Unconscious]] for 1d4 rounds and upon waking up, they are [[Conditions#-_Exhausted|Exhausted]], but alive.&lt;br /&gt;
:; C) Stimulant Overdrive: &lt;br /&gt;
:: You can inject an ally (or yourself) with a volatile stimulant. For 1d4 rounds, the target gains an Extra Damage stat, and the threshold for all Extra Damage is shifted down by 1 die. Their base movement is increased by +10ft. The target becomes [[Conditions#-_Fatigued|Fatigued]] immediately after the effect ends.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! Profession Level !! Standard Features !! Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Detect Rift, Order Choice &amp;amp; Talent || -&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || - || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Weapon Training || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 4th || - || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Gate Traveler (Utility), Order Talent || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Combat Gate || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 7th || No Place Like Home || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Expert Weapon Training || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Always Suited || 1 Trick&lt;br /&gt;
|-&lt;br /&gt;
| 10th || Mirror Universe, Order Talent  || 1 Trick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger than the Universe itself. She had fought weird monsters and traveled to a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at unknown stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all worlds. Instead, this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things were different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned how she had recently &#039;awoken&#039; her powers and that it sent some &#039;ripple&#039; through inter-dimensional static that he and his order listened closely to. She could tell he had done this sort of thing before. He left to get food a while ago. Leaving her alone with her thoughts and more questions than answers and, the sudden realization that her life will never be the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos, protecting it from itself, making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also possess such powers from generating them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has its goals rooted within the fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength (Strong Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dimension Knight, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1, the character must pick an Order to follow (Unity, Divergent, or Nature).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Athletics]] (Str), [[Intimidate]] (Cha/Str), Choose Any One [[Knowledge]] (Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Techniques|Technique]] Ability Affinity&amp;lt;/u&amp;gt;: The Dimension Knight gains Technique like abilities called [[Techniques#Dimensional_Tricks|Tricks]]. &lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Core Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Order Choice&lt;br /&gt;
: At Dimension Knight &#039;&#039;&#039;1st&#039;&#039;&#039; level, the character must pledge themselves to an Order. This choice determines your specialized Order Talents at levels 1, 5, and 10.&lt;br /&gt;
:* &#039;&#039;&#039;Order of Unity&#039;&#039;&#039;: Dedicated to protecting the multiverse from collision and chaos. Focuses on stabilization and defense.&lt;br /&gt;
:* &#039;&#039;&#039;Order of the Divergent&#039;&#039;&#039;: Believes in using dimensional power to reshape reality. Focuses on offensive rifts and gravity manipulation.&lt;br /&gt;
:* &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;: Views rifts as natural phenomena that should run their course. Focuses on chaotic probability and temporal shifts.&lt;br /&gt;
&lt;br /&gt;
;Detect Rift&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, you are sensitive to the fabric of reality. You gain a +5 bonus to your &#039;&#039;&#039;Passive Perception&#039;&#039;&#039; for noticing spacetime anomalies (rifts, active FTL drives, or phased objects) within 100ft + 10ft per (STR Mod + WIS Mod). In Space this extends to 1000km + 100km per (STR Mod + WIS Mod).&lt;br /&gt;
: &#039;&#039;&#039;Active Use&#039;&#039;&#039;: As a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; (Utility), you can perform a [[Perception]] check to pinpoint the exact origin or destination of a disturbance. This provides no combat bonuses.&lt;br /&gt;
&lt;br /&gt;
;Weapon Training (Spatial Call)&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you gain the [[Melee Weapon Focus]] feat. You also form a spatial bond with a single melee weapon you are proficient with. As a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you can open a micro-rift to &amp;quot;call&amp;quot; this weapon to your hand from anywhere within 100ft, provided it is not secured in a way that prevents its movement. If the weapon is being held by another, it requires an opposing Strength check to retrieve it.&lt;br /&gt;
&lt;br /&gt;
;Gate Traveler (Utility)&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, you can manipulate travel gates. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; (out of combat), you can attempt to Open, Close, or Stabilize an existing rift using a [[Survival]] check (DC 15-40). Two-way gates are more difficult (+5 DC). You can assist allies through a gate to prevent side effects like the [[Conditions#Nauseated|Nauseated]] condition.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A Knight cannot create new gates at this level.&lt;br /&gt;
&lt;br /&gt;
;Combat Gate&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you can fold space in the heat of battle. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you can teleport to an empty square adjacent to a friendly ally within Line of Sight, or teleport back to the exact square you occupied at the start of your previous turn. This movement is instantaneous and does not trigger Tactical Opportunities. This &#039;&#039;&#039;Standard Action&#039;&#039;&#039; provides the option between a Bonus Attack Action or a Bonus Move Action (the movement base speed is considered the Character&#039;s walk speed in this case).&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, this can be done once per encounter as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; instead of a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;. In this case a Bonus Action is not earned when using Combat Gate as a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, you can mark a location in Spacetime by meditating there for 24 hours (Study DC 20). You can maintain a number of marked locations equal to your Wisdom Modifier. Once per day, (out of combat), you can open a stable two-way gate to a marked location that stays open for 1 minute. The Dimension Knight doesn&#039;t need to make Survival checks to transverse this gate. Any friendly can do so with a DC8 while any unknown or unwanted person&#039;s DC is 20.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day until &#039;&#039;&#039;level 10&#039;&#039;&#039; when a Dimension Knight can do this twice per day. Also, one location can be chosen as the Knight&#039;s Favored location and can make a 1 way gate using this process as many times as they want.&lt;br /&gt;
&lt;br /&gt;
: Once the gate is closed it will leave a &#039;mark&#039; that is detectable with a Perception check or passively. The DC is 5 + 1 per hour after the gate was closed. Once the DC reaches 45 it is no longer considered detectable. Another Knight can use their Gate Traveler abilities on it to re-open the gate.&lt;br /&gt;
&lt;br /&gt;
;Expert Weapon Training (Spatial Edge)&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, you gain a bonus feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category. Additionally, your strikes bypass standard material density; your melee attacks ignore an amount of Damage Reduction (DR) equal to your Wisdom Modifier.&lt;br /&gt;
&lt;br /&gt;
;Always Suited (Dimensional Armory)&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, you gain a +1 bonus to your Armor Proficiency tree. You can also store your favored armor and weapons in a personal sub-dimension. You can summon your gear to appear instantly equipped on your body, or dismiss it back to the rift. Out of combat this takes ~2 seconds. In combat it is a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; that grants a Bonus Move Action.&lt;br /&gt;
&lt;br /&gt;
;Mirror Universe&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter as a &#039;&#039;&#039;Free Action&#039;&#039;&#039;, the Dimension Knight can pull a mirror copy of themselves to act in combat in the other team group (Vanguard/Rearguard). The Mirror copy must act differently (i.e., attack a different target, or use a different action).&lt;br /&gt;
&lt;br /&gt;
: Whatever the mirror Knight has the same limits and conditions you have. The same stats, hp, damage, number of techniques used etc... If they choose to preform a Dimension Trick/Technique then that Technique is also considered used by you. Any damage taken is also taken by you and vice-versa. This mirror universe version disappears at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
=== The Orders of Dimension Knights ===&lt;br /&gt;
Since the dawn of sentience, Dimension Knights have wandered the fabric of time. The source of their power remains a mystery, but as these lone heroes eventually coalesced, they formed the &#039;&#039;&#039;Order of Unity&#039;&#039;&#039;—an organization dedicated to preventing a catastrophic collision of the multiverse.&lt;br /&gt;
&lt;br /&gt;
Internal doubt eventually fractured the Order, giving rise to &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. Citing ancient texts from the first dimensional heroes, this breakaway faction claimed a deeper understanding of their powers that fundamentally contradicted Unity’s mission. The resulting schism sparked the Dimensional War, a secret conflict that bent the very fabric of spacetime and nearly rendered both orders extinct.&lt;br /&gt;
&lt;br /&gt;
For millions of years, the survivors remained in shadow. As the cosmos healed, a new generation of knights emerged, rekindling old grudges. Amidst this tension, the &#039;&#039;&#039;Order of Nature&#039;&#039;&#039; (or &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;) appeared. A loose collection of outcasts and ex-members, they believe spacetime rifts are natural phenomena that should be left to run their course, regardless of the cost. For many, this order is a sanctuary, as deserting the older orders is still punishable by death.&lt;br /&gt;
&lt;br /&gt;
==== Order of Unity Talents ====&lt;br /&gt;
; Level 1: Rift Warden&lt;br /&gt;
: You gain an Advantage Die when using `Gate Traveler` to &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Stabilize&#039;&#039;&#039; a rift. Additionally, as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you can &amp;quot;anchor&amp;quot; an ally within 10ft; they gain a +2 bonus on their next saving throw against being moved, tripped, or teleported against their will.&lt;br /&gt;
&lt;br /&gt;
; Level 5: Sanctuary Path&lt;br /&gt;
: You gain the `No Place Like Home` ability (normally level 7) early, but it is restricted to a single location: the Order’s hidden Temple. This access is a stable two-way gate and does not count against the total number of marked locations you can maintain at level 7.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Guardian Swap (Combat Gate Enhancement)&lt;br /&gt;
: Your &#039;&#039;&#039;Combat Gate&#039;&#039;&#039; feature is improved. When you use Combat Gate, you may choose to swap positions with a willing ally within 30ft instead of teleporting to an empty square. If you swap, that ally gains a +2 Dodge bonus to AC until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Singularity Aegis&lt;br /&gt;
: You can collapse a point in space to both hinder enemies and protect your squad. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you generate a microsingularity at a point within 60ft (Wisdom Check vs DC 18).&lt;br /&gt;
:* &#039;&#039;&#039;Persistence&#039;&#039;&#039;: The singularity persists for 1 round per Wisdom or Strength mod, Players choice. Each round as a &#039;&#039;&#039;Free Action&#039;&#039;&#039; the Dimension knight can move it up to 30ft. However, the damage only happens first round.&lt;br /&gt;
:* &#039;&#039;&#039;Offense&#039;&#039;&#039;: Creatures within 20ft are pulled 10ft toward the center. Enemies within 5ft take `Xd6 + Wisdom Modifier` Gravity damage (X = amount the check beat the DC, max 10).&lt;br /&gt;
:* &#039;&#039;&#039;Defense&#039;&#039;&#039;: Ranged attacks cannot fire through the Singularity. Any shoots that pass within 20ft of the singularity suffer a Disadvantage Die for accuracy and Damage as the void pulls at the projectiles.&lt;br /&gt;
:* &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per day (twice at Character Level 20).&lt;br /&gt;
&lt;br /&gt;
==== Order of the Divergent Talents ====&lt;br /&gt;
; Level 1: Weight of the Void&lt;br /&gt;
: You gain an Advantage Die when using `Gate Traveler` to &#039;&#039;&#039;Open&#039;&#039;&#039; or &#039;&#039;&#039;Make Unstable&#039;&#039;&#039; a rift. Additionally, as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you can manipulate gravity around a target within 30ft. The target must roll a Strength saving throw (DC 10 + 1/2 DK level + WIS Mod) or have its AC Bonus from Dexterity reduced by half (round up) as well as movement speed reduced by half (round down) until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
; Level 5: Extra Training&lt;br /&gt;
: You gain a bonus feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; or &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039; category. Using your own personal skills and kinship with the specific Weapon from &#039;&#039;&#039;Weapon Training (Spatial Call)&#039;&#039;&#039; you are able to re-craft this weapon and either uptech it or Masterwork level up by 1. This craft check is an auto success.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Dimensional Tear (Combat Gate Enhancement)&lt;br /&gt;
: Your &#039;&#039;&#039;Combat Gate&#039;&#039;&#039; feature is improved. When you use Combat Gate, you may choose to leave a &amp;quot;Dimensional Tear&amp;quot; in the square you just left. This tear lasts for 1 round. Any enemy entering or starting their turn in or adjacent to that square takes `1d6 + WIS Mod` Gravity damage and is considered &#039;&#039;&#039;Unlucky&#039;&#039;&#039; on their next accuracy check.&lt;br /&gt;
&lt;br /&gt;
; Level 10: The White Hole&lt;br /&gt;
: You summon a point of pure entropy that reverses local physics. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you generate a burst of energy within 60ft + 5ft per (STR Mod + WIS Mod) (Wisdom Check vs DC 18).&lt;br /&gt;
:* &#039;&#039;&#039;Entropy Burst&#039;&#039;&#039;: All enemies within 25ft take `Xd6` damage (X = amount the check beat the DC, max 10). This damage counts as Kinetic, Energy, Thermal, and Chemical simultaneously; targets with a weakness to any of these types take double damage.&lt;br /&gt;
:* &#039;&#039;&#039;Temporal Push&#039;&#039;&#039;: Targets damaged this way are violently pushed 15ft away from the center. If they strike a solid object, they must succeed on a Constitution save (DC 15) or be &#039;&#039;&#039;Stunned&#039;&#039;&#039; for 1 round.&lt;br /&gt;
:* &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per day (twice at Character Level 20).&lt;br /&gt;
&lt;br /&gt;
==== Order of Nature Talents ====&lt;br /&gt;
; Level 1: Chaos Intuition&lt;br /&gt;
: You gain an Advantage Die when using `Gate Traveler` to &#039;&#039;&#039;traverse&#039;&#039;&#039; a rift. Additionally, you are uniquely attuned to the presence of other knights; you gain an Advantage Die on all Passive or active Perception checks made to detect another Dimension Knight or a hidden &amp;quot;mark&amp;quot; left by the `No Place Like Home` ability.&lt;br /&gt;
&lt;br /&gt;
; Level 5: Master of Tricks&lt;br /&gt;
: You gain an additional Dimensional Trick. You may ignore one order-based prerequisite for this specific trick, representing your order&#039;s disregard for traditional boundaries.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Entropic Flicker (Combat Gate Enhancement)&lt;br /&gt;
: Your &#039;&#039;&#039;Combat Gate&#039;&#039;&#039; feature is improved. When you use Combat Gate, you briefly flicker through multiple timelines. You gain &#039;&#039;&#039;Luck&#039;&#039;&#039; (roll 2d20, take the highest) on the next accuracy check or saving throw you make before the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Into the Maelstrom&lt;br /&gt;
: You unleash a localized storm of chaotic probability. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you roll a percentile die (d100) to determine the result (Wisdom Check vs DC 18):&lt;br /&gt;
:* &#039;&#039;&#039;1-30 (Implosion)&#039;&#039;&#039;: Deals 6d8 gravity damage in a 20ft radius at a point you specify. This pulls all targets 10ft toward the center.&lt;br /&gt;
:* &#039;&#039;&#039;31-60 (Temporal Flash)&#039;&#039;&#039;: All enemies in a 30ft radius must succeed on a Wisdom save (DC 14 + STR Mod + WIS Mod) or be &#039;&#039;&#039;Dazed&#039;&#039;&#039; for 1d4 rounds as they are overwhelmed by visions of alternate futures.&lt;br /&gt;
:* &#039;&#039;&#039;61-90 (Dimensional Surge)&#039;&#039;&#039;: You and all allies within 30ft gain an additional Standard Action that can be utilized in the other combat group (Vanguard/Rearguard) this round. &lt;br /&gt;
:* &#039;&#039;&#039;91-100 (Grand Rift)&#039;&#039;&#039;: A temporary two-way gate opens to a random alternate universe for 1 + 1d4 rounds. All combatants and objects within 50ft are sucked in unless they succeed on a Dexterity or Acrobatics saving throw (DC 20).&lt;br /&gt;
:* &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Once per day (twice at Character Level 20).&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Profession Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Ideology Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Dreadnought’s Discipline (Choice), Well Grounded&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Dreadnought’s Discipline (Choice)&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly, Ideology Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Dreadnought’s Discipline (Choice)&lt;br /&gt;
|}&lt;br /&gt;
Science continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out of its people, different governments, religious groups, and various factions have followed the lessons learned to know what specific exercise, diet, vitamin supplements, and even advanced surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have different, potentially sinister plans.&lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history, and it has stuck for thousands of years. Likely because the people who underwent these regimes became like the Dreadnought Spaceships used in war. Dreadnoughts are fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, discipline, or some form of ideology. Usually swearing allegiance to a government or other type of faction.&lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment. &lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Path: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 15+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 15+&lt;br /&gt;
# Ideology: At level one, the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Profession Talents&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character that is already a Helix Warrior cannot be a Dreadnought and vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: The Dreadnought’s Profession skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha/Str), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At the first level, the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at Dreadnought 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. Doing this takes a Simple action and provides a +4 to Strength Score and +2 Dexterity Score. They also gain advantage on Constitution saving throws but disadvantage on Wisdom saves. The also gain temporary hit points explained below. This lasts for 1 + Constitution Mod number of rounds. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Dreadnought’s Discipline (Level 2 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, choose a Dreadnought Discipline which focuses your role in combat:&lt;br /&gt;
:; A) The Juggernaut:&lt;br /&gt;
:: You are the immovable wall of your squad. While your &#039;&#039;&#039;Ability Surge&#039;&#039;&#039; is active, you gain Damage Reduction (DR) equal to your Constitution Modifier. Gain Tactical Opportunity on all enemies within 30ft that attack your allies instead of you.&lt;br /&gt;
:; B) The Ravager:&lt;br /&gt;
:: You channel your raw power into devastating strikes. While your &#039;&#039;&#039;Ability Surge&#039;&#039;&#039; is active, you can choose to attack recklessly: your melee accuracy &#039;&#039;&#039;and&#039;&#039;&#039; damage gain an Advantage Die, but all attacks against you also gain an Advantage Die until your next turn. The threshold to trigger Extra Damage is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +2 bonus to save against being tripped, overrun, knocked prone. The Dreadnought gains an additional +1 for every Extra Damage the Character has.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so. If successful earn a Bonus Attack Action or a Bonus Overrun Action if there is another enemy within run distance.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Dreadnought gains a talent based on their chosen Ideology. These talents often provide a combat benefit that synergizes with their chosen Discipline. (If you do not wish to pick one, you can choose whatever talent you want. However, you do not also get the other associated bonuses, just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 4th level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought level (rounded down) on saving throws to resist Mind effects and both to resist Intimidation as well as perform [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Utility Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Dreadnought’s Discipline (Level 6 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Dreadnought refines their battlefield presence.&lt;br /&gt;
:; A) Living Shield:&lt;br /&gt;
:: As a Simple Action, you can place yourself in harm&#039;s way to protect a teammate. Until the start of your next turn, you can absorb half the damage of an attack meant for an adjacent ally. Whenever a Dreadnought character earns a Bonus Action they always have the option of Living Shield as a Bonus. This Bonus can be stashed and used as a reaction (an action out of the group/turn for the character) to any friendly combatant within the Dreadnought&#039;s Walk speed distance. If the Dreadnought does this they must move next to the ally they wish to defend.&lt;br /&gt;
:; B) Knockdown:&lt;br /&gt;
:: As a Standard Action, you can perform the Tackle Advance Combat Technique with advantage, and if successful, can also perform a Standard (not Bonus) Melee attack on the same turn. Also a Dreadnought can perform a Tackle from a stand still against an adjacent enemy.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether she can wield them at all or if they are considered light weapons for the purpose of yielding it in an off hand.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can perform an Ability Surge to a greater effect. Like Surge, but now the Dreadnought gains a +6 to Strength and +3 to Dexterity. And 3 * Dreadnought level worth of temporary health. Now when surging a Dreadnought can as a Free action choose to move from one Combat group to another, ie: from Vanguard to Rearguard or vice-versa.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon their intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in combat, this is considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Dreadnought’s Discipline (Level 10 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Dreadnought reaches the pinnacle of their discipline.&lt;br /&gt;
:; A) Immovable Object:&lt;br /&gt;
:: Once per day, if an attack would reduce you to 0 or below HP, you drop to 1 HP instead and instantly trigger a free &#039;&#039;&#039;Surge&#039;&#039;&#039;, doubling the Temporary HP gained from it. Also gain a &#039;&#039;&#039;Bonus Attack&#039;&#039;&#039; or &#039;&#039;&#039;Bonus Move&#039;&#039;&#039; Action that can done before the Dreadnought&#039;s normal turn.&lt;br /&gt;
:; B) Final Strike:&lt;br /&gt;
:: If you kill or knockout an enemy with either a critical hit, a &#039;Coup de Grace&#039;, or deal Massive Damage (damage equal to 50% or more of target health in a single round) to a target, you can freely &#039;&#039;&#039;Surge&#039;&#039;&#039; at the end of the turn and gain a Standard Action that can be utilized in the other combat group. If in Rearguard, then they can use this action in the Vanguard group next turn before doing their normal turn in Rearguard. This action is &#039;&#039;&#039;only&#039;&#039;&#039; a Standard Action no Simple or Bonus actions. If already Surging, the surge round counter is reset. This can only happen 1 + Dreadnought&#039;s Constitution Mod times per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters. You work for and follow the authority of the land.&lt;br /&gt;
:; Level 1 Bonus (Intuition): &lt;br /&gt;
:: You gain [[Sense Motive]] as a Favored Skill (or +1 Rank). You gain an Advantage on [[Diplomacy]] checks when dealing with law enforcement or government officials.&lt;br /&gt;
:; Level 4 Talent (Master Defender): &lt;br /&gt;
:: You gain a +1 AC bonus whenever you fight defensively or take the total defense action. &#039;&#039;&#039;Synergy:&#039;&#039;&#039; If you are a &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;, this bonus increases to +2.&lt;br /&gt;
:; Level 9 Mastery (I Am The Law!): &lt;br /&gt;
:: You gain the Plenipotentiary Privileges Profession Feature from the Envoy when dealing with *known* criminals, allowing you to bypass typical bureaucratic hurdles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life Above All&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good characters. You value the life of others greatly; killing is a last resort.&lt;br /&gt;
:; Level 1 Bonus (Big Heart): &lt;br /&gt;
:: You gain [[Medical]] as a Favored Skill (+1 Rank). You gain an Advantage on [[Diplomacy]] checks when attempting to de-escalate or avoid violence.&lt;br /&gt;
:; Level 4 Talent (Helping Hands): &lt;br /&gt;
:: You gain a +1 Misc bonus to [[Medical]]. You can stabilize a dying character as a Simple Action. &#039;&#039;&#039;Synergy:&#039;&#039;&#039; If you are a &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;, your *Living Shield* feature also grants the defended ally temporary HP equal to your Constitution modifier.&lt;br /&gt;
:; Level 9 Mastery (Pacifist&#039;s Resolve): &lt;br /&gt;
:: You take no penalties for dealing non-lethal damage with lethal weapons. If you successfully knock an enemy out non-lethally or use diplomacy to end a fight, you gain another Standard Action that can be done outside the Character&#039;s group.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters. You follow commands no matter how brutal, often as a zealot for a cause.&lt;br /&gt;
:; Level 1 Bonus (Indoctrination): &lt;br /&gt;
:: You gain [[Knowledge]] Culture as a Favored Skill (+1 Rank). You gain an Advantage on saving throws against [[Bluff]], [[Diplomacy]], and [[Intimidate]] checks.&lt;br /&gt;
:; Level 4 Talent (Unshakable Faith): &lt;br /&gt;
:: You gain an Advantage on saving throws against mind-affecting Techniques or psionics. &#039;&#039;&#039;Synergy:&#039;&#039;&#039; If you are a &#039;&#039;&#039;Ravager&#039;&#039;&#039;, your reckless attacks gain Advantage Die on damage rolls against enemies that have damaged an ally this combat.&lt;br /&gt;
:; Level 9 Mastery (Zealot&#039;s Surge): &lt;br /&gt;
:: Your trance is unbreakable. While &#039;&#039;&#039;Ability Surge&#039;&#039;&#039; is active, you are immune to the [[Conditions#Shaken|Shaken]], [[Conditions#Confused|Confused]], and [[Conditions#Frightened|Frightened]] conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Survival of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic or Neutral characters. You believe only the strong are meant to survive.&lt;br /&gt;
:; Level 1 Bonus (Self-Sufficient): &lt;br /&gt;
:: You gain [[Survival]] as a Favored Skill (+1 Rank). You require half the normal amount of food and sleep to prevent the [[Conditions#Fatigued|Fatigued]] condition.&lt;br /&gt;
:; Level 4 Talent (Thick Skinned): &lt;br /&gt;
:: You gain +1 Damage Reduction (DR) permanently. &#039;&#039;&#039;Synergy:&#039;&#039;&#039; If you are a &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;, this stacks with your surge DR. If you are a &#039;&#039;&#039;Ravager&#039;&#039;&#039;, your melee attacks ignore 1 point of enemy DR.&lt;br /&gt;
:; Level 9 Mastery (Primal Recovery): &lt;br /&gt;
:: While your &#039;&#039;&#039;Ability Surge&#039;&#039;&#039; is active, you regain 1d4 temporary HP at the start of each of your turns as your body forcefully knits itself back together.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic characters. You take extreme measures to change the system for the better.&lt;br /&gt;
:; Level 1 Bonus (Justifying Reasoning): &lt;br /&gt;
:: You gain [[Knowledge]] Current Events as a Favored Skill (+1 Rank). You gain an Advantage on [[Intimidate]] and [[Stealth]] checks when dealing with corrupt officials or known criminals.&lt;br /&gt;
:; Level 4 Talent (Reckless Behavior): &lt;br /&gt;
:: You gain the Reckless Behavior Talent from the Starfighter Profession.&lt;br /&gt;
:; Level 9 Mastery (Crowd Control): &lt;br /&gt;
:: When you are adjacent to two or more active enemies, your melee accuracy checks gain an Advantage Die. &#039;&#039;&#039;Synergy:&#039;&#039;&#039; If you are a &#039;&#039;&#039;Ravager&#039;&#039;&#039;, this stacks with your reckless attack advantage (max 3 Advantage Dice).&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction, Professional Repair, &amp;lt;br /&amp;gt;Extra-Curricular Training I&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Beyond the Specifications &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|4th||Overload&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat, Improved Quick Construction, &amp;lt;br /&amp;gt;Extra-Curricular Training II&lt;br /&gt;
|-&lt;br /&gt;
|6th||Beyond the Specifications Improved, &amp;lt;br /&amp;gt;Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|8th||Reconfigure Weapon Improved&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained Professional, &amp;lt;br /&amp;gt;Extra-Curricular Training III&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
A scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones who exploit those findings and make them useful and practical in everyday life. Engineers are the cornerstone of modern civilizations. They make sure society keeps moving day to day. They silently work in the background, repairing industrial machinery. However, some do not like the mundane, quiet life that is hidden in the shadows of civilization. Some venture forth and try their luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony.&lt;br /&gt;
&lt;br /&gt;
Software has been known to be extremely flexible, especially for artificial intelligence. However, the hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy, there is an unknown number of unimaginable obstacles to face. Engineers are known for their knowledge of how things work, how to fix things, and how to make them more efficient. They can often bypass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer to a new, unknown planet. An engineer&#039;s job can mean life or death for all involved. Those willing to leave their comfortable life, their sheltered workshops, garages, and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at crafting, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Constitution &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: The Engineer’s Favored skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Extra-Curricular Training&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;5th&#039;&#039;&#039;, and &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Engineer selects a specialized track of study that defines their practical role in the field. Picking the same track multiple times unlocks higher-tier benefits (Novice -&amp;gt; Intermediate -&amp;gt; Master).&lt;br /&gt;
&lt;br /&gt;
==== Course: The Field Tuner (Combat Support) ====&lt;br /&gt;
*Focus: Keeping the squad&#039;s gear and bodies at peak efficiency.*&lt;br /&gt;
:; Novice (Level 1): Patch Job&lt;br /&gt;
:: Your `Professional Repair` in combat grants the target a +1 AC bonus for 3 rounds in addition to healing damage. You gain [[Medical]] as a Favored Skill (+1 Rank).&lt;br /&gt;
:; Intermediate (Level 5): Combat Calibration&lt;br /&gt;
:: You have learned to tune gear under fire. You can use the `Beyond the Specifications` feature on an adjacent ally’s gear as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; rather than a Standard Action.&lt;br /&gt;
:; Master (Level 9): Overclock&lt;br /&gt;
:: Once per day, as a Standard Action, you &amp;quot;Overclock&amp;quot; the gear of all allies in your group (Vanguard or Rearguard). For 1 minute, their weapons gain advantage on damage dice and their armor grants +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Course: The Tactical Saboteur (Combat Control) ====&lt;br /&gt;
*Focus: Disrupting enemy technology and controlling the battlefield.*&lt;br /&gt;
:; Novice (Level 1): Combat Demolitions&lt;br /&gt;
:: You gain `Demolitions` as a Favored Skill (+1 Rank). You gain an Advantage on accuracy checks when throwing grenades or using specialized explosives. Additionally, you can prime a grenade or explosive device as a &#039;&#039;&#039;Free Action&#039;&#039;&#039; rather than a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;.&lt;br /&gt;
:; Intermediate (Level 5): System Shock&lt;br /&gt;
:: Your `Overload` deals an additional +1d6 damage. Targets hit by the explosion must make a Wisdom save (DC 10 + 1/2 Engineer level + Int Mod) or be [[Conditions#Shaken|Shaken]] for 1d4 rounds.&lt;br /&gt;
:; Master (Level 9): Blackout&lt;br /&gt;
:: You can use `Computer Use` to remotely &amp;quot;Hack&amp;quot; an enemy’s active gear (Power Armor, Force Fields, or Robots) within 60ft. On a success (DC 20), the device is completely disabled for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== Course: The Master Architect (Industrial Utility) ====&lt;br /&gt;
*Focus: Long-term upgrades, crafting, and spaceship management.*&lt;br /&gt;
:; Novice (Level 1): Industrial Efficiency&lt;br /&gt;
:: You gain the [[Jerry Rigging]] feat for free. You reduce the material cost of crafting General Equipment by an additional 25%.&lt;br /&gt;
:; Intermediate (Level 5): Field Up-Tech&lt;br /&gt;
:: You can &amp;quot;Up-Tech&amp;quot; any item to your current Tech Level in the field without a professional lab. You gain an Advantage Die on all spaceship `Boost` checks.&lt;br /&gt;
:; Master (Level 9): Permanent Revision&lt;br /&gt;
:: You can make one `Beyond the Specifications` boost permanent on a single item. This consumes one of the item&#039;s &amp;quot;Masterwork&amp;quot; slots. You can also repair spaceship &amp;quot;Battle Damage&amp;quot; in half the normal time.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Professional Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 10-15 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At Engineer &#039;&#039;&#039;1st&#039;&#039;&#039; level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build a General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Engineer reduces the building time of ordinary objects to 1/4 and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;Professional Repair&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, an Engineer has improved ways of repairing robots, vehicles, power armor, etc... An Engineer with the correct [[General_Equipment#Profession_Kits|Professional Kit]] or appropriate facility (ie: workshop, or hanger) can gain bonuses to repair damage to a robot, vehicles, power armor, spaceships and so on. The DC and Time are no longer based on the [[Craft#Repairing_Checks|Repair]] rules. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a Standard Action. Review the table to the right for more info. &lt;br /&gt;
&lt;br /&gt;
: For Space Ships, this provides an Advantage to Repair checks to remove Battle Damage. &lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, an Engineer can upgrade weapons and equipment to provide temporary performance improvements that exceed the object&#039;s normal specifications. It requires a Standard Action and full access to the target object. The effect lasts for 10 minutes, and the object cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | At Engineer &#039;&#039;&#039;2nd&#039;&#039;&#039; Level and above&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d4 (+1d for every +10 DC, Max +2) || 12 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d4 (+1d for every +10 DC, Max +2) || 12 || &#039;&#039;&#039;-&#039;&#039;&#039; || Misc Bonus by +1 for 1d4 rounds || 12&lt;br /&gt;
|-&lt;br /&gt;
| Weapon +1 AP (ignores 1 DR (+1 for every +5 DC) || 15 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon +1 AP (ignores 1 DR (+1 for every +5 DC) || 15 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %25 || 15 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit Multipler +1 (Max x3) || 17 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon’s Crit Multipler +1 (Max x3) || 17 || &#039;&#039;&#039;-&#039;&#039;&#039; || -  || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed for 1d4 rounds || 20 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type for 1d4 rounds || 20 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | At Engineer &#039;&#039;&#039;6th&#039;&#039;&#039; Level and above&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||20 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 20 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of two of the same item || 20&lt;br /&gt;
|-&lt;br /&gt;
| Weapon +2 AP (Ignores 2DR) (+2 for every +5 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon +2 AP (Ignores 2DR) (+2 for every +5 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 27 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 27&lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||32 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Reconfigure Weapon&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However, the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
; Overload&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level and beyond, the Engineer as a standard action, can cause a short in an electronic device they are adjacent to. This includes any ranged or melee weapon that does not possess the Kinetic Arch-Type. This makes the target of the overload nonfunctional. If the device is designed to be tamper-proof, such as a lock, then it cannot be a target. Like-wise anything that is sentient can also not be a target. If the target is being held by an enemy the item must first be taken from them, please review the [[Techniques#Combat_Techniques|Disarm]] technique. The Engineer doesn&#039;t need to roll if all they want to do is temporarily disable the device. The device is disabled for Int Mod for several rounds. However, the Engineer can attempt to create an improved explosive with a DC 15 (Craft (Electronic). The overload can become an electronic explosive Device. It must be used by the next round of combat or within roughly 3 seconds, and causes 1d6+Int Mod of Electronic Damage. The range is 5ft circle from the square it lands on. At &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; level the damage increases by +1d6. &lt;br /&gt;
&lt;br /&gt;
; Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Utility Feats&#039;&#039;&#039;, &#039;&#039;&#039;Proficiency Tree &#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Engineer&#039;s Eye&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
; Combat Mechanics Training&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Engineer can choose to take an upgrade to either the Melee, Ranged or Armor Proficiency Tree regardless of whether it takes 1 or 2 points. Or the Engineer can choose to take the [[Power_Armor_Expert|Power Armor Expert]] Feat. &lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. An engineer can perform the Boost effect on any system of their choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level roundup.&lt;br /&gt;
&lt;br /&gt;
; Reconfigure Weapon Improved&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Engineer can now Reconfigure a weapon in 1 minute instead of 1 hour. Additionally, when reconfiguring a weapon, they can choose to grant it one temporary &amp;quot;Combat Attribute&amp;quot; from the [[Weapons#Combat_Attributes|Weapon Attributes]] list for 1 hour.&lt;br /&gt;
&lt;br /&gt;
; Trained Professional&lt;br /&gt;
: A &#039;&#039;&#039;9th&#039;&#039;&#039; level Engineer can perform complicated tasks as free actions after completing an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make an Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
; Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull off feats of engineering wonder. They can use their mastery of the trade to provide bonuses or repairs that could only be described as borderline miraculous. They can use this ability once per day, starting as a Standard Action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds advantage to both Accuracy and dealing damage (which includes each Extra Damage) for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Instantly repairs one Battle Damage. &lt;br /&gt;
:* Spaceship Shields: The Ship&#039;s Shields now have +1 and no longer count against Detection DC, thus making the ship appear in stealth even if shields are on. Lasts for 1 minute.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st || Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd || Open Arms, Intuitive || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Diplomatic Style Combat Feature || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th || Restricted Access, &amp;lt;br /&amp;gt; Diplomatic Style Combat Feature || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Diplomatic Style Combat Feature || 6 || 5 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be performed at will with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legats, Emissaries, etc. can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as those between individuals and as large as those between whole nations or civilizations. Envoys are desired across the galaxy. Armed with a heightened awareness of local politics and a wide range of ideologies and philosophies, the Envoy strives to find a compromise to avoid an otherwise ugly confrontation both for herself and for others. The Envoy will attempt all this without compromising their integrity or betraying the trust placed in them as representatives of factions, nations, worlds, or whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation, or some other type of recognized group to swear allegiance to. As long as that Envoy does not fail to represent her faction, then she is entitled to privileges beyond the rights of ordinary citizens.&lt;br /&gt;
Choose the Envoy if you want a character who excels at negotiation, political leverage, and self-preservation, with a focus on targeted utility and group protection.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma (Charismatic Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: You must pledge primary allegiance to a faction or group. (See Envoy&#039;s Allegiances below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot gain advantage when using Melee/Martial weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Bluff]] (Cha/Int), [[Diplomacy]] (Cha/Wis), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int), [[Study]] (Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Techniques|Technique]] Ability Affinity&amp;lt;/u&amp;gt;: The Envoy uses Charisma or Wisdom for their [[Techniques#Field_Officer_&amp;amp;_Envoy_Techniques|Techniques]]. (shared with the Field Officer).&lt;br /&gt;
&lt;br /&gt;
=== Envoy Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
; NOTE: Upon becoming an Envoy, the Player must choose their &#039;&#039;&#039;Diplomatic Path&#039;&#039;&#039;: The &#039;&#039;&#039;Emissary&#039;&#039;&#039; or The &#039;&#039;&#039;Broker&#039;&#039;&#039;. This choice provides minor differences in utility features and more distinct differences in combat abilities.&lt;br /&gt;
&lt;br /&gt;
; Plenipotentiary Privileges&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, if you are arrested for a crime, you can make a [[Diplomacy]] check to invoke your diplomatic credentials and bypass standard punishment. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person, then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul Profession feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf.&lt;br /&gt;
:* &#039;&#039;&#039;The Emissary&#039;&#039;&#039;: Gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on the check if the crime is bureaucratic, political, or a public misunderstanding.&lt;br /&gt;
:* &#039;&#039;&#039;The Broker&#039;&#039;&#039;: Gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on the check if the crime involves smuggling, illegal technology, or black-market dealings.&lt;br /&gt;
: An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
; Stipend&lt;br /&gt;
: At &#039;&#039;&#039;1st, 4th, 7th, and 10th&#039;&#039;&#039; level, you gain a [[Profession]] rank increase of +1 and a bonus of $2,000 ISC per Envoy level.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Envoy is skilled at initiating peaceful negotiations. The Diplomat may add &#039;&#039;&#039;both&#039;&#039;&#039; their Wisdom Modifier and Charisma Modifier to [[Diplomacy]] checks instead of choosing. She can also add a competence bonus equal to one-half her Envoy class level, rounded down, on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
; Intuitive&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, you gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on all [[Sense_Motive|Sense Motive]] checks.&lt;br /&gt;
&lt;br /&gt;
;Diplomatic Style Combat Feature&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you gain your first Combat Specific Profession Feature based on your Diplomatic Style.&lt;br /&gt;
&lt;br /&gt;
; Cultural Expert&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a chosen Favored skill, make it one now with an additional +1 rank. If it is already a Favored skill, provide +2 to its Rank. Player&#039;s may disregard the Skill level limit rules in this case.&lt;br /&gt;
&lt;br /&gt;
; Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Envoy gets a free Bonus Feat. All rules still apply; the Character has to be eligible to acquire the feat. They are in the &#039;&#039;&#039;Utility&#039;&#039;&#039; category and &#039;&#039;&#039;Techniques&#039;&#039;&#039; sub-category.&lt;br /&gt;
&lt;br /&gt;
; Slave to Bureaucracy&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you become a master of navigating (or bypassing) paperwork. You gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; when identifying the origin and authenticity of official documents.&lt;br /&gt;
:* &#039;&#039;&#039;The Emissary&#039;&#039;&#039;: You reduce the time and cost required to procure official permits, meetings, or documents by half.&lt;br /&gt;
:* &#039;&#039;&#039;The Broker&#039;&#039;&#039;: You gain an additional &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; when attempting to forge or falsify official documents.&lt;br /&gt;
&lt;br /&gt;
; Restricted Access&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, you gain clearance to access classified information from sources that recognize your allegiance. You gain a &#039;&#039;&#039;+2 Misc bonus&#039;&#039;&#039; on [[Study]] checks.&lt;br /&gt;
:* &#039;&#039;&#039;The Emissary&#039;&#039;&#039;: Your access extends to high-tier government and corporate archives.&lt;br /&gt;
:* &#039;&#039;&#039;The Broker&#039;&#039;&#039;: Your access extends to criminal underworld networks and black-market ledgers.&lt;br /&gt;
&lt;br /&gt;
; Upper Management&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Envoy gains the [[Leadership]] feat for free. If the Envoy already has Leadership, then gain the [[Manager]] feat for free. If both are already acquired, gain Misc Bonus equal to 1/2 Envoy level to all assistance checks.&lt;br /&gt;
&lt;br /&gt;
; Select Consuls&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, you may appoint individuals (equal to your Charisma bonus) as &amp;quot;Consuls.&amp;quot; They gain the benefits of your Diplomatic Immunity and Restricted Access features while under your protection.&lt;br /&gt;
&lt;br /&gt;
=== Diplomatic Style Combat Features ===&lt;br /&gt;
At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you must choose your Diplomatic style, along with an Alliance. Here are combat-related Profession Talents for the Diplomatic Style of your choice, either Emissary or Broker.&lt;br /&gt;
&lt;br /&gt;
==== The Emissary ====&lt;br /&gt;
Focus: De-escalation, Sanctuary, and Group Protection.&lt;br /&gt;
&lt;br /&gt;
; Level 3: Diplomatic Immunity&lt;br /&gt;
: You can force a temporary pause in hostilities.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: You declare sanctuary for your combat group (Vanguard or Rearguard). For 1 round, any enemy attempting to attack you or an ally in your group must succeed on a Wisdom save (Dimensional DC). If they fail, they must choose a target in the other group or lose their attack entirely.&lt;br /&gt;
&lt;br /&gt;
; Level 7: Ceasefire&lt;br /&gt;
: You can use your authority to halt an enemy&#039;s momentum.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Reaction.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: When an enemy targets you or an adjacent ally, you may &amp;quot;Pull Rank.&amp;quot; The enemy must succeed on a Wisdom save (Dimensional DC) or their Standard Action is canceled for that turn.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Aura of Authority&lt;br /&gt;
: Your presence is so overwhelming that enemies find it difficult to act against you.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Passive.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: Enemies within 30ft take a &#039;&#039;&#039;Disadvantage Die&#039;&#039;&#039; on all accuracy checks and Technique checks targeting you or any ally within your combat group.&lt;br /&gt;
&lt;br /&gt;
==== The Broker ====&lt;br /&gt;
Focus: Leverage, Exploitation, and Targeted Debuffs.&lt;br /&gt;
&lt;br /&gt;
; Level 3: Find the Flaw&lt;br /&gt;
: You read the weaknesses in an enemy&#039;s posture and gear.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: Perform a Sense Motive check against an enemy&#039;s AC. If successful, you or one designated ally (such as a Select Consul) gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; and ignore the target&#039;s Damage Reduction (DR) on the next attack against them.&lt;br /&gt;
&lt;br /&gt;
; Level 7: Psychological Pressure&lt;br /&gt;
: You use leverage or threats to break an opponent&#039;s resolve.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: You verbally target an opponent within 30ft. They must succeed on a Wisdom save (Dimensional DC) or become &#039;&#039;&#039;Shaken&#039;&#039;&#039; for 1d4 rounds and take double damage from the next attack that successfully hits them.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Puppet Master&lt;br /&gt;
: You have gained enough leverage to dictate an enemy&#039;s actions.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Reaction.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: You designate one enemy as your &amp;quot;Asset.&amp;quot; When the Asset targets an ally with an attack, you may force them to re-roll the accuracy check and take the lower result, or force them to move up to 15ft in a direction of your choice before the attack resolves.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: 1 + Charisma Mod per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have the galactic influence they may have Envoys on their side. Not to be mistaken with a lobbyist who focuses their attention solely on influencing local governments. Envoys that work for Corporations travel the galaxy, making sure Corporate interests are understood and, as peacefully as possible, upheld. A Corporation may use an Envoy to smooth over ties with an indigenous population on a planet that has to deal with the Corporation. For example, it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoys ensure that conflicts of any kind do not impede the Corporation&#039;s goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider Knowledge&#039;&#039;&#039;: A bonus to [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy level when dealing with any Corporation personnel. An advantage bonus to [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The Profession also receives the [[Knowledge]] Cluster as a Favored skill and gets a Misc +2 bonus to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space-faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well-known. However, locally they would be regarded as very powerful. Envoy&#039;s that work for these governments would like to be used to expand their influence beyond the systems they control. Because of their smaller size, most Envoys would likely swear allegiance, hoping to move quickly up the ranks. With less competition than in other sectors, smaller governments provide more opportunities.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gains an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy even gets [[Knowledge]] Culture as a Favored skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have existed or still exist in the galaxy. The Ring of Life is massive and spacious and has afforded much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. Their uses vary from internal affairs of state to problems abroad. Envoys will be seen dealing with subjugated planets to help suppress any rebellions. Lead talks on trade disputes between nations. Secretly incite ill will in other countries&#039; weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 to all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The Profession also receives the [[Knowledge]] Civics as a Favored skill and gets a Misc +2 bonus to it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular locally to the planet of origin. However, Empires and trade spread ideas across the Ring, and some religions have fared well. These mega religions have power and influence, and Envoys are their peaceful arm. A religious group may be concerned that its followers are not receiving the attention they need from the government, or afraid that a powerful megacorporation will act without considering the people it will affect. When this is the case, religions often use Envoys to make their will known to the people, governments, and corporations. Sometimes, Envoys are sent to work in secret, while others walk openly and proudly about their faith. Envoys would likely swear an alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears allegiance to a religious institution has an advantage bonus to Wisdom saves. Also, the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]], or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals in organized crime use others to represent their wishes within the governments they operate in. Sometimes these people are lawyers, politicians, or business consultants, but one thing is common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of their own ambitions. When working for a Crime Syndicate, an Envoy is expected to get people out of jail when they most certainly deserve to be there; they are also expected to provide inside information to the &#039;Boss&#039; or whoever they report to. The Envoy may smuggle money from less official channels into more official ones and wine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, and official. No funny business to see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain an advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point, we all have to choose. Some simply see the horror in the Ring and must do something about it. Sometimes, the person who makes that choice is a charismatic individual with leadership written on their face. However, they were late to the movement. There already is a leader. But what about a spokesperson? What about the person who once enjoyed and understood the other side? Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance, had someone like that. Someone not at the top nor the bottom, but still powerful and respected, who could reach out to the &#039;enemy&#039; and find common ground. Either to discuss hostage release or to build a foundation for peace. An Envoy who dedicates herself to a Rebel cause will become its leader&#039;s right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take advantage of the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st||  &#039;&#039;&#039;Electromancy Path Choice&#039;&#039;&#039;, Electric Attack (1d4), Sixth Sense|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6+1), Clever Crafting || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8+2)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10+3), Electrified Presence || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12+4) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be performed at will, with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more accepting of in-plants and cybernetics than others. One such species, the Cryous, was at war and losing fast. Desperate for a new form of super-soldier, they took advantage of the electromagnetism inherent in their species to create a unique kind of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into their bodies. This set is specifically designed to make the user aware of electromagnetism as if it were an additional sense, and can also gather energy in the form of electricity and manipulate it at a local scale.&lt;br /&gt;
&lt;br /&gt;
With these super soldiers, the Cryous were able to overcome the massive numbers of ground troops deployed against them. Eventually, the war ended in a stalemate and shaky truce. For years, the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret, but eventually, it was let out. Now, all of the citizens of the Milky Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.&lt;br /&gt;
&lt;br /&gt;
Choose the Electro-Mancer if you want to wield the power of lightning, producing shields, shocking enemies in close quarters, or overloading technology with your mind.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence (Smart Hero)]] or the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity (Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Path: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ with Dex Score of 12+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 15+ with Int Score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Profession: Cannot also be a Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ] (Int), [[Disable Device]] (Int), [[Perception]] (Wis), [[Study]] (Int). Choose any two [[Knowledge]] (Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Techniques|Technique]] Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their &#039;&#039;&#039;Intelligence&#039;&#039;&#039; ability to perform [[Techniques#Electro-Mancer_Techniques|Techniques]].&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
; NOTE: At level 1, the Electro-Mancer must choose between the &#039;&#039;&#039;Electro Transmutant&#039;&#039;&#039; (Melee/Fast/Dexterous) or &#039;&#039;&#039;Electric Savant&#039;&#039;&#039; (Ranged/Smart/Intelligent) paths.&lt;br /&gt;
&lt;br /&gt;
; Electric Attack&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, you gain a natural attack manifested from your implants. This attack deals &#039;&#039;&#039;Electric damage&#039;&#039;&#039; and scales as you level up (see table). The type of attack (Ranged vs Melee) is dependent on the Player&#039;s choice between which Path they wish the Electro-Mancer to take.&lt;br /&gt;
The base Damage Die is 1d4. This attack benefits from Extra Damage and can be considered a Light Weapon for purposes of Off-Hand and Bonus Attacks rules. This weapon can be summoned or removed as a Free Action at any time.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Savant&#039;&#039;&#039;: This is a &#039;&#039;&#039;Standard Attack Action&#039;&#039;&#039; (Ranged, 100ft + 10ft per Int Mod). You use your &#039;&#039;&#039;Intelligence Modifier&#039;&#039;&#039; for accuracy and damage.&lt;br /&gt;
:* &#039;&#039;&#039;Electro Transmutant&#039;&#039;&#039;: This is a &#039;&#039;&#039;Standard Attack Action&#039;&#039;&#039; (Melee). You use your &#039;&#039;&#039;Dexterity Modifier&#039;&#039;&#039; for accuracy and damage.&lt;br /&gt;
: At level 3, damage increases to 1d6+1. At level 5 to 1d8+2. At level 7 to 1d10+3. At level 9 to 1d12+4.&lt;br /&gt;
: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: The Savant/Transmutant has other bonuses for this Electric Attack.&lt;br /&gt;
: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: This can be affected by the &#039;&#039;&#039;Talented&#039;&#039;&#039; feat if chosen. If so, then follow these weapon die levelings: Character level &#039;&#039;&#039;12&#039;&#039;&#039;: 2d8+6, &#039;&#039;&#039;15&#039;&#039;&#039;: 2d10+8, &#039;&#039;&#039;18&#039;&#039;&#039;: 2d12+10.&lt;br /&gt;
&lt;br /&gt;
; Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you are uniquely attuned to electromagnetic fields. You gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on detection checks for electronic traps, hidden sensors, or data ports. Additionally, you can instantly tell if an electronic device within 30ft + 5ft per Int Mod is &amp;quot;On&amp;quot; or &amp;quot;Off&amp;quot; without a check.&lt;br /&gt;
&lt;br /&gt;
; Clever Crafting&lt;br /&gt;
: Starting at &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Electro-Mancer can perform Craft Electronic Checks with Luck. The Electro-Mancer can sacrifice a Level One Technique used for that day to re-roll any failed crafting attempt or Disable Device check.&lt;br /&gt;
&lt;br /&gt;
; Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, gain a free Bonus Feat.&lt;br /&gt;
:* &#039;&#039;&#039;Electric Savants&#039;&#039;&#039;: Choose from the &#039;&#039;&#039;Utility&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039; categories.&lt;br /&gt;
:* &#039;&#039;&#039;Electro Transmutants&#039;&#039;&#039;: Choose from the &#039;&#039;&#039;Tactical&#039;&#039;&#039; or &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; categories.&lt;br /&gt;
&lt;br /&gt;
; Electrified Presence&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level the Electro-Mancer can unleash their electric powers to wow, stun and impress those around him by performing a show of electrical prowess. The Electro-Mancer can use either Intelligence or Dexterity in place of Strength when using the Intimidate skill. They can sacrifice a Level One Technique use for that day to gain Advantage, Level Two for 2 Advantages (+2AD), or a Level 3 use for (+3AD). A Character can only benefit up to 3 advantages at a time.&lt;br /&gt;
&lt;br /&gt;
=== Electromancy Path Choice ===&lt;br /&gt;
&lt;br /&gt;
==== Path of the Electro Transmutant ====&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: Speed, Reflexes, and Close-Quarters Combat.&lt;br /&gt;
&lt;br /&gt;
; Level 2: Electrified Movement&lt;br /&gt;
: Electricity flows through your muscles, granting preternatural speed. Your base speed increases by +10ft. Additionally, you may perform a &#039;&#039;&#039;Charge&#039;&#039;&#039; or &#039;&#039;&#039;Tackle&#039;&#039;&#039; technique even through difficult terrain or around corners.&lt;br /&gt;
: &#039;&#039;&#039;Cost&#039;&#039;&#039;: You permanently sacrifice use of one Level 0 Technique. (You still know as many Techniques as the chart states, you just use fewer of them)&lt;br /&gt;
&lt;br /&gt;
; Level 4: Improved Electric Attack&lt;br /&gt;
: Your melee electric strike becomes more versatile. You gain a [[Feats|Feat]] in the Two-Weapon Fighting track. You can choose to either increase the Critical Range by +1 or increase the base Critical Damage to 3x.&lt;br /&gt;
: &#039;&#039;&#039;Cost&#039;&#039;&#039;: You permanently sacrifice use of one Level 1 and one Level 2 Technique slot.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Magnetic Aim&lt;br /&gt;
: You use your electromagnetic sense to guide your strikes. This counts as a &#039;&#039;&#039;Free Action&#039;&#039;&#039; that consumes a use of a Level 2 or Level 3 Technique slot.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: You gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on all melee attacks made this round to both Accuracy &#039;&#039;&#039;and&#039;&#039;&#039; damage die. At level 10, you can spend a Level 4 or 5 slot to gain &#039;&#039;&#039;double Advantage&#039;&#039;&#039;. If the target you are hitting has any metal, then gain an additional Advantage Die; the maximum advantage someone can benefit from is x3.&lt;br /&gt;
&lt;br /&gt;
; Level 8: Electrified Focus&lt;br /&gt;
: Your reflexes allow you to capitalize on every opening. If you perform a &#039;&#039;&#039;Standard Attack Action&#039;&#039;&#039; and miss, you may consume the use of a level 3 or level 4 Technique slot to try again, this time with advantage.&lt;br /&gt;
: If you perform a check of any kind as a reaction, such as a saving throw, both in or out of combat, if you fail, you can choose to consume a Technique level 3 or 4 slot to try again with advantage.&lt;br /&gt;
: &#039;&#039;&#039;Cost&#039;&#039;&#039;: You permanently sacrifice one level 2 and one level 3 Technique slot use.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Amp&#039;ed Rage&lt;br /&gt;
: You surge with overwhelming electrical power. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; you spend time charging up all your electrically infused power. For a number of rounds equal to 1/2 your Electro-Mancer level, you gain &#039;&#039;&#039;+4 Dexterity&#039;&#039;&#039;, &#039;&#039;&#039;+2 Strength&#039;&#039;&#039;, and &#039;&#039;&#039;Temporary HP&#039;&#039;&#039; equal to your Electro-Mancer level + 2x (Dexterity + Intelligence Modifier). Bonus Advantage on all Dexterity Saving throws. Your Electric Attack Damage Die is increased by 1 level and it gains AP equal to your Character&#039;s Dex Mod. After the effect ends, you must roll a Constitution Save DC20 + Int Mod or become &#039;&#039;&#039;Fatigued&#039;&#039;&#039;. Your Character cannot do this while Fatigued or worse.&lt;br /&gt;
: &#039;&#039;&#039;Cost&#039;&#039;&#039;: You permanently sacrifice one Level 4 and 5 Technique slot use.&lt;br /&gt;
&lt;br /&gt;
==== Path of the Electric Savant ====&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: Ranged Techniques and Technological Integration.&lt;br /&gt;
&lt;br /&gt;
; Level 2: Savant in Training&lt;br /&gt;
: You gain the &#039;&#039;&#039;Technique Novice&#039;&#039;&#039; feat for free. If you already possess it, you gain &#039;&#039;&#039;Technique Advance&#039;&#039;&#039; instead and so on.&lt;br /&gt;
&lt;br /&gt;
; Level 4: Circuit Integration&lt;br /&gt;
: You can interface with technology wirelessly. You gain a &#039;&#039;&#039;+2 Misc bonus&#039;&#039;&#039; to [[Computer_Use|Computer Use]] and [[Decipher Script]]. Also, as a Simple Action even while in combat, you can access simple, non-secure electronic devices (cameras, door locks) wirelessly within 30ft +5 per Int Mod.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Advanced Electromancy&lt;br /&gt;
: Automatically gain an additional slot for Level 1,2,3 Techniques. You can now &amp;quot;Expand&amp;quot; your techniques by using a higher-level slot. This grants one of the following:&lt;br /&gt;
# Double the Damage/Effect&lt;br /&gt;
# Treated as a Simple Action&lt;br /&gt;
# Double range. (When increasing the range of a Technique with Range zero, this makes it a Technique with a Range equal to Character&#039;s Walk Speed.)&lt;br /&gt;
# Double the Duration.&lt;br /&gt;
# Change Damage type to Electric-Electric.&lt;br /&gt;
This can be stacked if slots are available. Also, this does not stack or work with Feats like Quicken or Split-Brain Coordination. The Player just has to declare they are &#039;Expanding&#039; their Technique Action. All of those must be Standard Action unless the &#039;Expand&#039; first is used to make the Technique a Simple Action.&lt;br /&gt;
&lt;br /&gt;
; Level 8: Sheer Force&lt;br /&gt;
: Your ranged &#039;&#039;&#039;Electric Attack&#039;&#039;&#039; becomes more piercing. Gain AP equal to your Intelligence Modifier (Max 5) and choose between Critical Range increase or Critical Damage base improved to x3.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Expert Electromancy&lt;br /&gt;
: Your mastery of techniques allows you to manifest multiple effects at once. You may perform two Techniques in a single &#039;&#039;&#039;Standard Action&#039;&#039;&#039;. Both techniques consume their respective slots. These Techniques can be affected by your &#039;Expand&#039; ability. The Quicken or Split-Brain Coordination feat can still be activated.&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Twice per day (3x at Character Level 15, 4x at Character Level 20).&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Tactical Shift, Leader of the Troops (Dynamic)|| 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Protege || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Command Style || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Battlefield Presence (Dynamic) || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Uncanny Survival || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Command Style+ || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Follow My Lead (Dynamic) || 4 || 3 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Command Style+ || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be performed at will, with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left is the hum of motors below, crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces were shocked and full of despair. Not looking up, afraid to see the empty seats where their comrades should be. Jacob, standing, holding onto a tether hanging from the ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realizes he is losing them. The defeat was too much for them. Without the right words, the moral would be lost, and he knows what would happen next. &amp;quot;First,&amp;quot; he thought to himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has the tactical expertise and uses such knowledge to coordinate armed forces in the battlefield. He is not afraid to get into the thick of things himself, especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assigning someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to take charge in a crisis or lead others into battle, and to provide knowledge and expertise that can help the group as a whole. &lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma (Charismatic Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Cannot use power armor (negates the ability to use Profession Techniques).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Diplomacy]] (Cha/Wis), [[Intimidate]] (Cha/Str), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Medical]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Techniques|Technique]] Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer uses &#039;&#039;&#039;Charisma&#039;&#039;&#039; or &#039;&#039;&#039;Wisdom&#039;&#039;&#039; for their [[Techniques#Field_Officer_&amp;amp;_Envoy_Techniques|Techniques]]. &lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;NOTE: Upon becoming the Field Officer, the Player must choose what their &#039;&#039;&#039;Command Style&#039;&#039;&#039; is. Either Inspire or Tactician.&lt;br /&gt;
&lt;br /&gt;
; Tactical Shift&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you become a master of positioning. At the start of the turn as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you may change the Group you are in. This happens at the start of the turn, not the start of the group, and the Simple Action is considered spent when you start your turn in your Group.&lt;br /&gt;
&lt;br /&gt;
; Leader of the Troops&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level,&lt;br /&gt;
:* &#039;&#039;&#039;Vanguard&#039;&#039;&#039;: When you successfully land an attack or complete a skill check, all allies currently in the Rearguard gain a &#039;&#039;&#039;+1 Morale bonus&#039;&#039;&#039; to Accuracy and Damage until the end of the round.&lt;br /&gt;
:* &#039;&#039;&#039;Rearguard&#039;&#039;&#039;: When you successfully perform a supportive action or technique that benefits your allies (things like Medical), all allies in the next round&#039;s Vanguard gain a &#039;&#039;&#039;+1 Morale bonus&#039;&#039;&#039; to AC and Saving Throws.&lt;br /&gt;
: This bonus increases to &#039;&#039;&#039;+2&#039;&#039;&#039; at &#039;&#039;&#039;5th&#039;&#039;&#039; level and &#039;&#039;&#039;+3&#039;&#039;&#039; at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be their protege. The person must be familiar to the Field Officer and must be willing to be subject to the Field Officers&#039; whims and commands to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat, the Protege gains a Competence/Moral bonus equal to the Field Officer&#039;s Charisma Modifier on all rolls. The Field Officer also gains Advantage on all Medical checks made to their Protege.&lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Sickened|Sickened]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. The Protege is seriously taken aback by this and gains double disadvantage on all Actions during combat until the situation is resolved. If the Field Officer dies, then the Protege gains a disadvantage on all actions/checks both in and out of combat for 1 week.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot quickly change Proteges. Once one is picked, at least one month must pass before another can be selected. However, if the Field Officer feels they made the wrong choice, they can switch to another Character early. (It is up to the GM how early is early. The previous Protege is taken aback by this and gains disadvantage on all actions for 1d4 days, including in combat encounters.&lt;br /&gt;
&lt;br /&gt;
; Command Style&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level you must choose your &#039;&#039;&#039;Command Style&#039;&#039;&#039; and gain its first Profession Feature.&lt;br /&gt;
: Gain another at &#039;&#039;&#039;7th&#039;&#039;&#039; level based on your chosen Command Style.&lt;br /&gt;
&lt;br /&gt;
; Battlefield Presence&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level,&lt;br /&gt;
:* &#039;&#039;&#039;Vanguard&#039;&#039;&#039;: As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;,  the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an opposing Wisdom save. If successful, they ignore the Field Officer. If they fail, the target redirects their attention to the Field Officer.&lt;br /&gt;
:* &#039;&#039;&#039;Rearguard&#039;&#039;&#039;: As a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you may grant a single ally within 30ft a free 5-foot step or a +2 Dodge bonus to AC against the next attack targeting them.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Utility Feats&#039;&#039;&#039; or &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
; Uncanny Survival&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, your combat instincts keep you alive under fire. Once per day, as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you may add half your Profession level to your AC for 1 round. This bonus applies to touch and flat-footed AC. At 10th level, this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
; Follow My Lead&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, The Field Officer can inspire others to do what he does.&lt;br /&gt;
:* &#039;&#039;&#039;Vanguard&#039;&#039;&#039;: Must be declared before an attack (which must then be successful) or immediately after a Critical attack, the Field Officer can roll a Charisma save of DC14 + 3 for every affected member (The Field Officer can choose to ignore some allies to reduce the DC). If successful, each member gains an advantage when attacking the target the Field Officer just attacked for the next 1 + WIS Mod turns. Also, regardless of the target, any affected member gains max damage on their next attack.&lt;br /&gt;
:* &#039;&#039;&#039;Rearguard&#039;&#039;&#039;: Must be declared before performing a defensive action. An Attack Defensively action, or a Technique, Talent, or Item use that doesn&#039;t deal damage or cause negative effects on enemies. If successful, all other friendly combatants gain advantage on all actions for 1 round, and +2 DR [ALL] for 1 + WIS Mod turns.&lt;br /&gt;
: Either option can only be done once per encounter.&lt;br /&gt;
&lt;br /&gt;
; Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can perform two Techniques in one turn. When finished performing one Technique, regardless of success, the Field Officer gains multiple actions to choose from as a Bonus Action.&lt;br /&gt;
# &#039;&#039;&#039;Bonus Attack Action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Bonus Technique Action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Bonus Move Action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Bonus Use Item Action&#039;&#039;&#039;&lt;br /&gt;
: The Field Officer can only perform this once a day. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
==== The Inspirer (Charisma) ====&lt;br /&gt;
*Focus: Morale, resilience, and broad squad buffs.*&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Encouraging Speech&lt;br /&gt;
: As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you may provide a stirring shout of valor. This can affect any teammate who can see or hear the Field Officer, even over a communication device. The roll is a Charisma check DC12 + 2 for every affected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. This can be done once per combat Encounter.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Level 7:&#039;&#039;&#039; Inspiring Speech&lt;br /&gt;
: Your words grant preternatural focus. As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, gain provide a stirring speech or perform some otherwise inspiring action that encourages his teammates. This is a [[Diplomacy]] check DC14 + 3 for every number of affected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful, the allies get an advantage bonus on Accuracy Checks for the next 1d4 rounds. This is a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; and can only be done once per combat Encounter.&lt;br /&gt;
&lt;br /&gt;
: This can be done outside of combat to provide an Advantage to whatever task or tasks are being performed by the Field Officers&#039; teammates. The Field Officer can only take 10/20 if the teammates are also taking 10/20.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Level 9:&#039;&#039;&#039; Undying Valor&lt;br /&gt;
: Your mere presence makes your allies nearly impossible to break. All allies within visual range gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on all saving throws against mind-affecting effects and Fear related conditions. Additionally, your &#039;&#039;&#039;Encouraging Speech&#039;&#039;&#039; can now be performed as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; instead of a Standard Action.&lt;br /&gt;
&lt;br /&gt;
==== The Tactician (Wisdom) ====&lt;br /&gt;
*Focus: Precision, coordination, and action economy.*&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Level 3:&#039;&#039;&#039; Coordinate Attack&lt;br /&gt;
: As a &#039;&#039;&#039;Free Action&#039;&#039;&#039;, Field Officer points out the target they are aiming at. If you are successful, then for every other teammate, up to the Field Officer&#039;s Wisdom Mod, who is also successful at a Melee or Ranged accuracy check on the target that round, they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level, the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more than 1 target left.&lt;br /&gt;
&lt;br /&gt;
: Can only be done 1 + 1 every 5 Field Officer levels per day.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Level 7:&#039;&#039;&#039; Tactical Insight&lt;br /&gt;
: As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; the Field Officer can roll a Charisma save of DC14 + 3 for every affected member (The Field Officer can choose to ignore some allies to reduce the DC). All allies who can see or hear the Field Officer gain the benefits of their tactical insights. Each affected ally gains a one-time &#039;&#039;&#039;Bonus Action&#039;&#039;&#039; that they can perform in their &amp;quot;off-group&amp;quot; phase as a separate action. They may choose from:&lt;br /&gt;
# &#039;&#039;&#039;Bonus Attack Action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Bonus Technique Action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Bonus Move Action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Bonus Use Item Action&#039;&#039;&#039;&lt;br /&gt;
: Frequency: Once per day.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Level 9:&#039;&#039;&#039; Strategic Proxy&lt;br /&gt;
: At the start of the round, before anyone&#039;s turn the Field Officer can declare they are sacrificing their turn to support another allie that is within 30ft + 5ft per WIS Mod. If that ally is in the Vanguard, they may also act in the Rearguard this round (or vice-versa). They gain a full second turn in the other group&#039;s phase, including their Simple and Standard actions. This can only be done once per encounter and 1 + every 5 levels of Field Officer per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Helix Warrior&lt;br /&gt;
! Profession Level !! Special &lt;br /&gt;
|-&lt;br /&gt;
| 1st || Martial Artist, Darkvision (60 ft.), &#039;&#039;&#039;Genetic Enhancement&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Haul, Genetic Path Choice, Light Sleeper&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Combat Expertise, &#039;&#039;&#039;Genetic Enhancement&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Flurry of Blows&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat, Darkvision (90 ft.), &#039;&#039;&#039;Genetic Enhancement&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Genetic Path Upgrade, Survivor&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Improved Reaction, &#039;&#039;&#039;Genetic Enhancement&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Superior Conditioning&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Strong As An Ox, &#039;&#039;&#039;Genetic Enhancement&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 10th || Genetic Path Upgrade, Darkvision (120 ft.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable. Pushing against the wall of morality is, to some scientists, their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes too hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization. People, sometimes willing, however usually not, are subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA is manipulated to purge anything deemed undesirable or a &amp;quot;flaw.&amp;quot; Some call this &amp;quot;forced evolution.&amp;quot; Most call it eugenics. Some Civilizations allow such practices, while most others do not. All capable Civilizations do it at some point.&lt;br /&gt;
&lt;br /&gt;
Some Helix Warriors come out with no adverse side effects and use their abilities to help others or, at the very least, help themselves. Others are not as lucky. In either case, Helix Warriors manifest new abilities that make them more resilient super-soldiers, security guards, law enforcement officers, and more. &lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want to be a master of physical combat, either as an unstoppable engine of destruction or a hyper-perceptive protector who guides their squad through the chaos of battle.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength (Strong Hero)]] or the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom (Dedicated Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Cannot take feats within the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; sub-category (except for [[Bazooka Arm]]).&lt;br /&gt;
# Profession: Cannot also be a Dreadnought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;NOTE: The Helix Warrior must choose either the Titan and the Path of Strength or Oracle and the Path of Wisdom.&lt;br /&gt;
&lt;br /&gt;
; Genetic Enhancement&lt;br /&gt;
: At levels &#039;&#039;&#039;1st, 3rd, 5th, 7th, and 9th&#039;&#039;&#039;, your specialized training or mutagenic triggers unlock a new evolutionary advantage. Each time you gain this bonus, choose one of the following:&lt;br /&gt;
:* &#039;&#039;&#039;Helix Strain&#039;&#039;&#039;: Learn one &amp;quot;Trick&amp;quot; from the [[Techniques#Helix_Strains|Helix Strains]] list. You must still meet any prerequisites for the Strain.&lt;br /&gt;
:* &#039;&#039;&#039;Mutation Points&#039;&#039;&#039;: You gain &#039;&#039;&#039;2 Mutation Points (MP)&#039;&#039;&#039;. These points can be spent immediately or saved to acquire mutations from the [[Mutations]] list, following standard mutation rules.&lt;br /&gt;
&lt;br /&gt;
; Martial Artist&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, your unarmed strikes are considered lethal. You deal unarmed damage as per the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] rules, but you can, if desirable, replace the Dexterity Modifier with Wisdom when calculating Weapon Damage Die. You can add your Wisdom or Strength modifier (based on your Path) to the damage total.&lt;br /&gt;
&lt;br /&gt;
; Darkvision&lt;br /&gt;
: You can see in near total darkness out to 60 feet (black-and-white only). The range improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If your species already possesses Darkvision, increase the range by 30ft at each interval.&lt;br /&gt;
&lt;br /&gt;
; Haul&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, your Strength is considered 4 points higher for the purpose of determining carrying capacity.&lt;br /&gt;
&lt;br /&gt;
; Light Sleeper&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, you remain alert even while resting. Your Passive Perception is unaffected by sleep, and you may make active [[Perception]] checks while asleep without penalty.&lt;br /&gt;
&lt;br /&gt;
; Combat Expertise&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you gain one [[Techniques#Advanced_Combat_Techniques|Advanced Combat Technique]] of your choice. You gain another at &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
; Flurry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, you can unleash a rapid succession of strikes. If you use a &#039;&#039;&#039;Standard Attack Action&#039;&#039;&#039; with unarmed strikes or while dual wielding light melee weapons without having used a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; this turn, you gain a second Standard Attack. If this second attack is successful, you may take an additional standard &#039;&#039;&#039;Bonus Attack Action&#039;&#039;&#039; for an off-hand attack (if applicable).&lt;br /&gt;
&lt;br /&gt;
; Survivor&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, your body can push through the impossible. Once per day, when rolling a saving throw, you may roll with Luck. This increases to twice per day at Character level 12 and three times at level 18.&lt;br /&gt;
&lt;br /&gt;
; Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, you gain a &#039;&#039;&#039;+2 Misc bonus&#039;&#039;&#039; to Initiative. Additionally, you gain an Advantage Die on Dexterity saving throws if you are not currently in combat. You may add your Strength or Wisdom mod (based on your Path) to the Dexterity Saving throws both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
; Superior Conditioning&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, you can as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; shake off adverse conditions. When affected by a duration-based condition (e.g., Stunned, Shaken, Nauseated), the duration is halved. If the duration is only 1 round, you ignore the effect entirely. This can be done 1 + 1 every 5 Helix Warrior levels per day.&lt;br /&gt;
&lt;br /&gt;
; Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, you ignore the &#039;&#039;&#039;Clunky&#039;&#039;&#039; attribute of any weapon provided it was given based on the weapon&#039;s weight. Your unarmed strikes damage die is calculated as if your Strength score was +2.&lt;br /&gt;
&lt;br /&gt;
=== Genetic Path Choice ===&lt;br /&gt;
At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, you must choose the direction of your genetic enhancement.&lt;br /&gt;
&lt;br /&gt;
==== Titan (Path of Strength) ====&lt;br /&gt;
&lt;br /&gt;
Upon becoming a Helix Warrior Titan gain the [[Intimidate]] (Str/Cha) as a Favored Skill.&lt;br /&gt;
&lt;br /&gt;
; Level 2: Overwhelming Might&lt;br /&gt;
: Your muscles are engineered for maximum output. When you use a &#039;&#039;&#039;Standard Attack Action&#039;&#039;&#039; with a melee weapon or unarmed strike, you deal additional damage equal to 1/2 your Helix Warrior level.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Brute Force (Standard Move Enhancement)&lt;br /&gt;
: When you perform a &#039;&#039;&#039;Standard Combat Technique Action&#039;&#039;&#039; (Charge, Tackle, or Overrun), you gain an Advantage Die on the Technique check as well as damage. If successful earn a &#039;&#039;&#039;Bonus Attack Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Colossal Impact&lt;br /&gt;
: Once per encounter, you can focus your entire physical strength into a single blow. &lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: Your next melee attack this turn deals damage equal to if all die rolled for damage were maxed (this ignores exploding effects) and is considered [[Damage_Types_and_Attributes#Double_Types|Kinetic-Kinetic]]. If the attack is a Critical Hit, the target must succeed on a Constitution DC12 + Amount the AC was beaten by or be &#039;&#039;&#039;Stunned&#039;&#039;&#039; for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==== Oracle (Path of Wisdom) ====&lt;br /&gt;
&lt;br /&gt;
Upon becoming a Helix Warrior, an Oracle gains the [[Sense Motive]] (Wis) as a Favored Skill.&lt;br /&gt;
&lt;br /&gt;
; Level 2: Tactical Foresight&lt;br /&gt;
: Your genetically enhanced mind processes combat data at an accelerated rate. Allies, including yourself, within 30ft + 5ft per WIS Mod gain a &#039;&#039;&#039;+1 Morale bonus&#039;&#039;&#039; to saving throws as you provide real-time tactical callouts. If the Helix Warrior chooses to Fight Defensively as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; this also provides a +1 to AC for themselves and their allies.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Guiding Hand&lt;br /&gt;
: As a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; you can optimize the movements of your squad. One ally within 30ft +5ft per WIS Mod may immediately perform a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; (e.g., Draw Weapon, 5ft step) out of turn. This does not count against their actions on their own turn. This can be done 1 + Wisdom Mod per day, but only once per encounter.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Flawless Anticipation&lt;br /&gt;
: Your genetically perfected reflexes allow you to read muscle twitches and eye movements, anticipating enemy strikes before they land. &lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Free Action (Once per encounter).&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: For the duration of the encounter, you gain a special reaction called &#039;&#039;&#039;&amp;quot;Intervene&amp;quot;&#039;&#039;&#039;. Whenever an ally within 30ft + 5ft per WIS Mod is targeted by an attack, you may use your reaction to either:&lt;br /&gt;
: a) Move up to your speed to intercept the attack. You become the target, but you gain Damage Reduction (DR) equal to your Wisdom Modifier against this attack.&lt;br /&gt;
: b) Move up to the enemy (if in range) and perform a Bonus Attack Action.&lt;br /&gt;
: This response can happen even outside your Combat group.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Training || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Expert Splicer || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be performed at will with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They were second to none. Except for the Cryous. Their rivalry came to a head in The Great Warring Years. The Cryous had created a new masterful set of implants to empower their soldiers. This helped take away the Lepidona&#039;s ground troop superiority. In response, the Lepidonians developed a suit/cybernetic implant combo in hopes of outdoing their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit, and nowadays, people who use them are called Shield Splicers.&lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked, and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war, the suits are sometimes outlawed. Many mercenary groups, pirates, thugs, and other more criminal groups employ wearers of such suits. Since work is hard to buy if you dedicate a portion of your life to wearing a suit half, the galaxy has outlawed most Shield Splicers, who don&#039;t have a choice. And thus a stereotype was born.&lt;br /&gt;
&lt;br /&gt;
To curb the lousy rapport, newer, more defensive versions of the suit were made. With the suit becoming more prevalent on the outskirts of space, many isolated locations began using them to defend themselves. Monasteries had their monks devote time to learning the art as a means of defense.&lt;br /&gt;
&lt;br /&gt;
Choose the Shield Splicer if you want a character who can manipulate invisible fields of force to either protect allies defensively or crush enemies in a nearly invisible clutch of high-intensity force.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution (Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom (Dedicated Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Path: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 15+ with Wis score of 12+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Con score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Profession: Cannot also be an Electro-Mancer.&lt;br /&gt;
# Gear: Cannot wear Power Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), Craft [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ] (Int), Choose Any One [[Knowledge]] (Int), [[Survival]] (Wis), [[Medical]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Techniques|Technique]] Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their &#039;&#039;&#039;Constitution&#039;&#039;&#039; ability to perform [[Techniques#Shield_Splicer_Techniques|Techniques]].&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
; Self Shielded&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you can imbue yourself with a barrier that provides temporary health. You gain &#039;&#039;&#039;Temporary HP&#039;&#039;&#039; equal to your Shield Splicer level + (2 * Wisdom Modifier). This lasts for 1 hour + 30 Minutes per Wisdom Modifier.&lt;br /&gt;
: Requires a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; to activate. Can be used once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
; Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you are uniquely attuned to the resonance of energy fields. You gain an &#039;&#039;&#039;Advantage Die&#039;&#039;&#039; on &#039;&#039;&#039;Passive Perception&#039;&#039;&#039; and active Perception checks for detecting any shielded object, cloaked unit, or force field within 60ft. When applying Advantage to Passive Perception, take 1/2 of the total possible roll value, rounding down.&lt;br /&gt;
&lt;br /&gt;
; Shield Splicer Path Talent&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Splicer must choose between the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; (Constitution) or &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; (Wisdom) paths. Once chosen, they earn their first Path Talent. They earn more at all even levels, &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;6th&#039;&#039;&#039;, &#039;&#039;&#039;8th&#039;&#039;&#039;, and lastly &#039;&#039;&#039;10th&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
; Combat Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you gain a bonus feat from anything with the Tactical Feat category, representing your focus before mastering shield manipulation.&lt;br /&gt;
&lt;br /&gt;
; Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, gain a free Bonus Feat from the &#039;&#039;&#039;Utility&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039; categories.&lt;br /&gt;
&lt;br /&gt;
; Disrupt Shield&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, you can target an external force field with a mental spike of energy.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Range&#039;&#039;&#039;: 60ft + 5ft per Constitution Modifier.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: Roll a Constitution check DC 15. You deal damage directly to an enemy&#039;s Power Armor, Force Field, or shield system. Following the [[Item Damage]] rules. The Item/Object gains a Battle Scare for every 2 points the DC is beaten.&lt;br /&gt;
: &#039;&#039;&#039;Fatigue&#039;&#039;&#039;: If you use this ability, you must succeed an opposing Constitution save DC15 + Battle Scare Damage dealt become &#039;&#039;&#039;Fatigued&#039;&#039;&#039;. You cannot perform this action while already Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
; Expert Splicer&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, your constant exposure to force fields has made you more resilient. You gain a permanent &#039;&#039;&#039;+1 bonus to AC&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer Path Choices ===&lt;br /&gt;
&lt;br /&gt;
==== Path of the Shield Wielder (Constitution) ====&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: Kinetic Force, Ranged Damage, and Physical Disruption.&lt;br /&gt;
&lt;br /&gt;
; Level 2: Shield Attack&lt;br /&gt;
: You mold a force field into a small concentrated sphere to cause damage at range. This is a &#039;&#039;&#039;Standard Attack Action&#039;&#039;&#039; (Ranged, 100ft).&lt;br /&gt;
: &#039;&#039;&#039;Damage&#039;&#039;&#039;: 1d6 + Constitution Modifier (Kinetic-Kinetic). &lt;br /&gt;
: You use Dexterity to aim, but Constitution Modifier for the damage bonus. This attack counts as using a &amp;quot;Natural Ranged Weapon&amp;quot; for proficiency bonuses, extra damage, off-handed weapon, and Bonus Actions.&lt;br /&gt;
&lt;br /&gt;
; Level 4: Kinetic Shunt&lt;br /&gt;
: You learn to add a powerful shove to your kinetic strikes. When you land a successful melee or ranged attack, you gain the choice of a &#039;&#039;&#039;Bonus Action&#039;&#039;&#039; to shunt the target. The target must succeed on a Strength save DC15 + Con Mod or be pushed 10ft away from you. If the target is unable to move, ie a wall behind them, then take 1d4 damage instead.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Focused Shield Attack&lt;br /&gt;
: Your kinetic spheres become more stable. Range increases to 150ft + 10ft per Constitution Modifier. and damage increases to &#039;&#039;&#039;1d8 + Constitution Modifier (AP 2)&#039;&#039;&#039;. Additionally, you do not take Disadvantage when making a Shield Attack against an enemy within your melee threat range.&lt;br /&gt;
&lt;br /&gt;
; Level 8: Energy Redirection&lt;br /&gt;
: Your shields can &amp;quot;catch&amp;quot; and return hostile energy.&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039;: While a shield controlled by you, through Talents or Techniques, is hit with damage that deals Kinetic, Electric, or Thermal damage. You can sacrifice a Simple/Bonus Action on your next turn to attempt to absorb some of the damage.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: Roll a Constitution check against the attacker&#039;s accuracy. If you win, you take half damage and gain bonus damage that can be applied to any Shield based damage dealing Technique, or to the Character&#039;s Shield Attack, or on a Melee Weapon that the Character is actively holding. This bonus damage adds +1d6 + (1 per every 4 points of damage you take) damage of the type you just absorbed.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Master Shield Wielder&lt;br /&gt;
: Your kinetic strike reaches its ultimate form. Range increases to 200ft + 20ft per Constitution Modifier, damage increases to &#039;&#039;&#039;1d10 + Constitution Modifier (AP 4)&#039;&#039;&#039;, and the Player can choose between &#039;&#039;&#039;Critical Range increase +1&#039;&#039;&#039; or &#039;&#039;&#039;x3 Critical Multiplier&#039;&#039;&#039;.&lt;br /&gt;
: Additionally, once per day, you may choose too &amp;quot;Expand&amp;quot; a Technique (doubling its range or duration).&lt;br /&gt;
&lt;br /&gt;
==== Path of the Shield Defender (Wisdom) ====&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: Ally Protection, Damage Absorption, and Battlefield Control.&lt;br /&gt;
&lt;br /&gt;
; Level 2: Selfless Shield&lt;br /&gt;
: You can manifest your barriers around others. You can use your &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; feature on an ally within 30ft + 5ft per Wisdom Mod as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;. This however only lasts during combat. It can be used once per combat and doens&#039;t count against the Self Shield use.&lt;br /&gt;
&lt;br /&gt;
; Level 4: Substitution&lt;br /&gt;
: You can weave your own vitality into an ally&#039;s defense. When an adjacent ally or an ally under your &#039;&#039;&#039;Selfless Shield&#039;&#039;&#039; is hit, you may choose to absorb half of the damage result onto yourself. When this is done you loose your next turns &#039;&#039;&#039;Simple Action&#039;&#039;&#039;. Your Constitution Mod acts as DR for this specific instance of damage, but no other DR (from armor or items) applies.&lt;br /&gt;
&lt;br /&gt;
; Level 6: Improved Force Wall&lt;br /&gt;
: You have mastered the construction of static barriers. You haven&#039;t chosen to learn &#039;&#039;&#039;Force Wall&#039;&#039;&#039;; you automatically learn it, even if at the max allowed. You can perform the &#039;&#039;&#039;Force Wall&#039;&#039;&#039; technique as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;. If you perform it as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, the wall&#039;s height and length are doubled, and it gains +2 DR. At Shield Splicer level 8 DR goes to +4 and duration is 1d6 + 2 turns.&lt;br /&gt;
&lt;br /&gt;
; Level 8: Tactical Phasing&lt;br /&gt;
: You can briefly &amp;quot;phase&amp;quot; an ally&#039;s shield to help them reposition. &lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Simple Action.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: One ally within range gains partial concealment (enemies take a Disadvantage Die to hit them) for 1 round. While phased, the ally&#039;s movement does not trigger &#039;&#039;&#039;Tactical Opportunities&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
; Level 10: Healing Chamber&lt;br /&gt;
: You warp a protective, airtight shield around a target (Range: Touch) that is flooded with concentrated healing gas. You can target yourself or choose to envelop both yourself and the adjacent target to split the healing bonus.&lt;br /&gt;
: &#039;&#039;&#039;Action&#039;&#039;&#039;: Standard Action.&lt;br /&gt;
: &#039;&#039;&#039;Effect&#039;&#039;&#039;: For 1d4 rounds, the target is immune to toxins and gains &#039;&#039;&#039;Regeneration&#039;&#039;&#039; (recovering HP equal to their Hit Die + your Wisdom Modifier at the Counter Phase of combat). This consumes a Medical Kit or a concentrated Healing Concoction. If you choose to share this bubble with the target, then each rolls for the total healing but halves the total, rounding up.&lt;br /&gt;
d up.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Space Marine&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Profession &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Military Training Course, Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training), Military Training Course&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Advanced Tactics&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Course&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Military Training Course, Military School (Elite Training)&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Veteran’s Grit&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military Training Course, Void Legionnaire&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the military&#039;s finest. They serve as the backbone to any Empire, Corporation, or Religious institution&#039;s firm outstretched hand. They are not just required when waging war in space but also for keeping the peace and ensuring stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing their services where an otherwise outstretched army cannot effectively hold. Others are loyal only to one faction and serve them relentlessly.&lt;br /&gt;
&lt;br /&gt;
No matter who they serve, Space Marines are talented at all things combat in space. Whether in spaceship battles, close-quarters combat, Zero-G, or extra G, Space Marines have the talent and guts to get it done. It may not be clean... in fact, it&#039;s certainly gonna get messy, but Marines wouldn&#039;t have it any other way.&lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all-around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fastest path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity (Fast Hero)]] or [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength (Strong Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Space Marine, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 15+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Strength &lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha/Str), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Military School&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039;, &#039;&#039;&#039;4th&#039;&#039;&#039;, and &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine can pick a Bonus Feat from the whole Tactical category.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine excels at squad-based fire. If the Space Marine attacks a target that at least one other teammate in the same Combat Group (i.e., Vanguard or Rearguard) is also attacking, the Space Marine gains an Advantage Die on their accuracy check.&lt;br /&gt;
&lt;br /&gt;
;Military Training Courses&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level and every even level thereafter (4th, 6th, 8th, 10th), the Space Marine can select a specialized course of study from their time in the academy or the field. You cannot select the same course more than once unless specified.&lt;br /&gt;
&lt;br /&gt;
:; - Suppressing Fire:&lt;br /&gt;
:: Regardless of whether the ranged weapon supports the feature, the Space Marine can use it to perform the Suppressing Fire mode. Enemies suppressed this way take an additional -2 penalty to accuracy.&lt;br /&gt;
:; - Closing the Gap:&lt;br /&gt;
:: The Space Marine can use their Strength and Stamina to make a strategic dash. Once per encounter, as a Simple Action, move 10ft per Strength Mod. This movement does not trigger Tactical Opportunities.&lt;br /&gt;
:; - Debilitating Shot:&lt;br /&gt;
:: Once per combat, perform a ranged attack that wounds the target’s mobility, inflicting the [[Conditions#Entangled|Entangled]] condition. The target can roll a Constitution check (DC 15 + Space Marine’s Dex Mod) to ignore the effect.&lt;br /&gt;
:; - Taking the Initiative:&lt;br /&gt;
:: If the Space Marine scores a critical hit, gain an immediate second attack that acts like a Bonus Attack action. This second attack doesn&#039;t take the place of any Simple Action or other Bonus Actions that can be earned.&lt;br /&gt;
:; - Prey:&lt;br /&gt;
:: As a Standard Action, you can &#039;mark&#039; a target. You gain an additional +1d6 damage on all successful attacks against the marked target. At 10th Profession level, this increases to +2d6. Only one target can be marked at a time. The Mark is lost if the target loses visibility, is under concealment or stealth, etc. This can be taken again to change the action to a Simple Action instead of a Standard.&lt;br /&gt;
:; - Against All Odds:&lt;br /&gt;
:: While flanked or surrounded by 2 or more enemies, the Space Marine gains an Advantage on Attacks and deals +1d6 bonus damage per enemy flanking them, max 4d6.&lt;br /&gt;
:; - Breach and Clear:&lt;br /&gt;
:: When moving through a doorway or around a corner into a room with enemies, the Space Marine gains a +4 bonus to AC until the start of their next turn. Also, Standard Move Actions now not only grant a Bonus Move Action but a Bonus Attack Action as an option.&lt;br /&gt;
:; - G-Force Conditioning:&lt;br /&gt;
:: You are immune to the [[Conditions#-_Sickened|Sickened]] condition and gain an Advantage on saving throws against being [[Conditions#-_Stunned|Stunned]] or [[Conditions#-_Dazed|Dazed]].&lt;br /&gt;
:; - Phalanx Doctrine:&lt;br /&gt;
:: While adjacent to an ally or utilizing cover, you gain a +1 bonus to AC. Additionally, any adjacent ally gains a +1 morale bonus to their AC as you help coordinate their positioning.&lt;br /&gt;
:; - Sidearm Specialist:&lt;br /&gt;
:: You do not take the usual Disadvantage when using a Light ranged weapon (like a pistol) while in an enemy&#039;s melee threat range. Additionally, you gain Advantage on damage with Light weapons when attacking a target within 15ft.&lt;br /&gt;
:; - Combat Demolitions:&lt;br /&gt;
:: You gain the Feat/Skill [[Demolitions]] and the Feat [[Bazooka Arm]]. If you take this training a second time, then gain the ability to pull a grenade from a quick slot as a Free Action.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Space Marine can either learn two Advanced Combat Techniques as if they took the [[Advanced Combat Techniques]] Feat twice. or they can choose to take the [[Power_Armor_Expert|Power Armor Expert]] Feat without the required Armor Proficiency requirement.&lt;br /&gt;
&lt;br /&gt;
;Advanced Tactics&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine’s understanding of the battlefield deepens. They can choose to perform a Simple or Bonus action in a different Combat Group. If they are already in the Rearguard, then they can choose to take their Simple/Bonus Action in the next round&#039;s Vanguard.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Space Marine picks one category to master: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], or [[Heavy Armor Training]]. If one of these Feats is already trained and the Player doesn&#039;t wish for other types of training, then they can take the [[Training Expert]] feat.&lt;br /&gt;
&lt;br /&gt;
;Veteran’s Grit&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Space Marine can &amp;quot;shake off&amp;quot; a condition (such as Shaken, Fatigued, or Frightened) as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; once per encounter.&lt;br /&gt;
&lt;br /&gt;
;Void Legionnaire&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, choose your legacy:&lt;br /&gt;
:; - Legion Bulwark:&lt;br /&gt;
:: Gain +3 DR (Kinetic) damage and you can no longer be knocked prone or moved against your will by any creature your size or smaller.&lt;br /&gt;
:; - Legion Sharpshooter:&lt;br /&gt;
:: Your ranged attacks ignore the first 5 points of DR and your critical range increases by 1 (e.g., 20 becomes 19-20). Max 17-20.&lt;br /&gt;
:; - Legion Commander:&lt;br /&gt;
:: All allies within 30ft of you gain a +2 morale bonus to accuracy and saving throws as long as you are conscious and not incapacitated. They also gain an additional +1 to accuracy if targeting an Enemy that has been &amp;quot;Marked&amp;quot; with the Prey ability.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Starfighter’s Discipline (Choice), Sharp Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Evasive Footwork, Do a barrel roll!, Target Lock&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Scramble, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!, Hangar Talk&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Wingman (Choice), Pilot’s Awareness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation, In-Flight Improvisation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure, Vector Thrust&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Master of the Skies (Choice)&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never genuinely prepare a Starfighter for their first combat experience. Spewed from a mothership in a blur, they see in an instant a massive onslaught of thousands of other little ships so small they are barely visible against the canvas of stars. Most do not survive this first chaotic experience. But for those who do, they become the elite—the few who can dance between debris and weapon fire with a smirk.&lt;br /&gt;
&lt;br /&gt;
Whether they are flying for a military, a corporation, or their own survival, Starfighters are defined by their reflexes and their ability to stay calm when everything around them is moving at thousands of kilometers per hour. These skills translate naturally to the ground, where the Starfighter treats the battlefield like a low-altitude dogfight, using momentum, positioning, and pure nerve to outmaneuver any opponent.&lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be a high-mobility &amp;quot;Interceptor&amp;quot; who excels in the cockpit, dominates ground movement, and has the grit to navigate the roughest spaceports in the galaxy.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity (Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Bluff]] (Cha/Int), [[Pilot]] (Dex), [[Perception]] (Wis), [[Survival]] (Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: Starting at Starfighter &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter has an advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Starfighter&#039;s &amp;quot;jump the gun&amp;quot; mentality allows them to act when others are still assessing the threat. At the start of combat, the Starfighter can roll an Initiative check against a DC15 + Enemies&#039; Initiative Score. If successful, they may perform a single Standard Action as a Surprise round just for the Starfighter. Doing so gives them a -2 AC penalty for the first round of combat as they overextend.&lt;br /&gt;
&lt;br /&gt;
;Starfighter’s Discipline (Level 2 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, choose your primary operational focus:&lt;br /&gt;
:; A) The Ace: &lt;br /&gt;
:: You are a master in the cockpit. You gain an Advantage on accuracy checks with ship-mounted weapons and on saving throws to avoid Battle Damage. You can perform the &amp;quot;Shake, Rattle, and Roll&amp;quot; feature (Level 4) twice as often.&lt;br /&gt;
:; B) The Interceptor: &lt;br /&gt;
:: You treat ground combat like a dogfight. You gain a +5ft bonus to base speed and an Advantage on opposing Initiative checks. When moving through an enemy&#039;s square using Acrobatics, the DC is reduced by 5. Gain Advantage on the Combat Technique Overrun.&lt;br /&gt;
:; C) The Scoundrel: &lt;br /&gt;
:: You know the ins and outs of every spaceport. You gain an Advantage on [[Bluff]] and [[Stealth]] checks, when in a Spaceport, or on a Spaceship. You can use your [[Pilot]] skill in place of [[Diplomacy]] or [[Intimidate]] when dealing with spacers, mechanics, or ship merchants.&lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his elite reflexes to any vehicle he pilots, gaining an Advantage on all checks and saves made aboard. On the ground, you take no damage when successfully making a Dexterity saving throw to reduce damage from an area effect.&lt;br /&gt;
&lt;br /&gt;
;Evasive Footwork&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, your momentum is your armor. As long as you have moved at least 15ft on your turn, enemies take a Disadvantage on all accuracy checks against you until the start of your next turn. Do not gain Tactical Opportunity from moving out of an enemies melee threat range.&lt;br /&gt;
&lt;br /&gt;
;Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, as a Standard Action while piloting, the ship gains a +4 bonus to AC until your next turn. On the ground, you can use this as a Simple Action after a move to gain a +2 Dodge bonus to AC for 1 round.&lt;br /&gt;
&lt;br /&gt;
;Target Lock&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you can &amp;quot;lock on&amp;quot; to a target as a Simple Action. You gain an Advantage on all accuracy checks against that target. This lock lasts as long as you maintain line of sight. You can only have one target locked at a time.&lt;br /&gt;
&lt;br /&gt;
;Scramble&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level,  the Starfighter can choose to act in the Vanguard phase even if they are in the Rearguard, or vice versa, by spending a Simple Action to &amp;quot;Scramble.&amp;quot; This can be done a number of times per day equal to the Starfighter&#039;s Dexterity Mod.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels, the Starfighter can gain a Bonus Feat from the following categories: &#039;&#039;&#039;Utility&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, you can push engines or your own body beyond safe limits.&lt;br /&gt;
:; Ship: Increase tactical speed by +500ft per Engine Mod for 1 minute.&lt;br /&gt;
:; Ground: Increase base speed by +10ft per Dex Mod for 2 rounds.&lt;br /&gt;
: Both uses require a 1-hour &amp;quot;cool down&amp;quot; period afterward.&lt;br /&gt;
&lt;br /&gt;
;Hangar Talk&lt;br /&gt;
: Also at &#039;&#039;&#039;5th&#039;&#039;&#039; level, your reputation precedes you. You gain an Advantage on [[Sense Motive]], [[Diplomacy]] and [[Intimidate]] checks within spaceports, military installations or on other pilots or spacers. You can procure &amp;quot;restricted&amp;quot; ship parts or fuel as if it had one less Procure Difficulty.&lt;br /&gt;
&lt;br /&gt;
;Wingman (Level 6 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you learn to support your flight lead (or squad mates):&lt;br /&gt;
:; A) Covering Fire: &lt;br /&gt;
:: When a Starfighter gains a Bonus Action from a Standard Move/Attack Action they can choose a Bonus Covering Fire Action. This Action can be stashed until the Starfighter&#039;s next turn. The Starfighter can use this Bonus Action out of turn if another ally is attacked; then the Starfighter can choose to use their Bonus Covering Fire Action on the attacker. As long as the Attack Accuracy Check isn&#039;t a Critical Failure, the target gains Disadvantage on their accuracy check against the ally. If it is a hit treat all hits as a Minor Hit.&lt;br /&gt;
:; B) Tactical Lead:&lt;br /&gt;
:: You can spend a &#039;&#039;&#039;Bonus Action&#039;&#039;&#039; to grant an ally in your group (Vanguard/Rearguard) an Advantage Die on their next accuracy check or skill roll. When a Starfighter&#039;s ally goes at the same time for their Standard Action in the same turn phase, IE (Vanguard/Rearguard) and they fail, instead of automatically taking that failure if the Starfighter gains a Bonus Action that turn they can sacrifice it to give an Advantage to the ally. Out of combat this acts like an automatic successful aid of another player&#039;s Skill check or Ability check/saving throw.&lt;br /&gt;
&lt;br /&gt;
;Pilot&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you gain a +2 Misc bonus to [[Perception]] and Passive Perception as well as to [[Sense Motive]] and [[Bluff]] checks.&lt;br /&gt;
&lt;br /&gt;
: When a Starfighter is in the Helm&#039;s Ship Position, that ship gets to add +2 to its Passive Sensors. &lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, your name carries weight. You get a +2 Misc bonus to [[Intimidate]] checks. When piloting a crewed ship, you can add your Dexterity modifier to the ship&#039;s Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
;In-Flight Improvisation&lt;br /&gt;
: Also at &#039;&#039;&#039;7th&#039;&#039;&#039; level, you can use your [[Pilot]] skill in place of [[Computer Use]] or [[Disable Device]] when attempting to hotwire vehicles, bypass security on hangar doors, or repair flight systems in the field.&lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, you can keep a dying ship or your own body functional through pure willpower. You can operate a spaceship at maximum Battle Damage for Dexterity/Charisma (Whichever is higher) Mod rounds before it explodes. On the ground, you can delay the effects of the [[Conditions#-_Stunned|Stunned]] or [[Conditions#-_Dazed|Dazed]] conditions for 1 round.&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter learns how to rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons, the Weapons officer will need to make a successful hit for this to work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per combat.&lt;br /&gt;
&lt;br /&gt;
;Vector Thrust&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, you master the art of tactical repositioning. You can switch between the Vanguard and Rearguard phases as a **Free Action** at the start of any round. Additionally, your movement no longer triggers Tactical Opportunities from enemies you have attacked this turn.&lt;br /&gt;
&lt;br /&gt;
;Master of the Skies (Level 10)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, your training is complete:&lt;br /&gt;
:; A) Ghost in the Machine (The Ace): &lt;br /&gt;
:: Once per day, you and your ship become &amp;quot;untargetable&amp;quot; by electronic sensors for 1 minute. All attacks against you have a 50% miss chance, and you gain an Advantage on all attacks.&lt;br /&gt;
:; B) Momentum Strike (The Interceptor): &lt;br /&gt;
:: Once per encounter, after moving at least 30ft, your next attack deals maximum damage and adds your total distance moved to the damage result.&lt;br /&gt;
:; C) Slipstream (The Scoundrel): &lt;br /&gt;
:: You can move through solid objects and enemy spaces as if they weren&#039;t there for 1 round. This movement does not trigger Tactical Opportunities, and you end the move with a &amp;quot;Phantom Strike&amp;quot; that automatically threatens a Critical Hit.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate, Sneak Attack +1d4 &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Swindler’s Calling (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor, Escape Artist&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Luck Perk (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Infiltration Style (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Twist Fate (Choice), Luck Perk+&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick &lt;br /&gt;
|-&lt;br /&gt;
|10th|| The Big Score (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Ever meet someone where life always seems to go their way? The Swindler doesn&#039;t just rely on skill—they rely on Luck. Whether it is through an ancient technological artifact, a unique psionic resonance, or simply being at the right place at the right time, Swindlers have learned to throw themselves into &amp;quot;The Gamble,&amp;quot; cheating fate to win big.&lt;br /&gt;
&lt;br /&gt;
Choose the Swindler if you want a character who manipulates probability, excels at stealth and deception, and thrives on high-risk, high-reward scenarios.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma (Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Profession: A Swindler Character cannot &#039;&#039;&#039;first&#039;&#039;&#039; be a Dimension Knight.&lt;br /&gt;
# Profession: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Bluff]] (Cha/Int), [[Diplomacy]] (Cha/Wis), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: At Swindler &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the bold. Once per day, you may re-roll one roll you have just made before the result is announced. You must take the result of the re-roll. At &#039;&#039;&#039;8th&#039;&#039;&#039; level, this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Sneak Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you deal extra &#039;&#039;&#039;1d4&#039;&#039;&#039; points of damage on successful melee or light ranged weapon attacks against an unaware or flanked opponent. This can only be done once per round. This extra damage increases to &#039;&#039;&#039;+2d4&#039;&#039;&#039; at 4th level, &#039;&#039;&#039;+3d4&#039;&#039;&#039; at 7th level, and &#039;&#039;&#039;+4d4&#039;&#039;&#039; at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Swindler’s Calling (Level 2 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, choose your primary method of operation:&lt;br /&gt;
:; A) The Gambler: &lt;br /&gt;
:: You live for the rush. You can spend a Simple Action to &amp;quot;Raise the Stakes&amp;quot; on your next attack. Gain another Advantage Die and add it to your accuracy. However, if the attack misses, you are [[Conditions#Flat_Footed|Flat-Footed]] until the start of your next turn.&lt;br /&gt;
:; B) The Phantom:&lt;br /&gt;
:: You are a master of infiltration. You gain an Advantage on [[Acrobatics]] and [[Stealth]] checks. You no longer suffer penalties for moving at full speed while in stealth.&lt;br /&gt;
:; C) A Thousand Faces:&lt;br /&gt;
:: You gain the &#039;&#039;&#039;Thousand Faces&#039;&#039;&#039; ability, allowing you to don a convincing disguise in 1d4 minutes, or a quick and dirty disguise in 9 seconds or 3 rounds even while in combat taking up Simple Actions for 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;7th&#039;&#039;&#039; level. In combat, you gain Advantage when performing [[Techniques#Combat_Techniques|Feint]].&lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, your luck extends to your pockets. You gain an Advantage on [[Profession]] checks, [[Diplomacy]] checks for selling items, and any checks made to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials, you also gain an Advantage.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Also at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you gain the Feat Base Skill called [[Escape Artist]]. Gain advantage whenever attempting to escape confinement, such as ropes, chains, a force field, or a jail, provided you are not in combat. This talent is born from a long history of &amp;quot;hearing&amp;quot; about others&#039; narrow escapes—though surely you have never been caught yourself.&lt;br /&gt;
&lt;br /&gt;
;Luck Perk (Level 4 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, choose how your luck manifests:&lt;br /&gt;
:; A) Lucky Strike: &lt;br /&gt;
:: Choose either +1 to the critical range of your weapons (max 17-20) or +1 to your weapon&#039;s critical multiplier (max x5).&lt;br /&gt;
:::; Critical Chance Increase:&lt;br /&gt;
:::: Once per combat, they can benefit from a +1 to the critical range of their weapons. A weapon&#039;s critical range cannot go above 17-20 with this ability. The Swindler benefits from +1 critical range on every attack in a round of combat until he or she does a Critical.&lt;br /&gt;
:::; Critical Damage Increase:&lt;br /&gt;
:::: Once per combat, if the Swindler performs a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase, this only counts for the first time in combat, the Swindler does a critical unless the Swindler chooses to ignore the bonus. This cannot make a critical multiplier go higher than 5x.&lt;br /&gt;
:; B) Loaded Dice: &lt;br /&gt;
:: Once per day, you can declare a roll to be &amp;quot;Rigged.&amp;quot; Treat any natural roll of 1–5 on the d20 as a 10. At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Swindler can do this twice a day. If the Swindler chooses, they can do this more than their level allows, but each time they do, they become [[Conditions#-_Fatigued|Fatigued]]. If they are already Winded, Fatigued, or [[Conditions#-_Exhausted|Exhausted]], then they cannot do this.&lt;br /&gt;
:; C) Second Chance: &lt;br /&gt;
:: When you use `Cheat Fate`, any Advantage Die that is re-rolled is treated as [[Advantage#Luck|Lucky]]. If it was a disadvantage, take the lower of the two numbers to subtract. The Swindler can now Cheat Fate twice per day, and at &#039;&#039;&#039;8th&#039;&#039;&#039; level, this can be used 3 times per day.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, gain a free Bonus Feat from: &#039;&#039;&#039;Utility Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you can affect another target&#039;s roll within 45ft (+5ft per Cha Mod). This requires a Standard Action, and this can be done both on the Swindler&#039;s turn or out. They forfeit their next turn&#039;s Standard Action if done out of Phase. IE: If the Swindler is in the Vanguard, they can perform this action in the Rearguard even if they already acted, but next turn they lose the Standard Action. If targeting an enemy combatant, the Swindler must first declare their intent before the GM declares the result of the target&#039;s action. Roll your Advantage Die twice and either add or subtract the result from the target&#039;s d20 roll. This can be used a number of times equal to your Charisma Mod per day.&lt;br /&gt;
&lt;br /&gt;
: If out of combat, the Swindler can use this to adjust the check or saving throw of a target.&lt;br /&gt;
&lt;br /&gt;
;Infiltration Style (Level 7 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, you refine your movement:&lt;br /&gt;
:; A) Timely Stride: &lt;br /&gt;
:: You gain +10ft of base speed and can no longer be caught [[Conditions#Flat_Footed|Flat-Footed]] during a surprise round.&lt;br /&gt;
:; B) Slip the Cuffs: &lt;br /&gt;
:: You can move through an enemy&#039;s square without triggering a &#039;&#039;&#039;Tactical Opportunity&#039;&#039;&#039;. If you end your move adjacent to an ally, you can swap places with them as a &#039;&#039;&#039;Free Action&#039;&#039;&#039;.&lt;br /&gt;
:; C) Hidden in Plain Sight: &lt;br /&gt;
:: (Requires A Thousand Faces) You can use the [[Stealth]] skill even while being observed, provided you are within 10ft of a crowd or cover. Your &amp;quot;Quick and Dirty&amp;quot; disguise now takes only 1 round (3 seconds).&lt;br /&gt;
&lt;br /&gt;
;Twist Fate (Level 8 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, you learn to manipulate the luck of everyone around you. Choose one of the following:&lt;br /&gt;
:; A) Stolen Luck: &lt;br /&gt;
:: Once per day, when an enemy within 60ft rolls a natural 20 on an accuracy check or saving throw, you can &amp;quot;steal&amp;quot; it. Their roll becomes a natural 1 instead. You store that natural 20 and can use it to replace any d20 roll you or an ally makes within the next hour.&lt;br /&gt;
:; B) Probability Ripple: &lt;br /&gt;
:: As a Standard Action, you emit a 20ft field of chaotic probability for 1 minute. All allies within the field gain [[Advantage#Luck|Luck]], and all enemies are [[Advantage#Luck|Unlucky]]. This can be used once per day.&lt;br /&gt;
&lt;br /&gt;
;Luck Perk+&lt;br /&gt;
: Also at &#039;&#039;&#039;8th&#039;&#039;&#039; level, you can either pick a second choice from the &#039;&#039;&#039;Luck Perk&#039;&#039;&#039; list or upgrade your existing choice:&lt;br /&gt;
:; Lucky Strike+: &lt;br /&gt;
:: Gain the other benefit (Critical Range or Critical Multiplier) that you did not pick at level 4.&lt;br /&gt;
:; Loaded Dice+: &lt;br /&gt;
:: You can now use &#039;&#039;&#039;Loaded Dice&#039;&#039;&#039; to treat any natural d20 roll of 1-10 as a 12.&lt;br /&gt;
:; Second Chance+:&lt;br /&gt;
:: When you use `Cheat Fate`, you may now treat the d20 as a Lucky roll ie: roll twice and take the better result.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if you are at or below 10% health (round down) , you can teleport up to 120ft (+10ft per Cha Mod) as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039; (or as a response out of turn, forfeiting your next round). As a free action the Player can roll [[Stealth]]. This concludes your turn.&lt;br /&gt;
&lt;br /&gt;
;The Big Score (Level 10 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, you achieve ultimate mastery:&lt;br /&gt;
:; A) Double or Nothing (The Gambler): &lt;br /&gt;
:: You are the master of the high-stakes play. When you succeed on an accuracy check or skill check, you can choose to &amp;quot;Double the Bet&amp;quot; by rolling again. If you succeed a second time, the effect is tripled (triple damage, or automatic success on the next related task). However, if the second roll is a failure, the original action fails, you take damage equal to half what you would have dealt (or fail the task spectacularly), and you are [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
:; B) Ghost Walk (The Phantom): &lt;br /&gt;
:: You can step between the folds of reality. As a Standard Action, you become partially ethereal for 1 minute. During this time, you can move through solid matter (up to 10ft thick) and gain a +4 bonus to AC as attacks pass through your shifting form. You can end this effect early as a Free Action to make a &amp;quot;Phantom Strike,&amp;quot; which deals maximum damage and counts as a Sneak Attack even if the target is not flanked or unaware. This ability can be used once per day.&lt;br /&gt;
:; C) Grand Delusion (A Thousand Faces): &lt;br /&gt;
:: You can weave lies so potent they warp reality for those who hear them.&lt;br /&gt;
::: &#039;&#039;&#039;In Combat:&#039;&#039;&#039; Spend a Standard Action to perform a &amp;quot;Massive Con.&amp;quot; All enemies within 30ft must make a Wisdom Save (DC 15 + Cha Mod) or become [[Conditions#Confused|Confused]] for 1d4 rounds.&lt;br /&gt;
::: &#039;&#039;&#039;Out of Combat:&#039;&#039;&#039; You can perfectly impersonate any individual you have observed for at least 1 minute, including their voice, mannerisms, and biometric patterns. Additionally, you can &amp;quot;Gaslight&amp;quot; an NPC by talking to them for 5 minutes (DC 20 Diplomacy/Bluff). If successful, they will believe a single logical falsehood you present as absolute truth for 24 hours, regardless of prior knowledge.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! Profession Level !! Core Features !! Path Feature (Cybernaut or Robotic Savant)&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Technocant || Path Choice, Initial Path Feature&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Tech Hoarder || -&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || - || Path Feature&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Technophile || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat || Path Feature&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Robotic Vulnerability || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Virtual Houdini || Path Feature&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Build Prototype || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Machine Intuition || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || Greater Vulnerability || Path Feature &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was April&#039;s homework and last test scores. A large red square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get April&#039;s attention. He failed. April&#039;s eyes were fixed on the workbench before her. A small spattering of electronics mixed with wires, duck tape, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However, she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seem ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, and this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be an Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear, you must have other interests besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that, she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know, but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month than that teacher was in 10 years.&lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots, and the like than other biological counterparts. It often starts with collecting robotic, cybernetic, and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for their aptitude to solve everyday problems Technosavants are found mainly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers, they communicate in a language of techno jargon often made up on the fly.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Profession: The Technosavant cannot also be a Xenophile Character Profession. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma-based checks/saves even if another Profession allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: The Technosavant’s favored skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant)&lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Savant&lt;br /&gt;
: At Technosavant&#039;s first level, the Player must choose between being a Technosavant Cybernaut or a Technosavant Robotic Savant. This choice determines your specialized Path Features.&lt;br /&gt;
:* &#039;&#039;&#039;Cybernaut&#039;&#039;&#039;: Focuses on improving themselves by becoming more digital and robotic, mastering the art of the Cyborg.&lt;br /&gt;
:* &#039;&#039;&#039;Robotic Savant&#039;&#039;&#039;: Focuses on making and controlling robots, adventuring alongside their own MARS creations.&lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at Technosavant &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a jargon-riddled dialect called Technocant. You gain the Language Technocant for free at Rank 1. Additionally, you can speak and decipher machine logs. As a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, you can &amp;quot;ping&amp;quot; any electronic system within 30ft +5ft per Wisdom Mod to identify hidden cameras, sensors, or data ports. This grants an Advantage Die on your next [[Computer_Use|Computer Use]] or [[Disable Device]] check against that system.&lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, you gain the [[Salvage]] feat. Furthermore, you can scavenge spare parts from a disabled machine or robot in 1 round (Standard Action). This grants you &amp;quot;Scrap Units.&amp;quot; You can spend a Scrap Unit as a &#039;&#039;&#039;Free Action&#039;&#039;&#039; to grant yourself an Advantage Die on any Craft or Repair check made in the field.&lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, identifying unfamiliar technology or alien artifacts is a &#039;&#039;&#039;Simple Action&#039;&#039;&#039; for you. If you successfully identify an enemy&#039;s active gear (Power Armor, Shields, or Robots) during combat, you can relay its &amp;quot;Critical Fault&amp;quot; to your allies. All allies in your combat group (Vanguard or Rearguard) gain an Advantage Die on their next attack against that target.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Utility Feats&#039;&#039;&#039; or &#039;&#039;&#039;Proficiency Tree&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you know exactly where to strike a machine&#039;s servos. When attacking a robot or cyborg, your &#039;&#039;&#039;Extra Damage threshold is reduced by 1&#039;&#039;&#039;. Additionally, you deal +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. You also gain an advantage bonus on grapple checks against robots, enabling you to deactivate them more efficiently using the [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, you can perform small wonders with a computer. You can &amp;quot;Hack&amp;quot; an enemy electronic device (weapon, armor, or robot) within 30ft + 5ft per Int Mod as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;. Roll an Intelligence check (DC 15 + Tech Level). On a success, you force a &amp;quot;Glitch&amp;quot;: a weapon jams, power armor locks (reducing speed to 0), or a robot loses its next Standard Action. You also gain a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, you can &amp;quot;Field-Rig&amp;quot; a one-use gadget from the General Equipment list (Tech Level 2 or lower) in 1 minute using scrap parts. This gadget functions perfectly for one encounter before falling apart. Additionally, you can repair and craft Mechanic or Electrical items of any Tech Level, though the Craft check DCs for any item above your current Tech Level is increased by +5 per tech level.&lt;br /&gt;
&lt;br /&gt;
;Machine Intuition&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, your technical mastery reaches its peak. Your Advantage Die level for all [[Computer_Use|Computer Use]], [[Disable Device]], and [[Craft]] checks increases by 2 (max Level 20).&lt;br /&gt;
: In combat, when attacking a machine target (robot, cyborg, or mechanical structure), your Advantage Die level for the accuracy check increases by 1 and you deal additional damage equal to your Intelligence or Wisdom modifier which is higher.&lt;br /&gt;
: &#039;&#039;&#039;Synergy&#039;&#039;&#039;: This bonus applies to attacks made by your integrated cybernetic weapons or your MARS companions.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, your strikes bypass machine resilience. You ignore the first 1 + (Wis or Int mod, whichever is higher) points of Damage Reduction (DR) on any robot or cyborg. Additionally, you now gain +2d6 whenever attacking a Robotic system and double advantage to grapple checks. If you successfully grapple a robot, you can choose to &amp;quot;Hard-Shutdown&amp;quot; the unit as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;, disabling it instantly.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut Path Features ====&lt;br /&gt;
:; Level 1: Framework Integration&lt;br /&gt;
:: You gain the [[Cyborg Novice]] feat and must pick a flaw as per the [[Cybernetics]] rules. You receive a Tech 2 Framework with default power and slots. You can perform surgery on yourself to install or repair your own implants with a successful Intelligence check (DC 15). This doesn&#039;t include the initial installation of the Framework, that still requires someone qualified to perform Surgery on the Technosavant.&lt;br /&gt;
&lt;br /&gt;
:; Level 3: Cybermancer&lt;br /&gt;
:: Your mastery of cybernetic construction allows you to work with extreme efficiency. Build and repair time for cybernetic attachments is halved. You gain +1 Power to your Framework. And choose one implant to take up 1 less Slot (minimum 1)&lt;br /&gt;
&lt;br /&gt;
:; Level 5: Bio-Digital Sync&lt;br /&gt;
:: You gain the [[Cyborg Enthusiast]] feat. (Detractors still apply) If already acquired gain the next feat [[Cyborg Competent]]. Cost and Time of Crafting work for Cybernetic is reduced by 25%.&lt;br /&gt;
&lt;br /&gt;
:; Level 7: Neuro-Interface&lt;br /&gt;
:: Your neural pathways are optimized for high-speed combat data. You can use your Intelligence or Wisdom (Player must make a choice at level 7) modifier in place of Dexterity for Armor Class and Dexterity-based saving throws while in combat.&lt;br /&gt;
&lt;br /&gt;
:; Level 9: Bio-Digital Sync Plus&lt;br /&gt;
:: You gain the [[Cyborg Competent]] feat. (Detractors still apply) If already acquired gain the next feat [[Cyborg Expert]]. Can now uptech Cybernetic implants (not Framework) by 1 Tech Level (max 4) regardless of requirements.&lt;br /&gt;
&lt;br /&gt;
:; Level 10: Machine Perfection&lt;br /&gt;
:: You have achieved a perfect union of flesh and steel. You no longer suffer the Electrical Weakness common to cyborgs. Once per encounter, you can ignore the penalty of one of your Detractors for a number of rounds equal to 1 + your Intelligence or Wisdom modifier (whichever is higher).&lt;br /&gt;
&lt;br /&gt;
==== Robotic Savant Path Features ====&lt;br /&gt;
:; Level 1: Robotic Friend&lt;br /&gt;
:: Gain the Feat [[Companionship]]. However, this feat applies to the Character level and only for other companions. At level 1 Robotic Savant, you gain access to a &#039;&#039;&#039;Multi-purpose Adventuring Robot System&#039;&#039;&#039; or MARS as a companion. This robotic companion advances directly with the level of the Character. Rules for customization are on the [[Hero Companions]] page. A Technosavant can only link with one MARS companion at a time.&lt;br /&gt;
&lt;br /&gt;
:; Level 3: Robomancer&lt;br /&gt;
:: Build and repair time for robots and robotic components is halved. The material costs are reduced by 25%. You can repair your Robot in combat as a Standard Action. Follow the Medical skill check rules for repairing/restoring HP to the robotic companion, but use Craft Mechanics or Craft Electrical skill instead of Medical.&lt;br /&gt;
&lt;br /&gt;
:; Level 5: Technique Integration&lt;br /&gt;
:: You can integrate one &amp;quot;Utility&amp;quot; gadget at your current Tech Level or lower into your MARS companion. The MARS can activate this device as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:; Level 7: Advanced MARS Surgeon&lt;br /&gt;
:: Your specialized knowledge allows you to perform combat repairs on any robot or vehicle with Advantage. Additionally, your MARS gains a +2 AC bonus while within 30ft + 5ft per Int or Wis Mod of you as you remotely optimize its defensive subroutines.&lt;br /&gt;
&lt;br /&gt;
:; Level 10: Robotic Synergy&lt;br /&gt;
:: You and your MARS work well as a team. Either the Technosavant or the MARS companion can act in a different combat group, thus splitting the actions of the two. IE: The MARS companion can act in the Vanguard while the Technosavant acts in the Rearguard.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Profession Level&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Hunting Style (Choice)&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Study Target, Uncanny Stealth&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow (Choice), &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness, &amp;lt;br /&amp;gt;Professional Reputation (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Advanced Tracking (Choice), &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Focus on Target &amp;lt;br /&amp;gt; Tactical Maneuver (Choice)&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Strike&lt;br /&gt;
|-&lt;br /&gt;
|10th|| The Final Catch (Choice), &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Whether it&#039;s looking for a missing child or finding a killer on the loose, the Tracer is dedicated to it. Tracers are more than just Bounty Hunters. The universe is a big and dangerous place, and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Tracers also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revel in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a character who excels at hunting fugitives, locating missing persons, or uncovering hidden threats across the vastness of space.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom (Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Profession: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: [[Intimidate]] (Cha/Str), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int), [[Survival]] (Wis), [[Perception]] (Wis).&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: At Tracer &#039;&#039;&#039;1st&#039;&#039;&#039; level, you can &#039;mark&#039; a target with a successful Standard Attack Action. This can be done with any ranged weapon you are proficient with, or with a melee touch attack. This mark lasts a number of rounds equal to 1d4 + 1/2 Tracer&#039;s Level. This provides a &#039;&#039;&#039;+1d4&#039;&#039;&#039; damage to the total damage done to a &#039;marked&#039; target. Once marked, a target stays marked until you attack a new target. Only one target can be marked at any one time. This bonus damage is not affected by criticals but is affected by DR.&lt;br /&gt;
: The extra damage increases to &#039;&#039;&#039;+2d4&#039;&#039;&#039; at 4th level, &#039;&#039;&#039;+3d4&#039;&#039;&#039; at 7th level, and &#039;&#039;&#039;+4d4&#039;&#039;&#039; at 10th level.&lt;br /&gt;
: A Tracer can also choose to use a **Tracking Mark** instead of a damage bonus marker. This is useful for out-of-combat situations. The Marker emits a difficult-to-detect signal that a Tracer can easily follow with a Scanner device they have tuned specifically to their mark. Range is 1km per Tracer level. The tracking lasts for 24 hours + 4 hours per Tracer level.&lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, you gain an Advantage on [[Knowledge]] Checks, [[Perception]] checks, [[Diplomacy]] checks, and [[Intimidate]] checks when used to Gather Information on the whereabouts of a target.&lt;br /&gt;
&lt;br /&gt;
;Hunting Style (Level 2 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, define your approach to the hunt:&lt;br /&gt;
:; A) The Manhunter (Enforcer): &lt;br /&gt;
:: You specialize in bringing them back alive. Gain Advantage on [[Grapple]] checks and once out-of-combat [[Medical]] checks to **Stabilize** characters. You can choose to deal non-lethal damage with any weapon without the usual penalty.&lt;br /&gt;
:; B) The Predator (Ghost): &lt;br /&gt;
:: You are the unseen hunter. Gain Advantage on [[Stealth]] checks. If you attack while in stealth or against an unaware target, you can choose to have the &#039;&#039;&#039;Tracers Mark&#039;&#039;&#039; deal half damage in exchange for being a &amp;quot;Subtle Mark.&amp;quot; The target must roll an opposing Perception check with Disadvantage; if they fail, they do not realize they have been marked.&lt;br /&gt;
:; C) The Bloodhound (Analyst): &lt;br /&gt;
:: You hunt through data and deduction. Gain Advantage on [[Computer_Use|Computer Use]] and [[Sense_Motive|Sense Motive]]. You can share the benefits of your &#039;&#039;&#039;Study Target&#039;&#039;&#039; with one ally within 30ft.&lt;br /&gt;
&lt;br /&gt;
;Study Target&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you can study an enemy as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;. Roll an Intelligence check (DC 15). If successful, gain an Advantage on accuracy checks against that target for a number of rounds equal to your Intelligence Modifier. You can only do this once per target.&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, this action becomes a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Uncanny Stealth&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you gain a +1 Misc bonus to [[Stealth]] checks. You no longer suffer the penalty on [[Stealth#Moving_While_Stealthed|Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow (Level 4 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, your strikes hinder your prey:&lt;br /&gt;
:; A) Paralyzing Toxin: &lt;br /&gt;
:: (Requires Manhunter) Once per target, you can have your Standard Attack Action force a Constitution Save (DC 15 + Int Mod). On failure, the target is [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
:; B) Vitals Strike: &lt;br /&gt;
:: (Requires Predator) Once per target, you can have your Standard Attack Action force a Constitution Save (DC 15 + Int Mod). On failure, the target is [[Conditions#-_Sickened|Sickened]] for 1d4 rounds.&lt;br /&gt;
:; C) Systems Spike: &lt;br /&gt;
:: (Requires Bloodhound) Your attack disrupts electronic systems. If the target is a robot, vehicle, or has cybernetics, they must roll a Constitution Save (DC 15 + Int Mod) or be [[Conditions#-_Dazed|Dazed]] for 1d4 rounds. You can use the [[Computer Use]] skill (DC 15 out of combat, DC 20 in combat) to cause system overloads that deal non-lethal electrical damage to a person operating the target electronics.&lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, gain Advantage on [[Survival]] skill checks to track. You can perform [[Survival]] skill checks even while in combat as a Free Action. You can provide your [[Survival]] bonuses to the &#039;Scan&#039; feature of a spaceship you operate.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, gain a free Bonus Feat from: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, or &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, if `Study Target` is active, you can roll an Intelligence check (DC 25) when landing a successful hit. If successful, gain an additional &#039;&#039;&#039;Xd4&#039;&#039;&#039; bonus damage (X = 1 + 1 for every 5 you beat the DC) until the end of combat. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Professional Reputation (Level 6 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, choose how your fame grows:&lt;br /&gt;
:; A) Intimidating Presence: &lt;br /&gt;
:: You are known and feared. Gain a +1 Misc bonus to [[Intimidate]] and +1 Rank to the [[Profession]] skill.&lt;br /&gt;
:; B) Technical Savant: &lt;br /&gt;
:: You are known for your gear. Gain a +1 Misc bonus to [[Computer_Use|Computer Use]] and [[Disable Device]]. Earn a Skill point that must be spent on a &#039;&#039;&#039;Craft&#039;&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
;Advanced Tracking (Level 7 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, your marking becomes more advanced:&lt;br /&gt;
:; A) Homing Mark: &lt;br /&gt;
:: Your `Tracers Mark` now provides an Advantage to all allies within 30ft + 5ft per Wisdom/Intelligence mod (whichever is higher) on accuracy checks against the target.&lt;br /&gt;
:; B) Persistent Mark: &lt;br /&gt;
:: You can maintain two `Tracers Marks` simultaneously. Marks now last twice as long in or out of combat.&lt;br /&gt;
:; C) Distracting Mark: &lt;br /&gt;
:: The mark emits a high-frequency pulse or visual interference that disrupts the target&#039;s focus. The target takes a Disadvantage on all accuracy checks and saving throws while the mark is active.&lt;br /&gt;
&lt;br /&gt;
;Focus on Target&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer gains a Bonus Attack Action against the target of the &#039;&#039;&#039;Study Target&#039;&#039;&#039; ability and/or the &#039;&#039;&#039;Tracer&#039;s Mark&#039;&#039;&#039; regardless of the Standard Action taken, as long as the Action doesn&#039;t specify it doesn&#039;t allow Bonus Actions or Simple actions.&lt;br /&gt;
&lt;br /&gt;
;Tactical Maneuver (Level 8 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, you can fire specialized ammunition designed to be distracting. The damage of the weapon is reduced by one die level. You must craft the ammo beforehand with a Craft (Chemical, Electronic, or Structural) skill check; the crafting succeeds automatically, but the material cost increases by 50%. This can only be used once per target:&lt;br /&gt;
:; A) Distracting Strike: &lt;br /&gt;
:: Target must roll a Wisdom Save (DC 15 + Dex Mod + Ammo Masterwork level) or shift their attention to you for 1 round.&lt;br /&gt;
:; B) Look Away: &lt;br /&gt;
:: Target must roll a Wisdom Save (DC 15 + Dex Mod + Ammo Masterwork level) or be considered [[Conditions#Flat Footed|Flat-Footed]] until their next turn.&lt;br /&gt;
:; C) Pressure Point: &lt;br /&gt;
:: (Melee only) Target must roll a Constitution Save (DC 15 + Int Mod + Ammo Masterwork level) or become [[Conditions#-_Paralyzed|Paralyzed]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
;Crippling Strike&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, your critical hits (once per target, the Tracer can choose to ignore) automatically &#039;&#039;&#039;Trips&#039;&#039;&#039; the target and cause a bleed effect for &#039;&#039;&#039;1d4 + Wis/Int (whichever is higher) Mod&#039;&#039;&#039; damage (ignoring DR) for 1d6 turns.&lt;br /&gt;
&lt;br /&gt;
;The Final Catch (Level 10 Choice)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, choose between one of these 3 powerful options.&lt;br /&gt;
:; A) No Escape (Manhunter): &lt;br /&gt;
:: Your base movement speed is increased by 10ft. You gain the ability to perform the [[Techniques#Advanced_Combat_Techniques|Advanced Combat Technique: Tackle]], and gain Advantage on Tackle attempts and an additional Advantage in all Grapples. You can perform Charge and Tackle techniques even in rough terrain or when the enemy has moved around a corner, provided they were in line-of-sight within the last round. When performing a Tackle or Grapple, you gain a Bonus Action to knock the target unconscious. If the target is below 50% health, you can roll a Strength check against an opposing Constitution saving throw; if the target fails by more than 7, they lose consciousness for 1d4 rounds (or until they take damage).&lt;br /&gt;
:; B) The Final Shot (Predator): &lt;br /&gt;
:: Once a &#039;&#039;&#039;Study Target&#039;&#039;&#039; is in effect, once per day you can declare a &amp;quot;Final Shot.&amp;quot; This consumes both a Simple and Standard Action. It grants an additional Advantage Die (max 3); if the attack surpasses the AC threshold by 5 or more, it is an automatic critical success. The critical damage multiplier is increased by 1 (max x5). You can choose to have this damage bring the target to 1 HP and [[Conditions#Helpless/Incapacitated/Unconscious|Unconscious]] instead of killing them. If the target remains alive and conscious, they must roll a Constitution Save (DC 20 + Int Mod) or be [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
:; C) Total Surveillance (Bloodhound): &lt;br /&gt;
:: As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you reveal the location and current [[Conditions]] of all enemies within 250ft + 25ft per Wis/Int (higher) mod. Stealthy enemies must beat a DC (15 + your highest mental mod) to remain hidden. For the rest of the encounter, all allies gain an Advantage on accuracy and damage against any enemy revealed this way. (Advantage on damage means an Advantage Die is rolled and added to the damage total).&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! Profession Level !! Core Features !! Path Feature (Xenologist or Xeno-Philotherian)&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Xenolore || Path Choice, Initial Path Feature&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Quick Chemistry || Path Feature (Xeno Hunter / Treat Animal)&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Xeno Biology || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || - || Path Feature (Slicer / Xeno Training)&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat || Path Feature (Xeno Resistance+)&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Quick Chemistry+ || Path Feature (Xeno Hunter+)&lt;br /&gt;
|-&lt;br /&gt;
| 7th || - || Path Feature (Xeno Defender / Bestial Synergy)&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Renowned || Path Feature (Philotherian: Xeno Training+)&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Biological Intuition || Path Feature (Anatomy Expert / Telepathic Bond)&lt;br /&gt;
|-&lt;br /&gt;
| 10th || - || Path Feature (Alien Insights / Two of a Kind)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It can be hard learning a new culture. Even harder if it&#039;s from an Alien species and civilization. Some, however, love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those who study the physiology, psychology, culture, and technology of other species. But for most Xenophiles, it&#039;s a life choice. To them, there is no greater joy than furthering science by the discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually, this interest, and even love, for other species doesn&#039;t bestow any special kinship with them. However, in rare cases, it can. Some alien creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments.&lt;br /&gt;
&lt;br /&gt;
On the other end of the spectrum, some Xenophiles attempt to be more detached from their subjects to remain as objective and scientific as possible.&lt;br /&gt;
&lt;br /&gt;
In either case, Xenophiles are usually found on newly discovered planets that harbor life. If not, they are in civilization showcasing their newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile Profession if you want a Character to know the abilities, strengths, and weaknesses of various xenomorphs and even have a pet alien! &lt;br /&gt;
&lt;br /&gt;
The fastest path into this Profession is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom (Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Path: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Profession: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Profession Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Favored Skills&amp;lt;/u&amp;gt;: The Xenophile’s Profession skills are as follows: Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ] (Int), [[Diplomacy]] (Cha/Wis), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int), [[Survival]] (Wis), [[Medical]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Profession Talents ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Xenologist or Xeno-Philotherian&lt;br /&gt;
: At Xenophile first level, the Xenophile must choose between the Xenologist path or the Xeno-Philotherian path.&lt;br /&gt;
:* &#039;&#039;&#039;Xenologist&#039;&#039;&#039;: You choose to be more detached from your studies. You learn from observing alien creatures in their natural habitats and studying their biology to hunt them or defend against them.&lt;br /&gt;
:* &#039;&#039;&#039;Xeno-Philotherian&#039;&#039;&#039;: You form a special bond with an alien creature, training and studying it to learn more about its species through a deep, personal connection.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At Xenophile &#039;&#039;&#039;1st&#039;&#039;&#039; level, identifying the characteristics, special attacks, or vulnerabilities of a xenomorph is a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;. Roll a Knowledge or Study check (DC 8 + xenomorph’s Hit Dice). Success allows you to unlock a fact. For every 4 points you exceed the DC, you learn another piece of information. Successfully identifying a creature&#039;s weakness grants you an Advantage Die on accuracy checks or saving throws against the target for a number of rounds equal to 1 + your Wisdom or Charisma modifier (whichever is higher).&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, you reduce the brewing time of general chemicals and pharmaceuticals by half and the cost of materials by 25%.&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, you reduce the brewing time of masterworked chemical concoctions by half and gain a reduction for the DC check equal to your Wisdom or Charisma Modifier.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, you can craft experimental, unstable concoctions using local materials (DC 12 Survival check to gather supplies in the wild; this takes 20 min). These concoctions last for 24 hours. You can prepare 1 + 1/2 Xenophile level (round up) per day. Administering a concoction to yourself is a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;; administering to an ally or animal is a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Xenophile gets a free Bonus Feat from: &#039;&#039;&#039;Utility Feats&#039;&#039;&#039; or &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, your published work on alien species garners attention from Xeno Biologists around the galaxy. You gain +2 to your [[Profession]] rank. You gain an Advantage on [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when interacting with fellow Scientists or Xeno-hobbyists. You can also procure &amp;quot;Live Samples&amp;quot; or rare biochemicals at -1 Procure Difficulty.&lt;br /&gt;
&lt;br /&gt;
;Biological Intuition&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, your understanding of organic life is unparalleled. Your Advantage Die level for all [[Medical]], [[Survival]], and [[Knowledge]] checks increases by 2 (max Level 20). &lt;br /&gt;
: In combat, when attacking an organic target, your Advantage Die Level for the accuracy check increases by 1 and you deal additional damage equal to your Intelligence or Wisdom modifier (whichever is higher).&lt;br /&gt;
&lt;br /&gt;
=== Xenologist Path Features ===&lt;br /&gt;
&lt;br /&gt;
:; Level 1: Xeno Resistance&lt;br /&gt;
:: You gain a +1 bonus on saving throws to resist the Techniques, Talents, or special attacks from alien monsters. This increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:; Level 2: Xeno Hunter&lt;br /&gt;
:: You gain a +1 Misc bonus to [[Survival]]. You also deal +1 damage per attack to any alien monster or non-sentient alien creature. This increases to +2 Misc / +3 damage at 6th level.&lt;br /&gt;
&lt;br /&gt;
:; Level 4: Xeno Biology Study&lt;br /&gt;
:: Gain the [[Slicer]] Feat regardless of requirements. Gain Advantage on [[Study]] checks when learning to craft a Gen Slicing concoction. (If Character already has [[Slicer]], earn a Rank in either Craft Pharmaceuticals or Craft Chemicals, Player choice).&lt;br /&gt;
&lt;br /&gt;
:; Level 7: Xeno Defender&lt;br /&gt;
:: As a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;, you share tactical insights with your team. Allies within 30ft + 5ft per Wis or Cha Modifier of you who can hear you gain +2 AC / +1 DR against attacks from an alien target the Xenophile has studied with the &#039;&#039;&#039;Xenolore&#039;&#039;&#039; feature. You can do this a number of times per day equal to your Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Level 9: Alien Anatomy Expert&lt;br /&gt;
:: You deal +1 + Wis/Cha Modifier additional damage on every successful hit against organic creatures you have studied with &#039;&#039;&#039;Xenolore&#039;&#039;&#039;. Furthermore, your critical hits against them apply the Bleeding condition (1d6 damage for 3 rounds).&lt;br /&gt;
&lt;br /&gt;
:; Level 10: Alien Insights&lt;br /&gt;
:: Once per combat, you can confuse a target as a &#039;&#039;&#039;Standard Action&#039;&#039;&#039;. The target takes Disadvantage on all attacks and saving throws for 1d6 turns (Wis save DC 15 + 1/2 Xenophile level negates). At level 10, your Xeno Defender bonus also increases to +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
=== Xeno-Philotherian Path Features ===&lt;br /&gt;
&lt;br /&gt;
:; Level 1: Xeno Imprinting &amp;amp; Handle Animal&lt;br /&gt;
:: You gain both the [[Companionship]] and [[Improved Companionship]] feat and your first level 1 alien companion. This alien animal companion can level up with the Xenophile instead of 1/2 Character level. However, the Xenophile does this by imprinting themselves with their new youngling animal. This can only be done with one companion at a time. You gain the [[Handle Animal]] Feat/Skill. You can domesticate an animal or teach tricks (DC 10 + CR + size mod).&lt;br /&gt;
&lt;br /&gt;
:; Level 2: Treat Animal&lt;br /&gt;
:: You can perform [[Medical]] on your imprinted creature with Advantage. At &#039;&#039;&#039;level 6&#039;&#039;&#039;, this becomes a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:; Level 4: Xeno Training&lt;br /&gt;
:: You can teach your animal a new Trick or Animal Feat (Player choice). This can be done again at **level 8**.&lt;br /&gt;
&lt;br /&gt;
:; Level 7: Bestial Synergy&lt;br /&gt;
:: You and your companion work in perfect harmony. Either you or your companion can choose to act in the Vanguard while the other acts in the Rearguard, splitting your actions across the turn groups.&lt;br /&gt;
&lt;br /&gt;
:; Level 9: Telepathic Bond&lt;br /&gt;
:: You can perceive through your companion&#039;s senses as a &#039;&#039;&#039;Simple Action&#039;&#039;&#039;. Your bond is so deep that your &#039;&#039;&#039;Treat Animal&#039;&#039;&#039; feature now allows you to heal your companion as a &#039;&#039;&#039;Free Action&#039;&#039;&#039; once per combat. You also gain an Advantage Die on accuracy checks against targets your companion is currently adjacent to.&lt;br /&gt;
&lt;br /&gt;
:; Level 10: Two of a Kind&lt;br /&gt;
:: The Animal companion now benefits from the effects of the Xenolore Profession ability. Also, any concoctions made with Xeno Biology can be specially crafted for just your animal companion. If so, reduce the DC by 5 and the cost by 50%. Your Animal Companion can always know how to find you and can track you down with a DC5 check and vice-versa.&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Character Professions==&lt;br /&gt;
Multi-Classing is different in Future Path. Firstly, a Character&#039;s Path is that Character&#039;s Level, and there is no Multi-Pathing. A Path is similar to but &#039;&#039;&#039;not&#039;&#039;&#039; a Profession.&lt;br /&gt;
&lt;br /&gt;
If you level up your Character from level 4 to 5 and happen to also be a level 3 Starfighter, then you can add another level in your Starfighter class, or if you want to MultiClass and add 1 level off Tracer or any other Character Class that your Character meets the requirements for. This means you will have to sacrifice taking a new level in Starfighter. So in the end, you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances their Character, they will want to take more than one class type. Character Professions are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Character Class and then use their remaining Character levels to take levels in another Character Class. Some may want to level up two Professions back and forth to have an even number of levels in both Professions. There are also Prestige classes that are designed to continue along a more specific path, usually combining two Character Professions together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing a Character Profession:&lt;br /&gt;
# Players may only pick talents from whatever Professions they have gained a new level.&lt;br /&gt;
# The character gains no bonus for having Professions with the same Profession skill.&lt;br /&gt;
# Restrictions always apply. If one Profession restricts a feature provided by another Profession, then the Player can still take that Profession, just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a Profession. In this case, you cannot take the restricted Profession)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advanced/Prestige Classes as possible by the requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=11645</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=11645"/>
		<updated>2026-07-18T04:04:00Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Skills can seem daunting at first. However, realize that not all skills or skill rules will apply to your character. It is unlikely that you will ever use all the skills available for even a fully leveled-up character. If you want to review the skills themselves, a list of them can be found on the [[ Skills]] page. Also, Skills, similar to [[Ability Themes|Abilities]], are like themes representing a set of possible actions, and thus the Skills in FuturePath are not meant to be an exhaustive list.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Summary&amp;lt;/u&amp;gt;: Skills are actions that Characters can do in the game that require confirmation, as well as having defined outcomes. While a generic action can be loosely associated with an Ability, a Skill is a more specific action. IE: Talking nicely to an NPC ([[Ability Themes In Depth#Charisma|Charisma]] check) vs attempting to convince the NPC of something ([[Diplomacy]] check). Skills have &#039;&#039;&#039;Ranks&#039;&#039;&#039;. The Rank determines the &#039;&#039;&#039;Skill Die&#039;&#039;&#039; that a Player rolls along with the standard d20. To gain more ranks, a player spends &#039;&#039;&#039;Skill Points&#039;&#039;&#039; which are earned at every level. Some skills are &#039;&#039;&#039;Natural&#039;&#039;&#039; which means the skill can be used even if the Rank is zero. Once a skill has at least one rank, then that Skill is considered to be &#039;&#039;&#039;Trained&#039;&#039;&#039;. A Character&#039;s Path and Class provides &#039;&#039;&#039;Favored Skills&#039;&#039;&#039;. All Favored Skills only cost 1 skill point to rank up, while non-favored skills require 2 skill points to improve the Rank. Whenever a Character gets a Favored Skill either at level 1 or at any other level, they get 1 Skill Point that they must spend directly on that Skill. Characters can hold onto Skill Points that they cannot or do not want to spend. &lt;br /&gt;
&lt;br /&gt;
: Skills also have &#039;&#039;&#039;Competency Levels&#039;&#039;&#039;. These resemble milestones in the Character&#039;s training, signifying the Character&#039;s advancement in a particular skill. The Competency Levels are &#039;&#039;&#039;Unexperienced&#039;&#039;&#039; (Rank 0-1), &#039;&#039;&#039;Novice&#039;&#039;&#039; (Rank 2-3), &#039;&#039;&#039;Intermediate&#039;&#039;&#039; (Rank 4-5), &#039;&#039;&#039;Competent&#039;&#039;&#039; (Rank 6-7), &#039;&#039;&#039;Expert&#039;&#039;&#039; (Rank 8-9), &#039;&#039;&#039;Master&#039;&#039;&#039; (Rank 10). Each Competency Level, starting at Novice, adds a +1 to the total. Sometimes, a task provided by the GM may have a Competency requirement. This will adjust the DC depending on the Player&#039;s skill Competency.&lt;br /&gt;
&lt;br /&gt;
: Success is determined by beating the Difficulty Class (DC). This is usually a number between 5 and 40, determined by the GM. Some skills are considered &#039;&#039;&#039;Rank Dependent&#039;&#039;&#039; which means that their Skill Rank predetermines the level of reward for a successful roll. The Rank Dependent skills have a few extra rules that focus on what is possible based on Skill Rank and require more attention.&lt;br /&gt;
&lt;br /&gt;
Skills have specific rules for different Actions, Time, Trying Again, and Aiding Other Players. It is important to review the page for a specific Skill before using it.&lt;br /&gt;
&lt;br /&gt;
: Language skills are unique. The differences in Language are discussed on its Skill page [[Language|here]].&lt;br /&gt;
&lt;br /&gt;
: There are also Feat-based Skills that are only unlocked if the Character gains the associated Feat. These skills have special rules governing how a Character improves at them. And lastly, Skill-like abilities that are Skills that Characters have naturally and improve automatically based on Character level. For example [[Tech]].&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of capabilities that a Character can do in the game. These actions usually occur outside combat situations and can affect the story or the game&#039;s direction. A Character cannot merely say that they do something difficult without some chance of failure. All Skills are also associated with an [[Ability Themes|Ability Theme]]. For example, the Skill [[Athletics]] represents a set of different actions like &amp;quot;Swimming,&amp;quot; &amp;quot;Jumping,&amp;quot; &amp;quot;Climbing,&amp;quot; and so on. They all fall under the Ability of [[Ability Themes#Strength .28Str.29|Strength]]. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;What do I Roll?&#039;&#039;&#039;: A &#039;&#039;&#039;d20 + Skill Die&#039;&#039;&#039; are rolled. The Player then adds the &#039;&#039;&#039;Ability Modifier&#039;&#039;&#039; and &#039;&#039;&#039;Miscellaneous Modifiers&#039;&#039;&#039; to determine the total, which is compared to a number to determine the success of the skill action. Skill Die is described below in section [[SkillsBasics#Skill Ranks|Skill Ranks]]. Learn about Ability Modifiers [[Ability Themes|here]]. As a Character levels up, they can earn Misc Mods for different skills that help improve their odds.&lt;br /&gt;
# &#039;&#039;&#039;What number do I need to beat?&#039;&#039;&#039;: Skill checks are usually against some Difficulty Class or &#039;&#039;&#039;DC&#039;&#039;&#039;. Typically, this number is predetermined by the GM using rules in the [[Skills]] section. Some Skills have &#039;&#039;&#039;Opossing&#039;&#039;&#039; checks. This is when a Skill roll is pitted against an opponent&#039;s Skill roll. For example, someone&#039;s [[Stealth]] check may be used as the DC for another&#039;s [[Perception]] check.  &lt;br /&gt;
# &#039;&#039;&#039;How do I acquire Skills?&#039;&#039;&#039;: By default all &#039;&#039;&#039;Natural&#039;&#039;&#039; Skills a Character can utilize and already have as an option. To gain access to Skills that are &#039;&#039;&#039;UnNatural&#039;&#039;&#039; a Player spends &#039;&#039;&#039;Skill Points&#039;&#039;&#039; that are earned at each level, including level one. Skill Points can be spent to improve Skill &#039;&#039;&#039;Rank&#039;&#039;&#039; and unlocks unnatural skills. &lt;br /&gt;
# &#039;&#039;&#039;How do I improve Skills?&#039;&#039;&#039;: The Character&#039;s [[Character Path|Path]] and Intelligence modifier determine the number of Skill Points per level a Character gets. The minimum is 1, even if the Intelligence modifier is negative. To learn more about leveling, visit the [[Character Creation and Advancement]] page. The maximum Rank a skill can be is 1/2 Character Level rounded up, with the Exception of Language and Profession, which are not limited. Skill Points do not need to be spent and can be held onto until the Player wishes to spend them. Meaning any unspent skill points roll over to the next level. Each Skill Point spent on a Skill improves its Rank. There are also Feats, Path, and Class attributes that improve skills, usually with &#039;&#039;&#039;Misc Mods&#039;&#039;&#039; (Miscellaneous Modifiers)&lt;br /&gt;
# &#039;&#039;&#039;How do I use Skills?&#039;&#039;&#039;: The Player declares that they are going to use a Skill and for what purpose. The Player may also want to declare what they hope the outcome will be and how their Character will act. The GM has the final word on whether the Character can perform an action, but this should be in accordance with the rules. The rules should specify or provide guidelines on what the &#039;&#039;&#039;DC&#039;&#039;&#039; should be for any given check and desired outcome. If a Character can perform the action, the GM should inform the Player of any Advantages or Disadvantages. This should be agreed upon before rolling. To learn more about using a Skill, review the [[SkillsBasics#Using Skills|Using Skills]] section below.&lt;br /&gt;
# &#039;&#039;&#039;How do Skills differ?&#039;&#039;&#039;: To learn about each skill, visit the [[Skills]] page. In short, there are different types of Skills. These types are: &#039;&#039;&#039;Favored&#039;&#039;&#039;, &#039;&#039;&#039;Natural/Unnatural&#039;&#039;&#039;, &#039;&#039;&#039;Rank Dependent&#039;&#039;&#039;. The different types will be explained in more detail below.&lt;br /&gt;
## &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Trained/UnTrained is not a type of skill. Untrained skills are simply skills with a rank of 0. While a Trained skill is a skill a Character has one or more ranks in. This is used to help describe the behavior of Natural vs Unnatural skills.&lt;br /&gt;
&lt;br /&gt;
=== Favored Skills ===&lt;br /&gt;
Paths and Classes provide a number of Favored skills when selected for a Character. It is easier for a character to become more proficient in these skills, as they represent part of his/her professional training and constant practice. When a Character gains a Favored skill, the Character also gains a free Skill Point that has to be spent on that Skill. This also counts if the Character already has that Skill as a Favored Skill. Secondly, in order to add ranks to a Favored skill, the Player only needs to spend 1 skill point. All non-Favored skills require 2 skill points to gain a Rank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Skill Points gained from getting a new Favored Skill must be spent instantly unless the rules specify it cannot. IE: The Skill Rank is already at maximum. If that is the case, the Skill Point is free to be used or unused as the Player wishes.&lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To record what skills are Favored Skills on your character sheet, there is a checkbox on the far left of the skill in question. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Natural/Unnatural ===&lt;br /&gt;
Natural skills imply that the average person in the Future Path universe knows how to perform this particular action. Unnatural implies that it requires training before use. For example, Skill [[Perception]] is a Natural skill. Being able to perceive the environment around yourself using some form of sense, such as smell, sight, sound, or others. Unnatural skills such as [[Craft|crafting]] are not something a person is born knowing how to do, and even if the knowledge were genetically implanted, it would have to have come from somewhere first. &lt;br /&gt;
&lt;br /&gt;
Training means that the Skill is at least Rank 1. Unnatural skills cannot be used at all unless the Character has spent Skill Points in that skill. A Skill Check with a Natural untrained skill is &#039;&#039;&#039;d20 + Ability Modifier + Misc Mods&#039;&#039;&#039;. &lt;br /&gt;
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Character Sheet: On the Character Sheet, skills that are Unnatural are identified with a &#039;*&#039; next to their name. You can also see this on the Skills page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank Dependent Skills ===&lt;br /&gt;
The third and final type of skill is &#039;&#039;&#039;Rank Dependent&#039;&#039;&#039;. Rank Dependent means that the best possible outcome is predetermined by the rank of the skill and/or that the Rank has another static effect on the Character.&lt;br /&gt;
&lt;br /&gt;
The best way to explain Rank Dependent is with the [[Language]] skill.  Let&#039;s say there are two Characters, one with a Skill Rank of 1 in &amp;quot;Common Human.&amp;quot; That Player is just learning to speak/write and understand that language. The second Character, with a Skill Rank of 4 in &amp;quot;Common Human,&amp;quot; is fluent in it. Both Characters are handed a holo-message in the Human language, which is garbled. Because it is garbled, they both need to roll a Skill check to see if they can understand the message. DC is the same 15 for both players. Not only does the second Character with a rank of 4 have a better chance, but the Character also has the best possible outcome in that they can completely understand the message. However, the best possible outcome for the first Character with only 1 rank is only a word here or there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here is a list of all Rank Dependent Skills:&lt;br /&gt;
# [[Athletics]]&lt;br /&gt;
::* The rank can provide bonuses to a Character&#039;s base movement speed and their maximum carry capacity.&lt;br /&gt;
# [[Craft]]&lt;br /&gt;
::* Determines when one can mastercraft and by how much&lt;br /&gt;
# [[Perform]]&lt;br /&gt;
::* Directly determines the maximum possible amount of ISK earned in a performance.&lt;br /&gt;
# [[Language]]&lt;br /&gt;
::* Directly affects the number of languages learned and for each language, how well they know that language, and thus the most they can gain from trying to analyze written or spoken fragments of that language.&lt;br /&gt;
# [[Medical]]&lt;br /&gt;
::* The amount of Hit Die used to roll for recovery of health.&lt;br /&gt;
&lt;br /&gt;
==== Language exceptions ====&lt;br /&gt;
* &#039;&#039;&#039;[[Language]]&#039;&#039;&#039; Ranks are not bound by the 1/2 round up of Character Level. Their Max Rank level is 10. Always considered a Favored Skill for all Paths. For more information, review the specific [[Language|page]].&lt;br /&gt;
&lt;br /&gt;
== Skill Ranks ==&lt;br /&gt;
&lt;br /&gt;
Skills are Ranked. The skill ranks are 1 through 10. The maximum Rank for a skill that a character can have is half Character Level, rounded up. IE, At Character level 2, it is still just Rank 1, while at level 15, it is Rank 8.  Skill points can be spent to rank up a Skill. It costs 1 skill point to move a Favored Skill up a rank and 2 skill points to move a Non-Favored Skill up a rank.&lt;br /&gt;
&lt;br /&gt;
=== Skill Competency Levels ===&lt;br /&gt;
&lt;br /&gt;
Skills also have a Competency Level that is determined by the Rank. Competency Levels are used to distinguish Characters who have focused on a Skill. The levels provide a Miscellaneous Modification Bonus to the Skill Check. The Competency levels are: &#039;&#039;&#039;Unexperienced +0&#039;&#039;&#039; (Rank 0-1), &#039;&#039;&#039;Novice +1&#039;&#039;&#039; (Rank 2-3), &#039;&#039;&#039;Intermediate +2&#039;&#039;&#039; (Rank 4-5), &#039;&#039;&#039;Competent +3&#039;&#039;&#039; (Rank 6-7), &#039;&#039;&#039;Expert +4&#039;&#039;&#039; (Rank 8-9), &#039;&#039;&#039;Master +5&#039;&#039;&#039;(Rank 10)&lt;br /&gt;
&lt;br /&gt;
Sometimes a DC may include a &#039;&#039;&#039;Competency level requirement&#039;&#039;&#039;. For example: &amp;quot;An attempt to [[Computer_Use#Computer_Hacking|Hack]] into the Ship&#039;s computer system: Computer Use DC15 (Competent)&amp;quot;. This means for a Character whose Computer Use is rank 6 or 7, the DC is 15. But for every Competency Level below or above, the GM should add or remove 3 to the DC. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GM Notes:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* This is a solid tool to help distinguish a Player who has put Ranks into a Skill. It makes it harder for another high-rolling player to use their Rank 1 Computer Use to outshine the Player with 4 Ranks just because they have a high Intelligence Ability and somehow always roll really well. It is also an excellent way to create a challenge that may appear impossible at first, but becomes much easier after a level or two.&lt;br /&gt;
* This can also be used to help pre-determine success based on which character succeeded. For example, if the character who was a Novice hacker beat the DC, perhaps they were successful but left a trace, or failed in another way that helps propel the story forward. This is similar to different outcomes or levels of success based on how much more a Player beats a DC check, except the outcome could differ depending on which Character did it.&lt;br /&gt;
&lt;br /&gt;
=== Skill Die Levels ===&lt;br /&gt;
The rank determines the &#039;&#039;&#039;Skill Die Level&#039;&#039;&#039; which in turn tells the Player what Die to roll when doing a skill check. An untrained Skill cannot have a Skill Die when doing a Check, as it cannot have ranks.&lt;br /&gt;
&lt;br /&gt;
Below is a list of &#039;&#039;&#039;Skill Dies&#039;&#039;&#039; listed by their &#039;&#039;&#039;Skill Rank&#039;&#039;&#039; level. This includes the &#039;&#039;&#039;+X&#039;&#039;&#039; provided by the Competency Level that is associated with the Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Skill Rank/Die Levels and success %&lt;br /&gt;
! Skill Rank*&lt;br /&gt;
! Competency Level&lt;br /&gt;
! Skill Die&lt;br /&gt;
! DC5&lt;br /&gt;
! DC10&lt;br /&gt;
! DC15&lt;br /&gt;
! DC20&lt;br /&gt;
! DC25&lt;br /&gt;
! DC30&lt;br /&gt;
! DC35&lt;br /&gt;
|-&lt;br /&gt;
| Rank 0 || Unexperienced || 0 || 80.00% || 55.00% || 30.00% || 5.00% || 0.00% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 1 || Unexperienced || 1d2 || 87.50% || 62.50% || 37.50% || 12.50% || 0.00% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 2 || Novice || 1d2+1 || 92.50% || 67.50% || 42.50% || 17.50% || 0.00% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 3 || Novice || 1d4+1 || 96.25% || 72.50% || 47.50% || 22.50% || 1.25% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 4 || Intermediate || 1d4+2 || 98.75% || 77.50% || 52.50% || 27.50% || 3.75% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 5 || Intermediate || 1d6+2 || 99.17% || 82.50% || 57.50% || 32.50% || 8.33% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 6 || Competent || 1d6+3 || 100.00% || 87.50% || 62.50% || 37.50% || 12.50% || 0.00% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 7 || Competent || 1d8+3 || 100.00% || 90.62% || 67.50% || 42.50% || 17.50% || 1.88% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 8 || Expert || 1d8+4 || 100.00% || 93.75% || 72.50% || 47.50% || 22.50% || 3.75% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 9 || Expert || 1d10+4 || 100.00% || 95.00% || 77.50% || 52.50% || 27.50% || 7.50% || 0.00% &lt;br /&gt;
|-&lt;br /&gt;
| Rank 10 || Master || 1d10+5 || 100.00% || 97.00% || 82.00% || 57.50% || 32.50% || 10.50% || 0.50% &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%; text-align:left;&amp;quot; colspan=&amp;quot;10&amp;quot; | This is &#039;&#039;&#039;NOT&#039;&#039;&#039; character level but &#039;&#039;&#039;Skill Rank&#039;&#039;&#039; level. Most characters max out at an AD Level of 16, Feats, Abilities, Techniques, etc., can enhance the Die level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Note: It may appear nearly impossible to succeed at a DC of 35 and completely impossible above this value. However, the probability chart does not account for the Ability Modifier, nor does it account for any Misc Modifiers a Character may earn. There are also times when Advantage can be added to checks, which significantly increases the odds of success.&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill by rolling:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Die + Ability Modifier + Miscellaneous Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is called a &#039;&#039;&#039;Skill Check&#039;&#039;&#039; and it is usually rolled against a &#039;&#039;&#039;Difficulty Class&#039;&#039;&#039; or DC. Some Skill Checks are &#039;&#039;&#039;Opposing Checks&#039;&#039;&#039;. Opposing checks are when the outcome of the skills action is determined by how another Player, GM-controlled character, monster, or object also rolls on their own Skill/Ability check. &lt;br /&gt;
&lt;br /&gt;
However, there are several things to consider before a Player should commit their Character to a Skill action. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# How much in-game time does it take to use this Skill?&lt;br /&gt;
# Can I simply take 10 or 20, or do I have to roll?&lt;br /&gt;
# If I fail, what are the consequences? &lt;br /&gt;
# Can I try again?&lt;br /&gt;
# Can I get help from other players?&lt;br /&gt;
&lt;br /&gt;
The answers to the above questions are determined per Skill. Correctly using Skill actions is part of the strategy and decision-making in Future Path. A Character may only have time to make 1 or 2 checks while analyzing a situation, and they may not be able to try again. Figuring out which skills to use and when to use them, along with having a party or team with a well-rounded skill set, is important.&lt;br /&gt;
&lt;br /&gt;
Information about each skill is provided on a per-skill basis. You can get a list of all Skills and their pages at the [[Skills]] page or below.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[Ability Themes#Strength .28Str.29|Strength]]&#039;&#039;&#039;:&lt;br /&gt;
:* [[Athletics]], [[Intimidate]], [[Escape Artist]]&lt;br /&gt;
: &#039;&#039;&#039;[[Ability Themes#Dexterity .28Dex.29|Dexterity]]&#039;&#039;&#039;:&lt;br /&gt;
:* [[Acrobatics]], [[Escape Artist]], [[Pilot]], [[Ride]], [[Sleight of Hand]], [[Stealth]]&lt;br /&gt;
: &#039;&#039;&#039;[[Ability Themes#Constitution .28Con.29|Constitution]]&#039;&#039;&#039;:&lt;br /&gt;
:* None&lt;br /&gt;
: &#039;&#039;&#039;[[Ability Themes#Intelligence .28Int.29|Intelligence]]&#039;&#039;&#039;:&lt;br /&gt;
:* [[Computer Use]], [[Craft]], [[Decipher Script]], [[Demolitions]], [[Disable Device]], [[Knowledge]], [[Study]], [[Bluff]], [[Demolitions]]&lt;br /&gt;
: &#039;&#039;&#039;[[Ability Themes#Wisdom .28Wis.29|Wisdom]]&#039;&#039;&#039;:&lt;br /&gt;
:* [[Perception]], [[Sense Motive]], [[Survival]], [[Medical]], [[Diplomacy]], [[Demolitions]], [[Handle Animal]]&lt;br /&gt;
: &#039;&#039;&#039;[[Ability Themes#Charisma .28Cha.29|Charisma]]&#039;&#039;&#039;:&lt;br /&gt;
:* [[Bluff]], [[Diplomacy]], [[Disguise]], [[Handle Animal]], [[Intimidate]], [[Perform]]&lt;br /&gt;
&lt;br /&gt;
=== Time ===&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of pressure. This requires some time, often measured in rounds (in combat) or in seconds, minutes, or hours. A Skill Check usually takes 1 to 2 minutes of in-game time, unless rushed, like in combat. &lt;br /&gt;
&lt;br /&gt;
A Skill action can be used even outside of combat. In that case, the Skill action takes X rounds outside of combat, which is 3 Seconds * Number of Rounds. However, actions that can be taken both in and out of combat should be measured differently. In combat, time is compressed, and the action&#039;s DC should be increased due to the rushed, dangerous nature of the situation. If there is a question of time for an action done outside of combat, the minimal calculation should be 10 Seconds * Number of Rounds, and the maximum should be 1 Minute * Number of Rounds, and this is determined by the GM. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rushing&#039;&#039;&#039; should immediately increase the DC by 5. So if a challenge, such as breaking into a locked door, has a DC of 15, but then guards come around the corner and combat starts, now the DC for opening the door is 20 while in combat.&lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
If a Character is not under a time constraint, such as combat, then a Character can take 10 or 20 minutes to perform the necessary actions. A simple explanation is that the Character takes their time to focus and to perform a task diligently. This means actually taking 10 or 20 minutes of in-game time to perform the action associated with the skill. The Player declares that their Character spends that amount of time doing just that and nothing else, with the exception of being able to converse with other Characters. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The Player must also be aware of the time constraints within the narrative. The GM should inform them of any time issues before they commit to an action. This doesn&#039;t mean the GM tells the Players the odds of something negative happening or even what will happen. However, Players should be reminded that in-game time is a resource that needs to be spent carefully. &lt;br /&gt;
&lt;br /&gt;
;Requirements for taking 10/20: &lt;br /&gt;
# The Player and GM must agree that there is enough in-game time that the story will allow.&lt;br /&gt;
# The Character is not faced with any threads or distractions. &lt;br /&gt;
# The action being attempted carries no penalties for failure. &lt;br /&gt;
## This should be considered anything that would damage a Character, provide a negative effect or condition, and even remove the ability to try again. However, this does not include story-specific negative side effects, which are left to the GM&#039;s discretion to determine whether they disqualify the taking 10/20 ability.&lt;br /&gt;
&lt;br /&gt;
; Taking 20/10 results.&lt;br /&gt;
&lt;br /&gt;
: The Player declares that their Character is going to &#039;Take 20&#039; or &#039;Take 10&#039; for a particular action/skill check. This means the Player doesn&#039;t need to roll; instead, the d20 automatically counts as a Time taken, and the Skill Rank Level, Competency Level, and Misc Mods are added directly to the total. ie; 20/10 + Skill Rank + Competency Level + Misc Mods.&lt;br /&gt;
&lt;br /&gt;
: This doesn&#039;t mean automatic success; the end result could still be a failure if the DC is simply higher than your Character&#039;s Take 20 Skill Check total. This cannot be considered a &#039;critical success&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Trying Again ===&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be retried once a check for a particular task has failed. If the use of a skill carries no penalty for failure, a Character can keep trying until he or she eventually succeeds. &lt;br /&gt;
&lt;br /&gt;
; GM Note: If they try again, the GM should consider whether to impose consequences. Some game time is not really important. The GM should communicate with the Players about topics such as the importance of time as a resource in the game. If that is something that the GM wishes to change as the story changes, please keep the Players informed.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader of the effort, while the others try to aid them. This is a &#039;&#039;&#039;Standard Round&#039;&#039;&#039; action if done in combat. The attempt to aid can only occur if the helping character can also perform the same skill. The Aided Character gains Advantage equal to the number of helpers. They can also re-roll failures up to the total number of helpers, with a max of 3. These re-rolls do not take up more time.&lt;br /&gt;
&lt;br /&gt;
; Dividing up the Task: Aiding and dividing up a task are two different things. Dividing up a task means that all Characters perform a section of the work, and all have to succeed in order for a successful outcome. Crafting large items, such as structures, is an example of a task that can be divided. This makes the task go by faster but not easier. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; You cannot divide up to Take 10 or Take 20 actions. The helper Character or Characters cannot take 10 or 20. &lt;br /&gt;
&lt;br /&gt;
; Cooperative Check: Another scenario is cooperative work. This is when all characters work together as a group on the same group task. This often can happen in [[Grand Encounters]]. Here, all the Characters in the group roll for themselves. However, not all have to be successful for a positive outcome. One example is that the group as a whole must participate in a negotiation; if 2 or more of the Characters succeed on their Diplomacy checks, the party as a whole succeeds. Another example of this would be searching for clues. Each Player rolls a Perception skill check for their respective Characters, but only one has to be successful at spotting the clue. Yet the party as a whole shares in the positive outcome.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
&lt;br /&gt;
Ability Checks are when a Character performs a task that requires confirmation of success but doesn&#039;t fit directly in one of the Skills. For example, determining if a drink or poison affected the Character (Constitution Check). &lt;br /&gt;
&lt;br /&gt;
An Ability Check Roll is:&lt;br /&gt;
:&#039;&#039;&#039;d20 + Ability Mod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, if the Character has an Affinity with the Ability, the roll is: &#039;&#039;&#039;d20 + Ability Die + Advantage Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are also &#039;&#039;&#039;Ability Saving Throws&#039;&#039;&#039;. These are when actions are done to the Character, and the Character must react to avoid the consequences, usually negative, such as damage. The roll is the same as the Ability check.&lt;br /&gt;
&lt;br /&gt;
A Character can aid another Character in Ability Checks as long as the helping Character has at least a score of 10 in that Ability. They cannot aid in Ability Saving Throws. The Take 10/20 rules do not apply to Ability Checks/Saving Throws.&lt;br /&gt;
&lt;br /&gt;
=== Ability Checks Examples ===&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a person you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There can also be opposing Ability checks. For example, two characters arm wrestle, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
== GM Related Skill Information ==&lt;br /&gt;
Below are rules and information that will likely be important for a GM to know, but not necessary for a Player.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Most checks are made against a &#039;&#039;&#039;Difficulty Class&#039;&#039;&#039; (&#039;&#039;&#039;DC&#039;&#039;&#039;). The DC is a number set by the GM (using the skill rules as a guideline) that a Character must meet or beat to be successful. This DC is used not only for skills but also for other roles, such as Saving throws. Also, a DC can have a Competency Level associated with it. For example, DC12 (Novice). This can adjust the DC based on the Character&#039;s Skill Competency level, attempting to beat it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Read something in your native language (Language)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Athletics: Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Perception)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Disable Device/Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Fly a space ship through a dense asteroid field (Pilot)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Do surgery on an Alien species in a combat zone (Medical: Surgery)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando through an alien forest on an overcast night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any DC seen as 0-4 (Very Easy) should be an automatic success and not require a roll. Although a Character may not be able to beat it, and it may be very important, the GM may still have them roll for an ultra-low DC.&lt;br /&gt;
&lt;br /&gt;
The values in the chart above are for an average Character at a level around 10. This means the DC value should adjust slightly depending on the characters&#039; average level. A game where the players are all level 18+ should see 40 as not necessary, nearly impossible, but instead Heroic or Superheroic. Basically, every 5 levels, these values should be adjusted by 2-5 points. At level 1, almost all actions that have a DC of 30+ should just be considered automatic failures, even ones that the Character specializes in. &lt;br /&gt;
&lt;br /&gt;
Some Characters will find the same task just as impossible at level 20 as it was at level 1. The GM should be aware of all their Characters&#039; strong and weak points, as well as what their max rolls for tasks are, in order to help determine the appropriate DC.&lt;br /&gt;
&lt;br /&gt;
=== Altering The DC ===&lt;br /&gt;
There are times when the GM may want to alter the default DC to fit the situation. There are several options for doing this. &lt;br /&gt;
&lt;br /&gt;
As the GM, it is important to understand the success rate of the dice. The easiest way to do that is to take the maximum possible dice roll before miscellaneous modifiers and divide it by two. For a d20 that would be 10. If it&#039;s a d20 + d10, that would be 15 (actually higher, but you should round the number), and so on. If the challenge has a DC15, then the Player can roll d20+d10, and before modifiers, the Character has a ~50% chance of success. Adding static modifiers such as +1 would change the average roll, so when calculating a challenge for a Player to overcome, consider what that Player&#039;s Character stats are. DC values noted in the book are guidelines or starting places. As the GM, feel free to adjust, but do not do so without explanation. A Player may ask why this electronic lock is so hard to bypass. As the GM, you should be ready to provide an explanation that fits the story.&lt;br /&gt;
&lt;br /&gt;
==== Competency Levels ====&lt;br /&gt;
&lt;br /&gt;
The GM can add a Competency Level to the check. This works if the Check is a Skill check. Then, only Characters with the required Competency level can attempt with the DC unaltered. Character&#039;s with lower Competency Levels will take a +4 to the DC per Competency level. Competency can imply that the obstacle is inherently more difficult than others without adjusting the DC. This can help create an obstacle that is impossible for all but one Player whose Competency in a particular skill is high enough giving that Player a chance to shine. &lt;br /&gt;
&lt;br /&gt;
==== Advantage/Disadvantage ====&lt;br /&gt;
&lt;br /&gt;
The GM can grant the Player an advantage or disadvantage in accordance with the [[Advantage]] rules. Note that the maximum number of advantage dice that can be added to a roll is 3. Advantage allows a Player to add their Advantage die to the roll to help boost the total and gain a statistically higher chance of success. The same happens with disadvantages, except in reverse. This should be followed by an explanation of why the advantage or disadvantage is being given, one that fits the environment or story. Players may ask for an advantage, and if so, the GM should ask for an explanation from the Player as to why their Character has an advantage.&lt;br /&gt;
&lt;br /&gt;
==== Simple Adjust the DC ====&lt;br /&gt;
&lt;br /&gt;
The GM can alter the odds by simply adjusting the DC. This is the simplest way to make an obstacle more challenging for Characters. The disadvantage here is that the Players may know the rules and want to know why this particular obstacle is different. The GM can make up a story or some basic excuse, but it can take Players out of a story if the world appears inconsistent. A GM should not overuse this option. Often, the obstacle is an item with a provided DC rating. If that is the case, there are usually rules, such as masterwork or tech up, that can increase the DC of the item. The GM should know the rules for any obstacles the players must deal with.&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are &#039;&#039;&#039;Opposing Checks&#039;&#039;&#039;. They are made against a randomized number, usually another character’s skill check result. If a check ties the character with the higher key Ability Score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Stealth||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race|| Pilot || Pilot&lt;br /&gt;
|-&lt;br /&gt;
| Change appearance ||Disguise||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Language||Perception&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tools / Profession kits===&lt;br /&gt;
Some skill applications require tools. If tools are needed, the specific items required are mentioned in the skill description. These kits are categorized as [[General Equipment#Profession Kits|Profession kits]].&lt;br /&gt;
&lt;br /&gt;
These kits sometimes also provide bonuses to actions. And they have a limited number of uses. By default, a new non-masterworked kit has 20 uses. A failure with a skill check still causes the kit to be used.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. In this case, the Player rolls for both Skill checks and takes the higher roll. Example: Sleight of Hand could be argued to help in Surgery. Surgery is a sub-action within the Medical skill. If the Character has ranks in both Treat Injury and Sleight of Hand, then they can roll for both skill checks and take the higher.&lt;br /&gt;
&lt;br /&gt;
Skill Synergy is an optional rule at the GM&#039;s discretion. Players and the GM should agree on skill synergies before games.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Disable_Device&amp;diff=11644</id>
		<title>Disable Device</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Disable_Device&amp;diff=11644"/>
		<updated>2026-07-18T04:03:16Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ability to disable security systems, remove locks, and traps. As well as disable robotics and other automated technologies. &lt;br /&gt;
&lt;br /&gt;
==Check==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Lock Type (Example)&lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
| Cheap (briefcase lock)||15&lt;br /&gt;
|-&lt;br /&gt;
| Average (home deadbolt)||25&lt;br /&gt;
|-&lt;br /&gt;
| High quality (business deadbolt)||30&lt;br /&gt;
|-&lt;br /&gt;
| High security (branch bank vault)||40&lt;br /&gt;
|-&lt;br /&gt;
| Ultra-high security (bank headquarters vault)||50&lt;br /&gt;
|}&lt;br /&gt;
There are several examples of possible things that need to be disabled or opened. This includes just about anything that needs to be turned off, undermined, or otherwise stopped from functioning, and that also has some level of security or preventive measures in place. Examples: a locked door, a harmful trap, or some machinery. &lt;br /&gt;
&lt;br /&gt;
The GM doesn&#039;t have to inform the Player of the check&#039;s success. Sometimes it may be apparent that a door is unlocked or a robot stops moving. But other times, such as with certain traps or when a robot is programmed to fake it, the Character may not truly know whether they succeeded until they try. &lt;br /&gt;
&lt;br /&gt;
The Character cannot perform a check with a DC higher than 15 without the proper toolkit.&lt;br /&gt;
&lt;br /&gt;
===Open Lock===&lt;br /&gt;
&lt;br /&gt;
A character can pick conventional locks, finesse combination locks, and bypass electronic locks. The character must have a Lock Pick Kit (for a mechanical lock) or an Electrical Tool Kit (for an electronic lock). The DC depends on the lock&#039;s quality.&lt;br /&gt;
&lt;br /&gt;
===Disable Security Device===&lt;br /&gt;
A character can disable a security device, such as an electric fence, motion sensor, or security camera. The character must be able to reach the actual device. If the device is monitored, the character&#039;s attempt to disable it will likely be noticed.&lt;br /&gt;
&lt;br /&gt;
When disabling a monitored device, the character can prevent their tampering from being noticed. Doing so requires 10 minutes and an electrical tool kit, and increases the DC of the check by +10.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Device Type (Example)&lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
| Cheap (home door alarm)||20&lt;br /&gt;
|-&lt;br /&gt;
| Average (store security camera)||25&lt;br /&gt;
|-&lt;br /&gt;
| High quality (art museum motion detector)||30&lt;br /&gt;
|-&lt;br /&gt;
| High security (bank vault alarm)||35&lt;br /&gt;
|-&lt;br /&gt;
| Ultrahigh security (motion detector at Area 51)||40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disabling a Robot=== &lt;br /&gt;
Disabling a robot is a full-round action and requires a successful Disable Device check (DC 30). The robot must be pinned before the check can be made.&lt;br /&gt;
&lt;br /&gt;
Disabling an external cybernetic attachment is a full-round action and requires a successful Disable Device check (DC 30). The creature to which the cybernetic unit is attached must be pinned before the check can be made. You cannot disable internal cybernetic attachments; this requires a [[Medical#Surgery_.28DC_20.29|Surgery]] with the [[Cybernetic_Surgery|Cybernetic Surgery]] Feat.&lt;br /&gt;
&lt;br /&gt;
===Traps and Sabotage===&lt;br /&gt;
Disabling (or rigging or jamming) a simple mechanical device has a DC of 10. More intricate and complex devices have higher DCs. If the check fails by no more than 4, the character has failed but can try again. &lt;br /&gt;
&lt;br /&gt;
If the character fails by 5 or more, something goes wrong. If it’s a trap, the character springs it. If it’s some sort of sabotage, the character thinks the device is disabled, but it still works normally.&lt;br /&gt;
&lt;br /&gt;
A Character can rig simple devices to work normally for a while, then fail after some time (usually after 1d4 rounds or minutes of use).&lt;br /&gt;
&lt;br /&gt;
==Try Again==&lt;br /&gt;
Yes, though the character must be aware that he or she has failed in order to try again. A character can take 10 when making a Disable Device check. A character can take 20 to open a lock or to disable a security device, unless the character is trying to prevent his or her tampering from being noticed. Disabling a simple mechanical device is a full-round action. Intricate or complex devices require 2d4 rounds.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
* Possessing the proper tools gives a character the best chance of succeeding on a Disable Device check. Opening a lock requires a Lock Picking Kit (for a mechanical lock) or an Electrical Tool Kit (for an electronic lock). Disabling a security device requires either a mechanical or an electronic toolkit, depending on the device&#039;s nature. The Character cannot perform a check with a DC higher than 15 without the proper toolkit.&lt;br /&gt;
* A character with the [[Cautious]] feat gets a +2 bonus on all Disable Device checks.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=-_Pharmaceutical&amp;diff=11643</id>
		<title>- Pharmaceutical</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=-_Pharmaceutical&amp;diff=11643"/>
		<updated>2026-07-18T04:03:04Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This skill allows a character to create medicinal drugs to aid in recovery from treatable illnesses, poisons, as well as other Pharmaceuticals. &lt;br /&gt;
== Crafting Antidotes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot; &lt;br /&gt;
|+ Crafting Antidote&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Disease Fortitude Save DC&lt;br /&gt;
! Crafting Cost&lt;br /&gt;
! Craft DC&lt;br /&gt;
! Time&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|14 or lower||$25 ||15||1 hr.&lt;br /&gt;
|-&lt;br /&gt;
|15–18||$100 ||20||3 hr.&lt;br /&gt;
|-&lt;br /&gt;
|19–22||$400 ||25||6 hr.&lt;br /&gt;
|-&lt;br /&gt;
|23 or higher||$1200 ||30||12 hr.&lt;br /&gt;
|}&lt;br /&gt;
The Craft (Pharmaceutical) check is based on the severity of the disease and/or Poison to be countered as measured by the DC of the Constitution save needed to resist it. &lt;br /&gt;
&lt;br /&gt;
The Character must first identify the illness or Poison inflicting the person. They can use the rules from [[Medical]] to attempt to identify the patient&#039;s problem. However, if the infection is chemical-based, then a character can choose to follow the rules noted on the [[-_Chemical|Chemical]]. Lastly, a Character can also choose to use their Knowledge of the [[Knowledge#Science|Sciences]] to attempt to identify the inflection. The DC is 15 + Procure Diff. It takes 5 Minutes to identify; however, only a Take 20 will auto succeed. Also, a Pharmacist Kit found in [[General_Equipment|General Equipment]] can provide an advantage bonus to Identify.&lt;br /&gt;
&lt;br /&gt;
The Character can also craft these Pharmaceutical items, which can be injected in advance to provide an ongoing defense against potential exposure. A Cost and Craft DC increase is added for the extra chemicals used to slowly release the compound over time so that its effect can last. How long does a single dose last, based on the extra cost and DC? Every 6 hours of bonus defense is a +$25 and 1 Craft DC. However, this item can only help defend a Character from one specific type of disease/infection/poison.&lt;br /&gt;
&lt;br /&gt;
== Crafting Pharmaceuticals (For HP) ==&lt;br /&gt;
&lt;br /&gt;
A Player can find a list of possible items to construct in the [[General Equipment]] page on the [[General_Equipment#Medical_Items|Medical Items]] section. &lt;br /&gt;
&lt;br /&gt;
The Player needs a Pharmacist Kit located in the [[General_Equipment#Profession_Kits|Profession Kits]] section in order to craft any Antidote or Pharmaceutical item. An advanced kit provides an advantage bonus.&lt;br /&gt;
&lt;br /&gt;
More rules on crafting, costs, and time can be found [[Craft|here]].&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
* A character with the [[Medical_Expert|Medical Expert]] feat gets to Misc +1 bonus to this Skill.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Craft_Cybernetics&amp;diff=11642</id>
		<title>Craft Cybernetics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Craft_Cybernetics&amp;diff=11642"/>
		<updated>2026-07-18T04:02:48Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For a full list of Feats, go to the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
You can construct cybernetic attachments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;: Must have 3 Ranks in total, split between Craft (Electrical) &#039;&#039;&#039;and&#039;&#039;&#039; (Mechanical) (at least one Rank in both), 1 Rank in [[Medical]]. 1 rank in [[Profession|Profession Doctor]] &#039;&#039;&#039;or&#039;&#039;&#039; Knowledge Sciences 1 Rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;: You can build cybernetic attachments. You must first buy all necessary components for construction, then invest 24 hours in its construction. At the end of that time, you must succeed at a Craft (mechanical) check (DC 20) and a Craft (electrical) check (DC 20).&lt;br /&gt;
&lt;br /&gt;
If both Craft checks succeed, the cybernetic attachment functions properly and can be installed at any time (see the Cybernetic Surgery feat). If either or both checks fail, the attachment’s design is flawed; another 24 hours must be spent fixing the problems, and two new checks must be made at the end of that time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: This feat does not allow you to build a cybernetic attachment of a higher Tech Level than the Character&#039;s Tech level.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Medical_Expert&amp;diff=11641</id>
		<title>Medical Expert</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Medical_Expert&amp;diff=11641"/>
		<updated>2026-07-18T04:02:22Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For a full list of Feats, go to the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Misc +1 bonus to both the Craft (pharmaceutical) and [[Medical]] skills. This increases to +2 at the 12th Character level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: Remember that the Craft (pharmaceutical) skill can’t be used untrained.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Surgeon&amp;diff=11640</id>
		<title>Surgeon</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Surgeon&amp;diff=11640"/>
		<updated>2026-07-18T04:02:07Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For a full list of Feats, go to the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Medical 2 ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: The character can use the [[Medical]] skill to perform surgery without penalty. They cannot fail a critical hit at Surgery. See the Medical skill description.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: Characters without this feat take a disadvantage penalty on Medical checks made to perform surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: -&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Surgeon&amp;diff=11639</id>
		<title>Surgeon</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Surgeon&amp;diff=11639"/>
		<updated>2026-07-18T04:01:58Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For a full list of Feats, go to the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Treat Injury 2 ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: The character can use the [[Medical]] skill to perform surgery without penalty. They cannot fail a critical hit at Surgery. See the Medical skill description.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: Characters without this feat take a disadvantage penalty on Medical checks made to perform surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: -&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Surgeon&amp;diff=11638</id>
		<title>Surgeon</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Surgeon&amp;diff=11638"/>
		<updated>2026-07-18T04:01:42Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For a full list of Feats, go to the [[Feats|Feats]] page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Treat Injury 2 ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: The character can use the [[Medical]] skill to perform surgery without penalty. They cannot fail a critical hit at Surgery. See the Treat Injury skill description.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: Characters without this feat take a disadvantage penalty on Treat Injury checks made to perform surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: -&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Health_and_Injury&amp;diff=11637</id>
		<title>Health and Injury</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Health_and_Injury&amp;diff=11637"/>
		<updated>2026-07-18T04:01:23Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are the rules for dealing with a Character&#039;s health in and out of Combat. As well as how to deal with injury and death, and how to restore hit points.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
:[[Health_and_Injury#Hit_Points|Hit Points]] are a Character&#039;s [[Health_and_Injury#Health|Health]], and a Character&#039;s max Hit Points are increased every time they level up, equal to [[Health_and_Injury#Hit_Dice|Hit Dice]] + Con Mod. Damage done to a Character subtracts from the Hit Points. Once a Character reaches zero Hit Points, they are considered to be [[Conditions#Unstable.2FDying|unstable and dying]]. Each round, they are unstable; they get 1d4 of Con damage. Once their Constitution reaches zero, they are considered dead. Another Character can perform a [[Medical#Stabilize_Dying_Character_.28DC_20.29|Stabilize]] skill check as a Standard action against a DC20 to see if they can stabilize a Character. If successful, the Character&#039;s health is back to 1. A Character can gain Hit Points in combat by having another Character perform a Medical DC15 skill check, for more info go [[Medical#Restore_Hit_Points_.28DC_15.29|here]], or someone (including themselves) can use a [[General_Equipment#Medical_Items|Healing/Regenerative Concoction]]. Outside of combat, the Character can rest to gain Hit Points back. Characters who die can be resurrected using various forms of advanced technology, but there are limitations to consider.&lt;br /&gt;
&lt;br /&gt;
=== Hit Points ===&lt;br /&gt;
Hit Points are what most people commonly think of when they think of a Character&#039;s health. Hit Points are removed when a Character takes damage in combat (See the [[Health_and_Injury#Injury|Injury]] section below) and are used to measure how hard a character is to kill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: The Player can record the Character Hit Points on the Future Path Character Sheet. It is located just under the &amp;quot;Future Path&amp;quot; to the right of the Ability Scores. Also, above the &amp;quot;SPEED&amp;quot; section, you will notice that there are &amp;quot;DR&amp;quot; boxes. DR will be explained further later. Below the Total and DR section, there are &amp;quot;Wound/Current HP&amp;quot; and, below that, &amp;quot;Non-Lethal Damage&amp;quot; boxes. These boxes are there to make it easier to record combat damage.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Temporary Hit Points ====&lt;br /&gt;
Certain effects can give a character temporary hit points. When a character gains temporary hit points, make a note of his or her current hit points before adding the temporary hit points. When the temporary hit points go away, the character’s hit points drop to that score. If losing the temporary Hit Points causes the Character to go to 0 or a negative number, then the character &#039;passes out&#039; and has 0 hit points and is now in a &#039;Dying&#039; state. &lt;br /&gt;
&lt;br /&gt;
==== Constitution Bonus Hit Points ====&lt;br /&gt;
An increase in a character’s Constitution score—even a temporary one—can give the character more hit points (an effective hit point increase), but these are not temporary hit points. They can be restored through normal healing. When a character’s Constitution drops back down to its previous score after a temporary increase, the character’s full normal hit points go down accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
Normally, the &amp;quot;Health&amp;quot; of a Character is not in question, meaning that the Character is not normally sick with the flu or has some disease. However, there can be campaigns where it would suit the story to have Character&#039;s deal with the chance of sickness or disease. Please review both the [[Conditions|Conditions]] page and the [[-_Pharmaceutical|Pharmaceutical]] page for more information on illnesses and conditions. Most of the time when a GM or other Player asks about a Characters Health they are instead referring to the &#039;&#039;&#039;Hit Points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Hit Dice ===&lt;br /&gt;
Character&#039;s Hit Dice or HD is the dice type associated with a Character&#039;s [[Character_Path|Character Path]]. The dice represent the potential &#039;&#039;&#039;Hit Points&#039;&#039;&#039; of a Character. Hit dice examples are d6, d8, and d10.  Each time a Character levels up, they get to roll their Hit Dice for more Hit Points. At level 1, the Character can take max Hit Points without rolling. So at level two, a [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Strong Hero]] would have 2 Hit Dice or &amp;quot;2d8 of HD&amp;quot;. A Character also adds their Constitution modifier to their Hit Points every level unless it is negative.&lt;br /&gt;
&lt;br /&gt;
== Injury ==&lt;br /&gt;
&lt;br /&gt;
=== Receiving Damage ===&lt;br /&gt;
When an opponent attempts to attack, they must first do an accuracy check against the Character&#039;s AC. If successful, the opponent then rolls the dice according to the weapon he used. The total from that dice roll is the damage that is inflicted on the target. The Character subtracts that number (after considering things such as DR) from what Hit Points the Character currently has. To learn more about attacking rules, go [[Complete_Combat_Actions#Attack_Rules|here]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: As mentioned above, there is a box just below the &amp;quot;Total&amp;quot; box, and a &amp;quot;Wound/Current HP&amp;quot; box to record damage sustained during combat. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== DR and Extra Damage ==== &lt;br /&gt;
&lt;br /&gt;
DR stacks against Extra Damage dice roles. As a Character levels up, they can access 1 or more Extra Damage stats that, under the right conditions, allow them to roll extra Weapon Damage Dice against the opponent. If DR is applied against this, the damage from extra damage dice is reduced by DR: remove 1/2 (round up) damage per Extra Damage. So if the Character has 4 DR and the enemy hits them with 1 Extra Damage, the DR applied to the total damage is 6.&lt;br /&gt;
&lt;br /&gt;
=== Nonlethal Damage ===&lt;br /&gt;
Nonlethal damage is dealt by unarmed attackers and some weapons. Melee weapons that deal lethal damage can be wielded to deal nonlethal damage, but the attacker takes disadvantage on attack rolls. Nonlethal damage does not directly affect the target’s hit points. Instead, the attack rolls for damage, and then the defender must roll a Constitution save of DC5 + damage or else suffer 1 + (1 for every 5 points the saving throw failed by) worth of temporary Constitution damage. (This changes the defender&#039;s Con score temporarily, down, and is not the same as Ability Damage to Constitution). Any Temp Damage sustained will disappear after a full rest. Once the defender&#039;s Con is down to 7, the target becomes [[Conditions#Shaken|Shaken]]. Once the defender&#039;s Con is down to 5, they are [[Conditions#-_Dazed|Dazed]]. Once the defender&#039;s Con is down to 3 or below, they are knocked [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
;Notes:&lt;br /&gt;
* A blow that does 3 or more Con damage in one round causes the defender to be automatically [[Conditions#Shaken|Shaken]] unless they are already [[Conditions#Shaken|Shaken]], in which case they are [[Conditions#-_Dazed|Dazed]].&lt;br /&gt;
* A blow that does 4 or more Con damage in one round causes the defender to be automatically [[Conditions#-_Dazed|Dazed]] unless they are already [[Conditions#-_Dazed|Dazed]] in which they are knocked [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]].&lt;br /&gt;
* A blow that does 5 Con damage at once instantly knocks the defender [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
=== Damage Types ===&lt;br /&gt;
&lt;br /&gt;
There are 4 different types of damage in Future Path. &#039;&#039;&#039;Chemical&#039;&#039;&#039;, &#039;&#039;&#039;Electrical&#039;&#039;&#039;, &#039;&#039;&#039;Kinetic&#039;&#039;&#039;, &#039;&#039;&#039;Thermal&#039;&#039;&#039;. The default damage type is Kinetic. All damage is Kinetic unless specified. Weapon arch types can change the Damage Type. There are also &#039;&#039;&#039;sub-types&#039;&#039;&#039; for some Damage Types. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Chemical&#039;&#039;&#039;: This includes things like acid, chemical burns, and some types of damage from nature/planet/bio-based weapons.&lt;br /&gt;
## &#039;&#039;&#039;Sub-Types&#039;&#039;&#039;: &#039;&#039;&#039;Acid&#039;&#039;&#039;, &#039;&#039;&#039;Base&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Electrical&#039;&#039;&#039;: Any damage associated with direct contact with electricity or magnetism.&lt;br /&gt;
# &#039;&#039;&#039;Kinetic&#039;&#039;&#039;: Any damage done by the force of energy. shock waves, any sonic damage is considered kinetic.&lt;br /&gt;
## &#039;&#039;&#039;Sub-Types&#039;&#039;&#039;: &#039;&#039;&#039;Peircing&#039;&#039;&#039;, &#039;&#039;&#039;Bludeoning&#039;&#039;&#039;, &#039;&#039;&#039;Slicing&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Thermal&#039;&#039;&#039;: Any damage from heat or radiation or the lack thereof.&lt;br /&gt;
## &#039;&#039;&#039;Sub-Types&#039;&#039;&#039;: &#039;&#039;&#039;Cold&#039;&#039;&#039;, &#039;&#039;&#039;Heat&#039;&#039;&#039;, &#039;&#039;&#039;Radiation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapons can have multiple damage types. A Target can have a Natural or armor defense specific to a Damage type in the form of Damage Reduction [DR], i.e, [Chemical] DR3 or [ALL] DR1 for all DTs. Max DR possible is 10. The Target can also have a Strength in a Damage type, which halves damage, or even just be Immune. A Target can be vulnerable to a Damage Type called Weakness, i.e, [Thermal] W1, which means all attacks with that damage type gain +1. Targets can also be Vulnerable, which is the opposite of Strength, i.e, all damage dealt with the vulnerable DT is considered x2 Critical. &lt;br /&gt;
&lt;br /&gt;
You can learn more about other special Damage Types and Attributes [[Damage_Types_and_Attributes|here]].&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
&lt;br /&gt;
=== Zero Hit Points ===&lt;br /&gt;
Once a Character reaches 0 hit points they are considered [[Conditions#Helpless.2FIncapacitated.2FUnconscious|unconscious]], [[Conditions#Unstable.2FDying|Unstable/Dying]]. &lt;br /&gt;
&lt;br /&gt;
;Unstable/Dying: This special status implies that the Character is about to die. Every round, the Character takes 1d4 of Constitution damage. Any successful attacks on the Character force an additional 1d4 of Constitution damage. Once a Character&#039;s Constitution reaches 0, they die. To read up more on what Agility Damage is, please go [[Ability Scores|here]]. To learn about healing ability, go to the section below: [[Health_and_Injury#Ability_Healing|Ability Healing]]&lt;br /&gt;
&lt;br /&gt;
;Stabilizing: With a Medical Kit, another Character will need to assist the dying Character by attempting to stabilize them. This requires a [[Medical#Stabilize_Dying_Character_.28DC_15.29|Medical]] Skill check of DC 20 and a Standard Action. For more information on this, review the [[Medical#Stabilize_Dying_Character_.28DC_20.29|Stabilize Dying Character]] action in the [[Medical]] skill. Stabilizing does not restore any Constitution damage received by the [[Conditions#Unstable.2FDying|Unstable/Dying]] condition.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Once a Player hits Zero Constitution, they are considered dead. This doesn&#039;t mean they are permanently dead. Advanced civilizations have different ways of cheating death. A Character can be brought back to life through the means of powerful futuristic science! There are 2 different main forums for bringing a person &#039;back from the dead&#039;. &lt;br /&gt;
# Rejuvenate the body. (Usually, this requires that the majority of the body be still intact)&lt;br /&gt;
## This can be done using advanced biology and chemistry, taking what is left of the original body and reviving it to a new condition.&lt;br /&gt;
## Replace the damaged parts with new ones. Usually, this means being part machine, a cyborg. However, this could also mean taking other biological samples from different &#039;donors.&#039;&lt;br /&gt;
# Transfer the mind into a new body. (Usually, this requires that just the mind is intact and not too damaged)&lt;br /&gt;
## Physical transplant the brain into a new body.&lt;br /&gt;
## Using advanced technology, download the mind and its thought patterns/memories into a computer that can then be uploaded to another body.&lt;br /&gt;
## Using Psionics to transfer one&#039;s consciousness to another body&lt;br /&gt;
# Lastly, any other Sci-Fi sounding way that the GM (and group) is ok with accepting.&lt;br /&gt;
&lt;br /&gt;
Each of these has its advantages and disadvantages. The GM should create unique negatives for different circumstances. The cost should also be high and probably require the removal of 1 or more credit points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Examples of consequences for cheating death. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Permanent ability damage. Usually -2 to one ability or -1 to two different abilities.&lt;br /&gt;
* A reset of experience points to the minimum amount required for the current level. Example: Minimum requirement for level 3 is 5,000 XP. If the character died with 7,000 they go back to 5,000.&lt;br /&gt;
* The Character loses 1 level.&lt;br /&gt;
* The Character permanently loses some Hit Points, or their Hit Die is reduced to a lower value from then on. &lt;br /&gt;
* The Character gains a [[Difficulties|Difficulty]] but gains no points or bonuses for it.&lt;br /&gt;
* The Character&#039;s new body is different. Example: Looks different, different species, different sex.&lt;br /&gt;
* The Character&#039;s body is now &#039;owned&#039; or is now the property of some corporation or institution. This could be in the form of getting a new lease on life for free, but now the Character must do something in return and cannot be totally free until it is done.&lt;br /&gt;
* The Character&#039;s society or society that they have to interact with shuns or even criminalizes people who &#039;come back&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
Please review the [[Medical]] skill for more information.&lt;br /&gt;
&lt;br /&gt;
=== In Combat ===&lt;br /&gt;
Healing in Combat can be done in one of three ways. Either with the [[Medical|&#039;&#039;&#039;Medical&#039;&#039;&#039;]] skill, &#039;&#039;&#039;Medical Items&#039;&#039;&#039; from the [[General_Equipment#Medical_Items|Medical Items]] section of the [[General Equipment]] page, or &#039;&#039;&#039;Medical Items with Medical&#039;&#039;&#039; skill. &lt;br /&gt;
&lt;br /&gt;
;Medical: The Treat Injury skill requires a Standard Use Item action and a Medical or First Aid Kit. The amount of health restored is determined by the Skill Competency Level. Some Talents provided by Character Classes can reduce the time needed. For more information about the Medical skill review: [[Medical#Restore_Hit_Points_.28DC_15.29|Restore Hit Points]] section of the Medical skill.&lt;br /&gt;
&lt;br /&gt;
;Medical Items: These items are located in the [[General_Equipment#Medical_Items|Medical Items]] section of the [[General Equipment]] page. Using a &amp;quot;Concoction,&amp;quot; such as Healing Concoction, administered through a Syringe doesn&#039;t require a Treat Injury skill check, and so one can use a Medical device on oneself. However, using a Medical Item without a Treat Injury check causes the HP restored to only be 1/2 the value of the dice roll. The dice to be rolled to determine the amount of health restored is determined by the item used.&lt;br /&gt;
&lt;br /&gt;
;Medical Items with Medical Skill: If a Medical Item is used with a Medical, check that the DC is 10. There is a risk of failure. A Critical failure simply means nothing happens. Anything below 10 (but not natural 1) means the target only gets 1/2 of its HP back. A 10 is a success, and the normal rules for using a Medical Item apply. However, for every 5 that the Character succeeds a Medical with a Medical Item check, the target receives a +1 bonus per Die provided by the Medical Item. The maximum is +3.&lt;br /&gt;
&lt;br /&gt;
=== Natural Healing ===&lt;br /&gt;
If a Character is stable and not dying (Has at least 1 hit point), then they can slowly heal themselves over time, unless they are [[Conditions#-_Sickened|sick]]. &lt;br /&gt;
&lt;br /&gt;
For every 8 hours of rest, the Character gains one Hit Die + Constitution Mod of health. If the Character has multi-base classes, then choose the one with the largest Hit Die. If the Character does a full day of bed rest (The Character doesn&#039;t leave the bed all day except to do the necessary) then the Character restores 1/4th there total HP worth in Hit Points. If someone is providing [[Medical|Long/Short term care]], then it&#039;s 1/2 their Hit Points. &lt;br /&gt;
&lt;br /&gt;
A Player cannot use Medical on oneself.&lt;br /&gt;
&lt;br /&gt;
=== Ability Healing ===&lt;br /&gt;
24 hours after the Ability damage was dealt, a Character can start healing naturally, as long as they are not [[Conditions#-_Sickened|sick]]. Every day, when the Character gains at least 8 hours of uninterrupted sleep, the Character gains 1 point back in all damaged Abilities. (This doesn&#039;t include the Medical Skill)&lt;br /&gt;
&lt;br /&gt;
Another Character can help by using the Medical skill to assist in improving the healing of an Ability score. This action cannot be done in combat and has a DC20. The Long/Short Term Care action can also be used to help reduce muscle damage, but only once every 24 hours, including rest. If successful, the Character regains +1d4 in as many as 3 different Ability scores. If a critical success (Natural 20) is rolled, the Character gains a +4 in as many as 3 different Ability scores.&lt;br /&gt;
&lt;br /&gt;
=== Med-packs and other Items ===&lt;br /&gt;
&lt;br /&gt;
There are several professional kits that are useful for helping with Medical skill checks. Located [[General_Equipment#Profession_Kits|here]], we have Medical Kit, First Aid Kit, and Surgery Kit. Certain checks require a Kit to be attempted. All kits have a limited number of uses. The default number is 20, while advanced kits have 10. Advanced kits provide advantage bonuses to their associated checks. &lt;br /&gt;
&lt;br /&gt;
Please review [[General_Equipment#Profession_Kits|Profession Kits]] for more information on items that can help in both the Medical skill and while in combat.&lt;br /&gt;
&lt;br /&gt;
== Item Damage and Repair ==&lt;br /&gt;
&lt;br /&gt;
Items follow a different set of rules for taking damage and repairing them. Objects such as Weapons, Armor, and General Equipment are all considered &#039;Items&#039;. In combat, they can be targeted directly, increasing the likelihood of being hit. Instead of damage in the form of subtracting Hit Points, Items take &#039;&#039;&#039;Battle Scaring&#039;&#039;&#039;. To inflict a Battle Scar, an attacker must hit the target and deal enough damage in a single Group turn of combat to surpass the Item&#039;s &#039;&#039;&#039;Hardness&#039;&#039;&#039;. The amount of Battle Scars an Item can take is its &#039;&#039;&#039;Resiliency&#039;&#039;&#039;. By default, an Item&#039;s Resiliency and Hardness are R2/H5. Or you must deal more than three Battle Damage to stop the weapon from working, and it takes at least 5 Battle Damage to give the Item Battle Damage. AC is determined by whether the attack happens in combat and whether the Item is moving.&lt;br /&gt;
&lt;br /&gt;
To learn more, visit the [[Item_Damage|Item Damage page]].&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Cybernetics&amp;diff=11636</id>
		<title>Cybernetics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Cybernetics&amp;diff=11636"/>
		<updated>2026-07-18T03:58:23Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; THIS PAGE IS Alpha Three Ready! &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cybernetics is a method that mixes machine technology with organic beings to artificially enhance or otherwise improve the life of the organic. A cyborg will be a person who has had one or more surgeries to implant technology directly into their bodies. &lt;br /&gt;
&lt;br /&gt;
To learn about the evolution and lore of Cybernetics and their Tech levels, you can read the lore page [[Evolutions of Cybernetics]]. To jump straight to a list of Cybernetic Implants, go to: [[Cybernetics#Enhancements|Cyborg Enhancements]], [[Cybernetics#Utility|Cyborg Utilities]], or [[Cybernetics#Replacements|Artificial Replacements]].&lt;br /&gt;
&lt;br /&gt;
If the Character simply wants to install or embed an item from [[General Equipment]], then they can take the [[Cybertaker]] feat. This allows for the Surgery and installation of a single &#039;&#039;&#039;Utility Implant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Summary&amp;lt;/u&amp;gt;:&lt;br /&gt;
Cybernetics can be put under three main categories. &#039;&#039;&#039;Replacement Implants&#039;&#039;&#039;, &#039;&#039;&#039;Utility Implants&#039;&#039;&#039; and &#039;&#039;&#039;Enhancing Implants&#039;&#039;&#039;. Replacement Implants are not considered a &#039;special&#039; difficulty.&lt;br /&gt;
&lt;br /&gt;
A Character must take the [[Cyborg Novice]] feat, which requires adding the [[Difficulties#Cybernetic Prejudice|Cybernetic Prejudice]] flaw. A Surgery is performed to add the Framework which is the foundation for all Cyborg Implants. After the Surgery, the new Cyborg must take a [[Difficulties#Detractors List|Detractor]]. &lt;br /&gt;
&lt;br /&gt;
A Framework provides Power and Slots for Implants. Implants cost money, require Surgery to install, and consume Slots and Power. A Cyborg can gain more Slots and Power over time by improving their Framework. They do this by gaining a new Feat, such as [[Cyborg Enthusiast]], which enables them to get a surgery that upgrades the Framework. This also requires enhancing or adding a Detractor. &lt;br /&gt;
&lt;br /&gt;
The other most common way to enhance a Cyborg is through masterworking Implants; however, excessive enhancement in this fashion can lead to additional Detractors. A Cyborg by default is also weak to Electric attacks and can only remove this weakness through improving their Framework/Implants. &lt;br /&gt;
&lt;br /&gt;
Being a Cyborg means managing [[Difficulties#Detractors List|Detractors]] and [[Cybernetics#The_Drawbacks|Drawbacks]], such as electrical weakness, while gaining enhancements to the Character in unique ways, which can be improved over time by spending Feats, Money, and time for the Character to get more Surgeries.&lt;br /&gt;
&lt;br /&gt;
== Cybernetic Types==&lt;br /&gt;
The three kinds of cybernetic attachments are: &#039;&#039;&#039;Replacements&#039;&#039;&#039;, &#039;&#039;&#039;Utility&#039;&#039;&#039;, and &#039;&#039;&#039;Enhancements&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;[[Cybernetics#Replacements|Replacements]]: Replacements are prosthetic or artificial units intended to replace lost limbs and damaged organs. These do not provide benefits other than duplicating the essential functions of their biological counterparts, and they present little strain on the beneficiary’s overall well-being. In appearance, a cybernetic replacement can be recognizably artificial or virtually indistinguishable from the real thing. These differences depend on Tech Level.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Rules&#039;&#039;&#039;: From a combat and role-playing perspective, there is no difference in a medical replacement implant if it is Tech2 or higher. Tech 1, there would be a noticeable difference. If the Player wishes to role-play it as a disability they wish to overcome, they can discuss this with the GM and treat it as a Quirk with a Detractor. Sensors or scanners may be able to detect the difference, but beyond being aware that there is something non-organic in the Character&#039;s body that otherwise functions identically to the biological replacement, the GM can ignore these implants. The purpose of this is mostly for Role-Playing. The idea is that if a Character loses a leg, an eye, etc., the group may have to go to a hospital for surgery, and the Character is out of action for a time. It is a way to deal with massive damage or near-death experiences. There is no need to take [[Difficulties#Cybernetic_Prejudice|Cybernetic Prejudice]] or the [[Cybertaker]] feat.&lt;br /&gt;
&lt;br /&gt;
;[[Cybernetics#Utility|Utility]]: Utility Implants can range from a wireless comms device, a tracker, or a scanning device. All of these are attached to the body in a way that would require surgery to remove, or else they are not considered an implant. They must also be connected to the person in a way that doesn&#039;t require a physical interface. IE: A neural interface, or some connection to the nervous system. The most common example of this is a wireless communications and tracking implant installed in soldiers or workers to enable easy communication and tracking. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Rules&#039;&#039;&#039;: These implants relate to a device in [[General Equipment]] or of the same theme. Using the implant would then be the same as using the associated item from a &#039;what to roll&#039; perspective. This would not provide a &#039;sixth sense to the Character. IE, If the implant is a [[General Equipment#Scanners|Medical Scanner]], the use of it would be the same as using a Medical Scanner device in the Character&#039;s hand. The only difference is that the device is embedded and thus frees the Character&#039;s hands. The data returned from the scan would have to be provided through another interface, as it wouldn&#039;t go directly to the mind. The mind could perhaps control the device, but the device cannot upload data directly into the mind. If that was the case it would count instead as an Enhancement and a &#039;sixth sense&#039; device. The main purpose here is to allow an avenue for General Purpose items to be used as implants. Character needs to take the [[Difficulties#Cybernetic Prejudice|Cybernetic Prejudice]] flaw unless specified otherwise. A Utility takes up a Slot unless it is provided by the [[Cybertaker]] feat.&lt;br /&gt;
&lt;br /&gt;
;[[Cybernetics#Enhancements|Enhancements]]: Enhancements bestow new abilities or improve the recipient in some fashion. Enhancements include skeletal reinforcement and subcutaneous weapon mounts. Some enhancements have visible external components, while others are hidden beneath the skin. Enhancements put more of a drain on the body’s resources, and recipients frequently suffer debilitating physical or mental side effects.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Rules&#039;&#039;&#039;: These implants are the most advanced and take up both Slots and Power. There are some exceptions to this rule, which will be discussed further below. The Character that has Enchancing Cybernetics must take the [[Difficulties#Cybernetic Prejudice|Cybernetic Prejudice]] flaw as well as [[Cyborg Enthusiast]] to become a level 1 cyborg.&lt;br /&gt;
&lt;br /&gt;
== Cybernetic Levels ==&lt;br /&gt;
&lt;br /&gt;
There are different levels of cybernetic use. The higher the level of use the more the biological body is adjusted artificially. &lt;br /&gt;
&lt;br /&gt;
;Level 0: This is mostly for the &#039;&#039;&#039;Replacements&#039;&#039;&#039; type. This has no requirements. This doesn&#039;t even require the use of a [[Cybernetics#The Framework|Cybernetic Framework]] (more on that below). There is also no serious prejudice regarding the use of cybernetics for medical needs. While some may look down on those who do it, especially if it isn&#039;t necessary, this isn&#039;t the same disdain that many species and cultures have for Cyberborgs and the like. A Character can at Level 0 take a single &#039;Utility&#039; type implant; however, this comes with some conditions. Only one Utility implant can be installed, and the Character must take the [[Cybertaker]] feat to do so.&lt;br /&gt;
&lt;br /&gt;
;Level 1: This is the First Level of Enhancement-type implants. This Level is unlocked with the [[Cyborg Novice]] Feat, which also requires the [[Difficulties#Cybernetic Prejudice|Cybernetic Prejudice]] flaw as a Prerequisite. You must take the feat and then get surgery to install the [[Cybernetics#The Framework|Cybernetic Framework]] before starting your new life as a Cyborg. At least one implant must have some small visible spot on a prominent part of the Character&#039;s body. A [[Disguise]] check is required to hide the fact that the Character is artificially enhanced. This follows the [[Cybernetics#Innate_Drawbacks|Disguise Checks]] Innate Drawback rules.&lt;br /&gt;
&lt;br /&gt;
: Once a Character has taken the [[Cyborg Novice]] Feat the Character must acquire a Framework and a surgeon willing to perform the work. This costs money and time, and only then is a Character truly a Cyborg. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039;: The [[Cyborg Novice]] feat which also requires the [[Difficulties#Cybernetic Prejudice|Cybernetic Prejudice]] flaw. This then also requires taking a [[Difficulties#Detractors List|Detractor]] from the list. &lt;br /&gt;
&lt;br /&gt;
;Level 2: This has all the same requirements as Level 1, as well as the [[Cyborg Enthusiast]] feat. The size and number of implants visible protruding from the body have increased by at least 1. The Character can now go get the surgery done to upgrade to a level 2 Framework. Until this is done, the Character is *not* actually a Level 2 Cyborg.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039;: The [[Cyborg Enthusiast]] feat and either a new Detractor from the [[Difficulties#Detractors List|list]] or enhancing an existing detractor.&lt;br /&gt;
&lt;br /&gt;
;Level 3: Just as level 2 with the [[Cyborg Competent]] Feat this time.  The size and number of implants visible protruding from the body have increased by at least 1. Just as with the previous level the Character must get the surgery done to upgrade to a level 3 Framework before they can take advantage of being a Level 3 Cyborg.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039;: The [[Cyborg Competent]] feat and either a new Detractor from the [[Difficulties#Detractors List|list]] or enhancing an existing detractor.&lt;br /&gt;
&lt;br /&gt;
;Level 4: Just as with levels 2 and 3, except with the [[Cyborg Expert]] Feat this time. The size and number of implants visible protruding from the body have increased by at least 1. Just as with the previous level the Character must get the surgery done to upgrade to a level 4 Framework before they can take advantage of being a Level 4 Cyborg.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039;: The [[Cyborg Expert]] feat and either a new Detractor from the [[Difficulties#Detractors List|list]] or enhancing an existing detractor.&lt;br /&gt;
&lt;br /&gt;
;Level 5: Just as with the previous levels, this is achieved with a Feat; this time, the [[Cyborg Master]] Feat. The size and number of implants visible protruding from the body have increased by at least 1. This is the highest level obtainable as a Cyborg. Any higher, the being would be more of a robot with minor biological components than a biological being with augmented artificial features. This level is extremely difficult to achieve. Again, surgery is done to upgrade to a level 5 Framework before they can take advantage of being a Level 5 Cyborg.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039;: The [[Cyborg Master]] feat and either a new Detractor from the [[Difficulties#Detractors List|list]] or enhancing an existing detractor.&lt;br /&gt;
&lt;br /&gt;
== How to get/craft/repair/install/remove Implants ==&lt;br /&gt;
&lt;br /&gt;
=== Buying/Selling ===&lt;br /&gt;
Cybernetics are usually frowned upon if they are not used for medical purposes. In some societies, biological understanding yields advanced technology that removes the need for a mechanical solution to a missing limb or organs and many people prefer to simply regrow a lost appendage. So, depending on where the Character is, they may find even Medical or Utility Cybernetics rare, if not illegal. However, in most societies, Enhancement Cybernetics is illegal or rare. Medical and Utility Cybernetics have a &#039;&#039;&#039;Procure Difficulty&#039;&#039;&#039; of either &#039;&#039;&#039;1&#039;&#039;&#039; or &#039;&#039;&#039;2&#039;&#039;&#039; and start with &#039;&#039;&#039;Technology Level 1&#039;&#039;&#039;. While Enhancement Cybernetics has a &#039;&#039;&#039;Procure Difficulty&#039;&#039;&#039; of &#039;&#039;&#039;2&#039;&#039;&#039; or &#039;&#039;&#039;3&#039;&#039;&#039; and starts at &#039;&#039;&#039;Tech Level 2&#039;&#039;&#039;. A [[Species]] description will inform the GM where each of the major Species stand on Difficulties but if the adventuring group runs into a different culture it is up to the GM to decide. The default assumption is that it is always difficult to find a place that sells good quality Cybernetics and even harder to find a competent [[Cybernetic Surgery|Cybernetic Surgen]].&lt;br /&gt;
&lt;br /&gt;
Selling your Cybernetic wears or even performing surgery for a client can be equally difficult, as it is often associated with the &#039;underground&#039; or &#039;black market&#039; of a society. Depending on where the Character&#039;s are they may even be committing a crime in providing these services.&lt;br /&gt;
&lt;br /&gt;
More detailed &#039;&#039;&#039;Pricing&#039;&#039;&#039; and &#039;&#039;&#039;Procure Difficulty&#039;&#039;&#039; information is provided per Implant bases below.&lt;br /&gt;
&lt;br /&gt;
=== Installation and Removal ===&lt;br /&gt;
Installing or removing a cybernetic attachment, regardless of the type, requires a successful [[Medical#Surgery .28DC 20.29|Surgery]] check. If the Character doesn&#039;t have [[Cybernetic Surgery]], then they take a disadvantage and cannot install Enhancement or Utility-type Cybernetics. A Character with the Cybernetic Surgery feat suffers no penalty on the check and can install all types of Cybernetics. A failed Surgery requires at least 1 week of recovery with temp Conn damage of xd4 per 5 points missed by the DC. The Conn damage cannot go below 1. Once full recovery is complete, the Surgeon can try again. The Character cannot perform Surgery on themselves.&lt;br /&gt;
&lt;br /&gt;
Removing a cybernetic attachment without proper surgery causes lasting physical trauma to the patient’s body, dealing 1d4 points of permanent Constitution damage + 1d4 reduction in whatever attribute/ability/skill the implant is associated with. These can be removed or reduced with follow-up surgeries. A failed roll to remove an implant will force the Character to choose whether to continue removing it or leave it in a broken state. Continuing the removal will result in the aforementioned effects.&lt;br /&gt;
&lt;br /&gt;
Finding a professional to do surgery for a nonmedical implant requires a &#039;&#039;&#039;Procure Difficulty&#039;&#039;&#039; of &#039;&#039;&#039;1&#039;&#039;&#039; if it is a Utility and a &#039;&#039;&#039;3&#039;&#039;&#039; if it is for Enhancements.&lt;br /&gt;
&lt;br /&gt;
=== Construction and Repair ===&lt;br /&gt;
Cybernetic attachments are complex instruments with both electrical and mechanical components. Consequently, a character must have the [[Craft Cybernetics]] feat to build a cybernetic attachment. Standard [[Craft|crafting]] rules apply; it will require the use of both an Electrical and Mechanical crafting kit, a &#039;bill of materials&#039;, and time, usually 5 days. &lt;br /&gt;
&lt;br /&gt;
[[Craft Cybernetics]] is also required for repairing. Repairing a damaged or nonfunctional cybernetic attachment requires 8 hours of work and a successful [[Craft#Repairing Checks|Repair]] check &#039;&#039;&#039;DC 15 + 1 per Tech level + 1 per Masterwork level&#039;&#039;&#039; The base is DC10 for Medical and Utility implants. A character needs both an electrical tool kit and a mechanical tool kit to facilitate repairs. Without one or the other, a character takes a disadvantage on the check; without both kits, it is impossible to try. A failure to repair means the Character must wait at least 8 hours before trying again. However, repairing and simply disabling the device and stopping it from doing self-harm are two different things. The device can simply be disabled and repaired later to avoid immediate adverse effects, if any.&lt;br /&gt;
&lt;br /&gt;
Any cybernetic part that is &#039;hidden&#039; or is considered inside of the body in any way also requires [[Medical#Surgery .28DC 20.29|Surgery]] to access the Implant. The Character leading the surgery must also have [[Cybernetic Surgery|Cyberentic Surgery]]. This will require a Surgery Kit and the [[Medical]] skill. Failure to perform the Skill check for Surgery by more than 5 means that the Character cannot attempt to repair the implant. If it fails but by less than 5 the repair can still move forward but the patient becomes infected and has the condition of [[Conditions#Sickened|Sickened]] for 1d4 days.&lt;br /&gt;
&lt;br /&gt;
=== Getting Damaged ===&lt;br /&gt;
&lt;br /&gt;
By default, only Implants that have the &#039;&#039;&#039;External&#039;&#039;&#039; category can be a target for damage. Implants follow the [[Item Damage]] rules. If a Battled Scared Implant fails, it fails for a certain amount of time as per the [[Item Damage#Multi-Turn Non-functioning Items| Multi-Turn Non-Functioning Items]] rules specify. By default, all Implants have a Resiliency of 3. &lt;br /&gt;
&lt;br /&gt;
When an implant is completely damaged, it can no longer function, and the Character rolls a Constitution save as if they took Massive Damage. If they fail, the GM will roll percentile dice and consult Table: Side Effects to determine what happens. This effect lasts until surgery can be done. Consult [[Cybernetics#Installation and Removal|Installation and Removal]].&lt;br /&gt;
&lt;br /&gt;
All Implants can be improved using Masterwork levels to gain a higher Resiliency or to remove their Weakness of Electric Damage type. Learn more about different Masterwork improvements for Implants [[Cybernetics#Implants|below]].&lt;br /&gt;
&lt;br /&gt;
== Cybernetic Framework ==&lt;br /&gt;
&lt;br /&gt;
Implants need a way to interact with the Biological body as well as get power and be controlled. This requires tight integration with the biological lifeform they are attached to and the unique properties of that body. Over time the popular solution of building a sort of foundation to work off was adopted by all cyberneticist. This is called a &#039;&#039;&#039;Framework&#039;&#039;&#039;. It acts as an interface between the mechanical to the biological and helps the different implants work with each other as well as the different body types found within the cosmos. &lt;br /&gt;
&lt;br /&gt;
=== The Power Pack ===&lt;br /&gt;
The &#039;&#039;&#039;Power Pack&#039;&#039;&#039; is the Framework&#039;s power source. It is also one of the parts that have changed the most between civilizations and Technologies. The big difference between &#039;&#039;&#039;Replacement&#039;&#039;&#039;, &#039;&#039;&#039;Regenerative&#039;&#039;&#039;,  and &#039;&#039;&#039;Permanent&#039;&#039;&#039; power solutions is mostly how they are recharged and for role-playing purposes. The table below explains further. Note that this is largely for role-playing purposes and doesn&#039;t affect the types or amount of Implants that can be installed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Replacement (Tech 2):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Regenerative (Tech 3):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Permanent (Tech 4):&lt;br /&gt;
|-&lt;br /&gt;
| A &#039;&#039;&#039;replacement&#039;&#039;&#039; design is a high-capacity battery that has to be replaced/re-charged every so many hours/days. At tech 2 the battery would need to be replaced every 24 hours. Tech 3 every 72 hours and Tech 4 every week. Also by default the battery is susceptible to electromagnetic attacks like a power drain. &lt;br /&gt;
|| A &#039;&#039;&#039;regenerative&#039;&#039;&#039; example would be the Battery/Nuclear hybrid solution. The small Nuclear module doesn&#039;t provide enough power for full usage and thus a battery picks up the slack. When the body is sleeping the Nuclear pack recharges the battery. This should be calibrated to follow the select species&#039; natural sleep cycle. A bio-reactor that uses the species&#039; natural eating habits to convert calories into electricity is another example. The Character would have to eat more but that is all. &lt;br /&gt;
|| A &#039;&#039;&#039;permanent&#039;&#039;&#039; power solution would be an advanced Tech 4 solution that involves things like an Anti-matter battery that could be far longer than the expected life type of the target person or some sub-space vacuum energy source that runs into infinity. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a Power Pack runs out of power or is otherwise disabled the cybernetic implants go into an emergency power mode. Biological functions do not stop but any advantages provided by having these implants stop until power is restored. The main difference in power solutions is in role-playing and the fact that power will need to be replaced. For example, if a Character has a Regenerative Power Pack and they do not rest after 24 hours then they lose their Cybernetic abilities until they perform a long rest.&lt;br /&gt;
&lt;br /&gt;
=== Power and Slots ===&lt;br /&gt;
&lt;br /&gt;
A Cybernetic &#039;&#039;&#039;Framework&#039;&#039;&#039; provides &#039;&#039;&#039;Power&#039;&#039;&#039; and &#039;&#039;&#039;Slots&#039;&#039;&#039; to install &#039;&#039;&#039;Implants&#039;&#039;&#039;. Each level in Cybernetics increases the Power and Slots. Masterworked levels and Tech Levels enhance Frameworks with additional Power/Slots, as shown in the graph below.&lt;br /&gt;
&lt;br /&gt;
No matter the Cybernetic Level, Masterworked Level, or Tech Level, the maximum amount of achievable points is 10, and the maximum number of Slots is 6. This is a hard-set limit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Default Power and Slots for Level 1 Cyborg by Tech/Masterworked Level&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Masterworked Levels =&amp;gt; &amp;lt;br /&amp;gt; v=Tech Levels=v&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Level 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Level 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Level 3&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Level 4&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Level 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Tech Level 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3 Power / 2 Slots&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4 Power / 2 Slots&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5 Power / 3 Slots&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6 Power / 3 Slots&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7 Power / 4 Slots&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Tech Level 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4 Power / 3 Slots&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5 Power / 3 Slots&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6 Power / 4 Slots&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7 Power / 4 Slots&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8 Power / 5 Slots&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Tech Level 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5 Power / 4 Slots&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6 Power / 4 Slots&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7 Power / 5 Slots&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8 Power / 5 Slots&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 9 Power / 6 Slots&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | *Max Power/Slots no matter the Cybernetic/Masterworked/Tech Level is: 10/6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Implant requires a surgery to install or remove and will cost some amount of Power and Slots. Once an Implant has been used it has been modified specifically for the target species and cannot be used in other species. So a Character should plan carefully what goes in their body as this can be expensive and dangerous. Once removed it cannot be sold.&lt;br /&gt;
&lt;br /&gt;
Both the [[Cybertaker]] and the [[Cyber Tweaks]] feat&#039;s can grant the Character more Power or Slots but again not above the hard limit.&lt;br /&gt;
&lt;br /&gt;
=== Masterworking the Framework ===&lt;br /&gt;
&lt;br /&gt;
Masterworking can provide masterwork points which can be spent on 3 different upgrades at different costs. All items/weapons/armor can only have up to 5 masterwork levels, and Cyborg equipment is no different. Each Masteworking level gained increases the cost of the Framework by x3.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Electrical Hardening&amp;lt;/u&amp;gt;: Costs &#039;&#039;&#039;1&#039;&#039;&#039; Masterwork point. Makes the Framework and its recipient immune to Electrical-type attacks. However, 1/2 (round up) of all Implants that require Power slots will also need this improvement. Normally, if the Framework is not hardened against electrical attacks, then 100% of all Implants that require Power on the Cyborg will need to be upgraded in order to remove this Weakness. This can be improved again to reduce the number down to 1/4th (round up) and again to ignore the Electrical Weakness regardless of Implants.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Power Improvement&amp;lt;/u&amp;gt;: Costs &#039;&#039;&#039;2&#039;&#039;&#039; Masterwork points. Provides additional Power. Cannot go above the specified limit.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Slot Improvement&amp;lt;/u&amp;gt;: Costs &#039;&#039;&#039;2&#039;&#039;&#039; Masterwork points. Provides an additional Slot. Cannot go above the specified limit.&lt;br /&gt;
&lt;br /&gt;
== Implant Tech/Masterwork Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Implant Traits ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tech 2&#039;&#039;&#039;: The Craft can imbue Tech 2 cybernetic enhancements with 1 of the following traits&lt;br /&gt;
# Stealth: This is beyond stealth medical or utility implants. These are meant to trick even security scanners. Only a critical eye can try to spot the implant. Perception Check DC15+ Crafting Bonus + Surgery Bonus. The bonuses are +1 for every 3 points the Craft or Surgery exceeds the DC.&lt;br /&gt;
# Electric Hardening: This removes the Weakness of Electric attacks.&lt;br /&gt;
# Improved Resiliency: This adds +1 to the [[Item Damage#Battle Scaring|Resiliency]] rating of the Implant.&lt;br /&gt;
# Energy Efficiency: Spending 2 Masterwork points on the Implant reduces the Power requirement by 1 minimum 1. This can only be done once&lt;br /&gt;
:&#039;&#039;&#039;Tech 3&#039;&#039;&#039;: The Crafter can imbue Tech 3 cybernetic enhancements with 1 of the following traits. &lt;br /&gt;
# Improved Stealth: Only a critical eye can try to spot the implant. DC20+ Crafting Bonus + Surgery Bonus. The bonuses here are +1 for every 3 the Craft or Surgery exceeds the DC.&lt;br /&gt;
# Advanced Energy Efficiency: Spending 1 Masterwork point on the Implant reduces the Power requirement by 1 minimum 1. This can only be done once and replaces Tech 2 Energy Efficiency.&lt;br /&gt;
# Nano-Scale Spatial Engineering: Spending 3 Masterwork points can reduce the Slot requirement for the device by 1 minimum 1. This can only be done once.&lt;br /&gt;
:&#039;&#039;&#039;Tech 4&#039;&#039;&#039;: The Crafter can imbue Tech 4 cybernetic enhancements with 1 of the following traits or 2 of the Tech 3 traits.&lt;br /&gt;
# Expert Stealth: Only a critical eye can try to spot the implant. DC25+ Crafting Bonus + Surgery Bonus. The bonuses here are +2 for every 3 the Craft or Surgery exceeds the DC.&lt;br /&gt;
# Atomic Spatial Engineering: Spending 2 Masterwork points can reduce the Slot requirement for the device by 1 minimum 1. This can only be done once and replaces Nano-Scale Spatial Engineering.&lt;br /&gt;
&lt;br /&gt;
Higher Technology provides better benefits. However, the costs are much greater. Tech 3 version of Tech 2 implants are instantly &#039;&#039;&#039;3 times more expensive&#039;&#039;&#039; and Tech 4 is &#039;&#039;&#039;3 times more expensive&#039;&#039;&#039; than Tech 3. They are also harder to find. IE: +1 to Procure difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Masterworking Implants ===&lt;br /&gt;
&lt;br /&gt;
Implants can be improved upon if they are crafted with skill. Like all items, the highest Masterwork level is 5. Each level provides a point that can be spent. These can improve the Implants Traits as defined above. Or they can enhance the Implant in specific ways. This is explained in the description of the Enhancement Implants. When the description uses a phrase like &#039;spending a Masterwork point to improve the Benefits of this implant&#039; it is not referring to Traits but the specific bonus provided by that Implant. &lt;br /&gt;
&lt;br /&gt;
Masteworking Implants come at an increased cost of &#039;&#039;&#039;x2&#039;&#039;&#039; per level and a &#039;&#039;&#039;+1&#039;&#039;&#039; per level to the difficulty of the Surgery to install it. For every 4 points spent on improving the Implants Benefits (not traits) the Cyborg has to also take or enhance a Detractor.&lt;br /&gt;
&lt;br /&gt;
== The Drawbacks ==&lt;br /&gt;
Cybernetic attachments provide countless benefits to their recipients. The possibilities of cybernetic technology may seem endless but there are also some drawbacks that cannot be ignored. Although the benefits make cybernetics very alluring, the drawbacks are equally discouraging. There are some default drawbacks other then the standard Detractors that will be explained below.&lt;br /&gt;
&lt;br /&gt;
By default Implants do not require a Detractor or Flaw however there are some exceptions. Improving the level of a Framework and thus allowing more Implants requires either a new Detractor from the list or enhancing an existing one. However, spending 4 or more points on enhancing the bonus an Implant provides can also require enhancing or adding Detractors.&lt;br /&gt;
&lt;br /&gt;
=== Innate Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Disguise Checks&#039;&#039;&#039;&lt;br /&gt;
: Starting at Level 1 Cyborg, the Character should have visible signs of being a Cyborg unless stealthed or otherwise specified. A [[Disguise]] check is necessary to hide the true nature of the Character. This is an opposed check and is used only to determine whether the Character is a Cyborg. At Level 2 and all preceding levels, add Disadvantage to this Disguise check. The check can be used to disguise the person in other ways as well. If so, the result with the Disadvantage is the DC for picking out if the Character is a Cyborg, while the check without the Disadvantage is for identifying the Character and/or discovering other hidden things. At Level 5, this would mean the Character would have 4 Disadvantages for Disguise and thus would make it impossible. Any action with more than 3 disadvantages is considered not doable. For each implant that has Stealth, reduce the total number of visible signs of being a Cyborg (at least 1 per Level) and remove a Disadvantage. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Susceptibility to Attack&#039;&#039;&#039;&lt;br /&gt;
: External cybernetic attachments are subject to attacks as if they are not stealthed. Although an attacker can roll a Perception check against the stealthed Implant, and if they succeed, they can then attack that point. The Attacker can attempt the &#039;Attack an Object&#039; action (view the [[Combat]] page for more details) to deal damage directly too the Cybernetic implant. Read [[Cybernetics#Getting Damaged|Above]] for information on how damage is handled. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Electrical Weakness&#039;&#039;&#039;&lt;br /&gt;
: The Cyborg, by default, gains the Weakness of Electrical damage. If the Framework is upgraded with a Masterwork point to improve Electrical Hardening as well as 1/2 (round up) of  Implants that require Power, then this Weakness is removed. Or 100% of all Implants that require Power are hardened. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Massive Damage Effects&#039;&#039;&#039;&lt;br /&gt;
: Massive damage wreaks havoc with cybernetic attachments. Massive damage is when a Character receives more than 50% of their total HP worth of damage from one person. Whenever a creature with cybernetic attachments fails a Constitution save against massive damage, the GM will roll percentile dice and consult Table: Side Effects to determine what happens. This effect lasts until the end of the encounter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Side Effects&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | d%&lt;br /&gt;
! Roll  Side  Effect &lt;br /&gt;
|-&lt;br /&gt;
| 01–08 || Blurred  Vision:  Character  suffers  a  20%  miss  chance  on  all  attacks. &lt;br /&gt;
|-&lt;br /&gt;
| 09–17 || Constant  Trembling:  Character  takes  a  –2  penalty  on  Dexterity-based  skill  checks. &lt;br /&gt;
|-&lt;br /&gt;
| 18–25 || Cybernetic  Rejection:  Character  suffers  1d4  points  of  Constitution  damage  per  day. &lt;br /&gt;
|-&lt;br /&gt;
| 26–34 || Dizziness:  Character  takes  a  –1  penalty  on  attack  rolls,  saving  throws,  ability  checks,  and  skill  checks. &lt;br /&gt;
|-&lt;br /&gt;
| 35–42 || Impaired  Hearing:  Static  distortion  imposes  a  –2  penalty  on  all  Listen  checks. &lt;br /&gt;
|-&lt;br /&gt;
| 43–50 || Impaired  Vision:  Distorted  images  impose  a  –2  penalty  on  Spot  checks. &lt;br /&gt;
|-&lt;br /&gt;
| 51–59 || Insomnia:  Character  can  only  sleep  for  minutes  at  a  time  and  gains  insufficient  rest  to  heal  naturally. &lt;br /&gt;
|-&lt;br /&gt;
| 60–67 || Muscle  Cramps:  Character  moves  at  half  speed. &lt;br /&gt;
|-&lt;br /&gt;
| 68–76 || Muscle  Fatigue:  Character  takes  a  –2  penalty  on  Strength-based  skill  checks. &lt;br /&gt;
|-&lt;br /&gt;
| 77–84 || Power  Surge:  Character  is  shaken  for  1  round  if  wounded;  a  successful  Fortitude  save  (DC  12)  negates. &lt;br /&gt;
|-&lt;br /&gt;
| 85–93 || Psychosis:  Character  suffers  1d4  points  of  Charisma  damage  per  day,  lapsing  into  a  coma  if  the  score  drops  to  0. &lt;br /&gt;
|-&lt;br /&gt;
| 94–100 || Sensory  Overload:  Character  is  stunned  for  1  round  if  wounded;  a  successful  Fortitude  save  (DC  15)  negates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Replacements ==&lt;br /&gt;
The most basic replacement for things like limbs and organs don’t bestow any special benefits, but they suffer some basic drawbacks. These drawbacks are not the ones listed above. Those are for Utilities and Enhancements. Replacements are more for Role-playing as well as having a lower tech adventure where a character suffers a grave wound. Some replacements of higher Tech Levels are built to counter certain drawbacks, as noted. They don’t add measurably to the recipient’s weight. Also by default all Replacements are not weak to Electrical attacks.&lt;br /&gt;
&lt;br /&gt;
There are two different categories of Replacements. &#039;&#039;&#039;Internal&#039;&#039;&#039; and &#039;&#039;&#039;External&#039;&#039;&#039;. Internal are things like &#039;&#039;&#039;Organs&#039;&#039;&#039; while External are &#039;&#039;&#039;Prosthetic&#039;&#039;&#039; replacements.&lt;br /&gt;
&lt;br /&gt;
To learn more about the different options, how Tech Levels effect these and what Masterwork levels can do for Replacements visit the [[Organ Replacement|&#039;&#039;&#039;Organ Replacement&#039;&#039;&#039;]] page.&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
&lt;br /&gt;
All Utilities are based on existing items found in the [[General Equipment]] page. These &#039;&#039;&#039;cannot&#039;&#039;&#039; include Weapons or Armor. Any item that requires Electrical and/or Mechanical parts to construct and is powered, such as a sensor, communications device, by default requires a Power slot, it it doesn&#039;t require a Power Slot then it also doesn&#039;t have the Weakness to Electrical attacks. Otherwise they do not require power. By default any device converted into an Implant must be crafted as Masterworked Level 1. At Masterworked Level 2 or higher the item can be crafted with a personal power device removing the requirement for a Power slot unless specified otherwise. This micro power supply acts like the Framework&#039;s Power Pack noted [[Cybernetics#The Power Pack|above]]. &lt;br /&gt;
&lt;br /&gt;
All other masterwork levels are spent improving the implant but the first level must be spent only on making the item usable as an implant. Another level can be spent on providing a micro power supply but again this wont count as improving the item only adding a feature too it. So if the first 2 masterwork levels are for the implant and the micro power supply then at masterwork level 3 the item can be improved as if it was a normal Masterwork level 1 item.&lt;br /&gt;
&lt;br /&gt;
To learn more about Utility Implants visit the [[Utility Implants|&#039;&#039;&#039;Utility Implants&#039;&#039;&#039;]] page.&lt;br /&gt;
&lt;br /&gt;
== Enhancements ==&lt;br /&gt;
Cybernetic enhancements are available starting at Tech Level 2. Unlike standard replacements, they bestow new abilities upon their recipients. Unless otherwise noted, enhancements don’t add measurably to a recipient’s weight.&lt;br /&gt;
&lt;br /&gt;
Each enhancement description includes the following information:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Implants can be &#039;&#039;&#039;External&#039;&#039;&#039; or &#039;&#039;&#039;Internal&#039;&#039;&#039; or a mix of both. This effects the [[Disguise]] skill. An Internal implant can only be detected through some type of scanner or x-ray vision. While External are visible and can affect [[Disguise]] rolls. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; (In the column) An additional category uses purely for Role-Playing. It can add extra difficulty and work for the Character attempting to purchase and install the implant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; What the cybernetic enhancement allows its recipient to do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Special rules for what happens or what can be gained when an Implant is made at a Higher Tech level or built by a master craftsmen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detractor:&#039;&#039;&#039; Special rules for dealing with Detractors. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:center;&amp;quot;&lt;br /&gt;
|+Cybernetic Enhancement Implants&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Cost/Procure Diff&lt;br /&gt;
! Restriction&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Anti-Nauseated Implant&#039;&#039;&#039;&amp;lt;/u&amp;gt; ||  Internal / Slot 0 / Power 1  || $1,500/0 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; Helps reduce the chances of being Nauseated. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The user gains Advantage on saving throws to avoid [[Conditions#Nauseated|Nauseated]] condition. If there was no saving throw granted before then the cyborg now gets to attempt a saving throw where others would not. This doesn&#039;t protect against effects that jump straight to the Sickened condition.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Anti-Shock Implant&#039;&#039;&#039;&amp;lt;/u&amp;gt; ||  Internal / Slot 0 / Power 1  || $1,500/0 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This tiny implant, embedded near the recipient’s brain stem, protects the user mental functions from shock caused by different forms of damage.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The user gains Advantage on saving throws to avoid [[Conditions#Shaken|Shaken]] conditions which includes Dazed/Stunned/Paralyzed. If there was no saving throw granted before then the cyborg now gets to attempt a saving throw where others would not.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Artificial Nervous System&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1 / Power 1  || $20,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The nervous system or other such internal signal transmission solution that transmits signals to and from the brain and different senses of the body are replaced with artificial fiber-optic pathways. Thus allowing signals to pass a near-light speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Dexterity Theme Score Bonus of +1. Max achievable score is 24, max bonus can provide is a +3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Each Tech Level increases the max potential score and bonus by +2 as well as the starting bonus by +1. Each Masterwork level can provide an additional +1 as long as it doesn&#039;t surpass the limits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Dermal Reactive Camouflage&#039;&#039;&#039;&amp;lt;/u&amp;gt; || External / Slot 1 / Power 2  || $15,000/1 || Licensed Profession &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The skin has nano projectors interlaced and visible only as things like freckles, spots or pimples. This can cover the body in any pre-programmed camouflage pattern. Visible only where skin is exposed. Made popular by hunters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient gains +2 to Stealth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Each Tech Level after Tech 2 increases the [[SkillsBasics#Skill Competency Levels|Competency]] level. If maxed this just adds another +1. Masterwork&#039;ed levels add an additional +1. Max however is 2+Tech Level. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;External Weapon Mount&#039;&#039;&#039;&amp;lt;/u&amp;gt; || External / Slot 1 / Power 2  || $2,500/3 || Military Access&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The recipient’s prosthetic arm ends in a weapon instead of a hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient has a melee or ranged weapon attached to a prosthetic arm. Attempts to [[Techniques#Combat Techniques|disarm]] the recipient of the attached weapon automatically fail, though the weapon can still be attacked (like any other weapon) in an attempt to destroy it. A two handed weapon can be attached to a single arm this way thus negating both &#039;&#039;&#039;Two Handed&#039;&#039;&#039; and &#039;&#039;&#039;Clunky&#039;&#039;&#039; Default Attributes but also removing &#039;&#039;&#039;Throw-able&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Injetor Unit&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1 / Power 1 || $3,500/1 || Licensed Profession &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039;  This unit, attached the recipient’s forearm or thigh, incorporates three medical hypo-syringes. Upon command, the unit can inject any or all of the medicinal substances into the recipient’s bloodstream. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The injector unit has three built-in hypos, and each hypo holds a single dose of one of the following medicinal chemicals: antitox (TL 1), boost (TL 2), neutrad (TL 2), sporekill (TL 2), or biocort (TL 3). As a &#039;&#039;&#039;Free Action&#039;&#039;&#039; during his turn, the recipient can contract his muscles to inject himself with any or all of these hypos, gaining the benefits immediately. A drained hypo can be removed and replaced as a full-round action.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Physical Auto-Training Augmentation&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 0 / Power 1 || $10,000/2 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This small brain implant enables its recipient to perform a specific skill chosen from a list more adroitly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirement:&#039;&#039;&#039; The skill has to be one of the following: Acrobatics, Athletics, Bluff, Diplomacy, Disable Device, Pilot, Sleight of Hand, Stealth, Medical&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient gains a +2 competence bonus on checks made with one class skill of choice. This also counts for taking 10 or 20. Different skills require different implants, and a skill implant cannot be modified to grant a bonus to another skill. A recipient may have multiple skill implants, but each is considered a separate cybernetic attachment. And no implant of the same skill type. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Each Tech level increases the base by +2. Masterwork adds +1 or reduces the time for Taking 10 or 20 by 2 minutes per level.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Stabilizer&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1 / Power 1 || $12,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A stabilizer releases chemical coagulants into a dying recipient’s bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the recipient’s heart. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; If reduced to negative hit points, the recipient automatically stabilizes. They stay alive with just 1 hit point. This requires refilling with [[General Equipment#Crafting Materials and Equipment|Pharmaceuticals]] equal to 1% of 1 Unit of Advanced Pharmaceuticals. This by default only has one charge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Tech level can increase the starting health by half of 1HD per Tech level above 2. Masterworked levels can add more charges.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Subcutaneous Body Armor&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1 / Power 0 || Light: $5,000/3, Medium: $10,000/3, Heavy: $15,000/3  || Military Access &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; Subcutaneous body armor consists of small plates of flexible armor implanted under the recipient’s skin. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The character gains natural Damage Reduction of -1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Each Tech gains another -1 to Damage Reduction. Each Masterwork level gains a -1 to Damage Reduction but also enhances the [[Cybernetics#The Detractors.2FDrawbacks|Detractor]] picked for this Implant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detractor:&#039;&#039;&#039; This Implant requires its own [[Difficulties#Detractors List|Detractors]]. Must pick from &#039;&#039;&#039;Ability Reduction&#039;&#039;&#039;, &#039;&#039;&#039;Hit-Points Reduction&#039;&#039;&#039;, &#039;&#039;&#039;Damage Sensitivity&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Subcutaneous Communications&#039;&#039;&#039;&amp;lt;/u&amp;gt; ||  Internal / Slot 0 / Power 1  || $4,000/0 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The recipient has a small transceiver installed underneath the skin of her throat. The transceiver is connected to a tiny speaker located in the recipient’s ear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient may carry on conversations using the subcutaneous cell phone without raising her voice above a whisper. The tiny speaker implanted in the recipient’s ear enables her to hear the other side of the conversation, but others cannot. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Tech 3 allows the person to talk with their mind without even having to whisper. Tech 4 allows the device to upload transmissions directly to the mind. Masterwork increases the range or can add features like encryption, or communicate feelings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Supernurmial Limbs&#039;&#039;&#039;&amp;lt;/u&amp;gt; ||  External / Slot 1 / Power 1*  || $10,000/0 || Professional Licenses &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; One or more additional robotic limbs that protrude from their center of mass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient gains 1 new limb that connects to the body at their center of mass. This limb is clearly artificial in nature and cannot by default be used in combat to yield weapons or deal damage. It can assist in holding or carrying items that will be used by their owner&#039;s natural limbs. It also provides an additional source to steady a person or climb. The limb is considered to have a Strength and Dexterity score of 8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Masterwork levels can provide 1 more limb per level. If the recipient has at least 2 limbs they can use this for certain combat techniques like grapple. Masterwork levels can also be spent to gain a combined Strength and Dexterity score increase of +2. All Tech levels increase the Strength and Dexterity score by +1. At Tech 3 an artificial limb can be used or be used as a weapon but gains Disadvantage. At Tech 4 it can use a weapon without Disadvantage. A masterwork level can be also spent to provide +5ft reach to all existing limbs. While the limb is extended in this fashion it gains another disadvantage in combat however it does provide Reach to all melee weapons it holds as well as punching and combat techniques. Masterwork points can be spent on gaining &#039;Finesse&#039; attribute which negates a disadvantage by gaining an Advantage in uses. This can be applied only twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; For every 2 limbs the Power requirement is increased by 1.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Telescopic Optics&#039;&#039;&#039;&amp;lt;/u&amp;gt; || External / Slot 1 / Power 1 || $8,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The recipient’s eyes are replaced with ocular implants that simulate the effects of binoculars, enabling the recipient to perceive distant objects more easily. All of the recipient’s eyes must be replaced to gain any benefit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Telescopic optics remove the range penalty for Perception checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; All &#039;&#039;&#039;Optics&#039;&#039;&#039; based implants can be installed ontop of each other. If they have Optic in the title they count as an Optical implant and can follow the [[Optical Implant]] special rules. As a Masterwork level, the Optical implant can have another implant added to the recipient without the cost of a Slot only an additional +1 power requirement. If 2 masterwork levels are applied then the +1 power requirement is removed. Only implants that could be installed normally can be installed in this way. So no Tech 3 Optical implants on a Cyborg who can only take Tech 2.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Muscular Nano-Fibers&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1 / Power 1  || $15,000/1 || Licensed Profession &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; Nano-fibers are woven into the muscular structure of the recipient. Giving them enhanced strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Strength Theme Score Bonus of +1. Max achievable score is 24, max bonus can provide is a +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Each Tech Level increases the max potential score and bonus by +2 as well as the starting bonus by +1. Each Masterwork level can provide an additional +1 as long as it doesn&#039;t surpass the limits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Nightvsion Optics&#039;&#039;&#039;&amp;lt;/u&amp;gt; || External / Slot 1 / Power 1  || $4,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The recipient’s eyes are replaced with ocular implants that enable the character to see better in the dark. All of the recipient’s eyes must be replaced to gain any benefit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient gains darkvision or Thermal vision out to a range of 60 feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; At Tech 3 the eyes are no longer larger than normal and do not protrude out from the body. But they do look different. At tech 4 they can be made by default to be indistinguishable from biological eyes. The same can be accomplished with &#039;stealth&#039; improvement through masterworking. Also Masterwork at any tech level can provide the ability to switch between Dark/Thermal vision at will or increase the range by increments of 60ft. (Default Dark vision just increases the exposure to light while Thermal vision sees infra-red light waves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This is a Optical implant please review [[Optical Implant]] rules.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Organ Refortification&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1* / Power 1  || $15,000/1 || Licensed Profession &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; Critical organs are supported or fully replaced by artificial equivalents in order to increase there resilience, reliability and longevity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Constitution Theme Score Bonus of +1. Max achievable score is 24, max bonus can provide is a +4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Each Tech Level increases the max potential score and bonus by +2 as well as the starting bonus by +1. Each Masterwork level can provide an additional +1 as long as it doesn&#039;t surpass the limits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Every 2nd instance of spending a Masterwork point to improve the Benefits of this implant also increases the Slot requirement by 1.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Voice Stress Analyzer&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 0 / Power 1  || $5,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; Sensors attached to the recipient’s optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response) and enable the recipient to better determine the emotional states of others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient gains a +2 Misc bonus on all Sense Motive checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Tech or Masterworked levels both increase this by +1.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Linguistic Analyzer&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 0 / Power 1  || $5,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; Enhances the minds ability to understand complex linguistic patterns. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gains +1 to the Language skill unlocking another language. Gain a Misc +2 to the Language Skill which can be used when rolling for different languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Each Tech increases the starting Rank of the new Language learned by installing the implant by 1. Master-working levels can add another Rank into already learned Languages equal to the Tech level of the Implant. So at Tech 2 each Masterwork improvement adds 1 Rank to 2 Languages of the Characters choice. It can also be used to grant a new Language. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Fabrication Aid&#039;&#039;&#039;&amp;lt;/u&amp;gt; || External / Slot 1 / Power 1  || $5,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A module that replaces a hand with a robotic device capable of holding and manipulating objects. This is used to greatly assist with crafting items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gains a +1 Misc Bonus for all Crafting. The Character picks a Crafting Skill to focus the Implant on. This Skill gains another +1 Misc Bonus and will always act as if it is 1 [[SkillsBasics#Skill Competency Levels|Competency Level]] higher. At max level this just adds another +1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Each Tech Level increases the Misc Bonus of all Skills by +1. Each Masterwork level increases the Misc bonus of the focused Crafting Skill by +1. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Internal Personal Shield&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 2* / Power 2*  || $25,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This is a series of modules that encompass power devices and projectors that produce a shield that loosely forums around the person. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient must choose between 3 different types of shields. &#039;&#039;&#039;Harden&#039;&#039;&#039;, &#039;&#039;&#039;Particle&#039;&#039;&#039;, &#039;&#039;&#039;Reflective&#039;&#039;&#039;. The shield has to be activated or deactivated as a free action using one&#039;s mind.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Harden&#039;&#039;&#039;: This acts like extra HP and adsorbs all damage except for Electrical/Thermal which it only adsorbs 1/2 round up. The rest of the damage passes through. The starting HP bonus is 10. Once this runs out it has to recharge which takes 24 hours. During this recharge cycle, the shield cannot be used. The user can choose to recharge the shield even when it isn&#039;t depleted.&lt;br /&gt;
:&#039;&#039;&#039;Particle&#039;&#039;&#039;: This acts like DR. The DR value is 1/2 rounded down for Kinetic/Chemical attacks. And starts with a DR of 2. Can only stay active for 5 rounds. Before it has to recharge which takes 24 hours. It can be deactivated before running out of rounds to save the remaining rounds for another encounter but it will not fully recharge until it runs out of power completely. It cannot be started while it is recharging.&lt;br /&gt;
:&#039;&#039;&#039;Reflective&#039;&#039;&#039;: This acts like an AC bonus to ones armor. It starts with an AC of 1. Can only stay active for 4 rounds. Before it has to recharge which takes 24 hours. It can be deactivated before running out of rounds to save the remaining rounds for another encounter but it will not fully recharge until it runs out of power completely. It cannot be started while it is recharging.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Tech level can increase the length of time the shield can stay on by 1 round or the starting HP bonus by 5. Masterwork&#039;ed levels increase the starting HP bonus by 4, the DR by 1 (Except even number levels which increases the DR by 2) or the AC by 1. The Tech level above Tech 2 is considered to have the &#039;Military Access&#039; restriction. Each level of Masterwork&#039;ed that improves the shield also increases the Power requirement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Every other increase provided by spending Masterwork points has to either increase the Slot or Power requirement by +1.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Informational Mental Database&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 0 / Power 1  || $5,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This mental augmentation that enhances the mind. It enhances short-term and long-term memory for the specified subject material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gains a +2 Misc bonus for the Knowledge skill specified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Each Tech level increases the bonus provided by Masterworking by 1. Masterworking levels provide +1 to the knowledge specified. Or it can add another Knowledge Skill to the list and start it with a +2 Bonus. A single Implant can only enhance a maximum of skills equal to its Tech level.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Anti-Stun Implant&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 0 / Power 1 || $20,000/3 || Military Access&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This implant, embedded near the spine, shields the recipient’s nervous system against stunning attacks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient cannot be stunned.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Body Repair Weave&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1 / Power 0 || $15,000/2 || Licensed Profession &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A delicate weave of subdermal biowires stimulates and repairs the body’s damaged tissue. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient heals naturally at twice the normal rate. Any use of [[Medical]] on the target recipient gains an advantage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Data Archive&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 0 / Power 1  || $30,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A data archive is a microcomputer implanted in the recipient’s skull. It contains skill-related information stored on a series of biological data chips, or biochips. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient treats all Knowledge Skills as class skills. Furthermore, the recipient gains access to an information database that grants a +2 equipment bonus on all Knowledge checks. This excludes the use of Knowledge checks associated with the Technology Proficiency Tree. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Dermal Holografic Micro Projection for Espionage&#039;&#039;&#039;&amp;lt;/u&amp;gt; || External / Slot 2 / Power 2  || $50,000/3 || Military Access&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The skin has nano holo projectors interlaced and visible only as things like freckles, spots or pimples. An advanced version of Dermal Reactive Camouflage with the big difference being this can project over clothing and be used to hid objects on a persons body as well as completely change a persons appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; When using this implant to [[Disguise]] the Skill is considered Master level competency. It can instantly change to any pre-programmed image instantly as if the Character took 20 but it only takes 1/100th of a second. In order to change appearance the user needs a 3d scan/image of the target to impersonate.  Hiding an object on your person needs no such requirement.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Dermal Holografic Micro Projection for Clocking&#039;&#039;&#039;&amp;lt;/u&amp;gt; || External / Slot 2 / Power 2  || $60,000/3 || Military Access&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The skin has nano holo projectors interlaced and visible only as things like freckles, spots, or pimples. An advanced version of Dermal Reactive Camouflage with the big difference being this can project over clothing and be used to hide objects on a person&#039;s body or simply disappear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Can clock a simple object on a person hiding it or completely cloak the person. The clock is in the visual spectrum only and doesn&#039;t hide from thermal sensors. A different implant is needed for that. This provides a +10 to stealth checks that involve visual sensors and movement. And a +20 to stealth checks when standing still.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Feat Implant&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1 / Power 1 || $30,000/3 || Military Access &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; Thanks to a chip implanted in the recipient’s brain or a series of implants wired to the recipient’s nervous system, the recipient gains special knowledge or some extraordinary ability. By default, (without stealth masterworking) the implant is visible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The feat implant gives the recipient a feat. The recipient must meet all of the feat’s prerequisites to gain its benefits. If the feat implant is destroyed, the granted feat is lost as well. A feat implant cannot duplicate a mutation or psionic feat. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Fortified Skeleton&#039;&#039;&#039;&amp;lt;/u&amp;gt; ||  Internal / Slot 1 / Power 0 || $35,000/4 || Military Access &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The recipient’s skeleton is fortified with high-impact polymers, increasing his ability to shrug off physical damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient gains damage reduction -1 for the Kinetic Damage Type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Tech levels increase the Damage reduction by 1. Two levels of Masterworking spent can increase the damage reduction by 1.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Flight Sub-system&#039;&#039;&#039;&amp;lt;/u&amp;gt; || External/Internal / Slot 2* / Power 2*  || $20,000/1 ||  Licensed Profession &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This system grants the recipient powered flight. When in flight some of the components are exposed as External. Ports, where this transition happens, can be seen on the wearier by default. This flight is done in a non-organic way. Meaning it uses some mod of flight other than wings. The means of this are limited by the tech level. By default, this powered flight produces noise but can be made stealthy through Tech or Masterwork improvements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gains flight for 10 minutes at a time. Requires 24 hours to recharge. The person can hover up to their walking speed in height or fly at twice their normal Sprint speed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Tech Level 4 can unlock the ability for noiseless flight or increase the flight time to 20 minutes. Masterworked levels can be spent to either increase the flight time by 5 minutes or improve the Hover height by 10ft or Fly Speed by 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; When installing the Implant the wearer can choose to have it consume more power (this choice can only be undone by surgery) thus increasing there Hover Height and Fly Speed as if they spent a Masterwork point for every additional power used. The same goes for Slot usage which increases the flight time.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Initiative Implant&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 0 / Power 1 || $20,000/3 || Military Access &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The initiative implant consists of a series of wires threaded around the recipient’s spinal cord and attached to the recipient’s nervous system. The implant stimulates faster response times. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient gains a +2 equipment bonus on initiative checks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Internal Weapon Mount&#039;&#039;&#039;&amp;lt;/u&amp;gt; ||Internal / Slot 1 / Power 0  || $25,000/3 || Military Access &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The recipient has a subcutaneous weapon embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient has a melee or ranged weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Laser Optics&#039;&#039;&#039;&amp;lt;/u&amp;gt; || External / Slot 1 / Power 2  || $30,000/3 || Military Access &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The recipient’s eyes are replaced with ocular implants capable of firing thin laser beams. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Using laser optics is an attack action. A “laser eye” should be treated like a Tech 3 version of the [[Laser Pistol]] weapon example. It, however, doesn&#039;t have any Proficiency Requirement restrictions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Treat any masterwork or Tech improvements to the Laser Eye&#039;s that are not related to the [[Cybernetics#Implants|Implant Triats]] as if it was a weapon following Weapon rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This is a Optical implant please review [[Optical Implant]] rules. &#039;&#039;&#039;However&#039;&#039;&#039;, laser optics cannot negate the power requirement.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Luminious Skin&#039;&#039;&#039;&amp;lt;/u&amp;gt; || External / Slot 1 / Power 1 || $4,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; Special skin grafts create luminous displays on the recipient’s flesh. Most recipients use it purely for decoration, but the same technology can provide a built-in chronometer. It can make the skin glow or remove almost all reflectivity making it appear darker than black. The enter surface area of the recipient&#039;s body can become like an extremely advanced flexible TV screen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient can control the brightness of the luminescence as a free action, negating it entirely if desired. As its most intense, luminous skin can illuminate squares occupied by or adjacent to the recipient. The chronometer serves the same function as a wristwatch, including date, time, and alarm functions. This can also act like partial camouflage giving a +2 Misc Stealth bonus.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;MicroComputer&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 0 / Power 1 || $20,000/2 || Restricted &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The recipient has a miniature computer attached to his nervous system, usually at the base of the skull. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient may attempt Computer Use checks as a move action, rather than a full-round action. The microcomputer reduces by half the time required to operate remotes. A data port in the back of the unit allows for the insertion of a standard interface cable (purchase DC 5), allowing the recipient to transfer data without the benefit of a modem. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Mindscreen Implant&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 0 / Power 1 || $35,000/3 || Military Access&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A small implant in the recipient’s brain protects him against mental attacks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient gains a +2 equipment bonus on saving throws against mind-affecting attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Tech and Masterwork both provide +1 against mind-affecting attacks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Multi-Spectrum Optics&#039;&#039;&#039;&amp;lt;/u&amp;gt; || External / Slot 1 / Power 1 || $15,000/3 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The recipient’s eyes are replaced with artificial ones that can see x-rays/electromagnetic spectrum, see what materials are made out of, and see through some types of materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain advantage while attempting to identify what a thing is made out of. The thing can be any object within a visible direct line of sight. Can be able to instantly tell if an object is technological or not. Can see through, 4 CM of plastic, wood or other non-metal substances. The vision is not perfect and cannot resolve details beyond shapes, movement, heat, and electric current. Example: a non-metal wall that is hollow the Character could see through and count the individuals inside. But they cannot identify them other than guess work biased on size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Tech or Mastwork&#039;ed levels can increase the distance the person can see through walls by +1 CM (centimeter) and/or +1 to Perception/Passive Perception.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This is a Optical implant please review [[Optical Implant]] rules.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Prosthetic Limb Extension&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1 / Power 1* || $25,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This implant attaches or completely replaces a limb making it either a full prosthetic or a hybrid. In doing so the recipient can gain multiple different types of abilities. The Cyborg must choose when installing this implant if it will enhance their legs or arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; If attached to the leg this increases the walking speed by 50% and doubles the Character&#039;s ability to jump. Gaining advantage on any dodge saving throw. If attached to the arms the recipient can now gain 5ft reach. Melee weapons all now have 5ft reach. Also, the Character can now do combat techniques at another 5ft range as if they themselves have reached. However, any action used in this unnatural way gains a disadvantage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; A masterwork level can be spent to increase the length extension bonuses or be used to enhance the Strength of the limb. For each Strength improvement, the recipient gains a +1 Misc Bonus to Athletic and Acrobatic skills. Each increase to the base bonus just means that the walking speed, jumping weight, and reach are all increased. Masterwork levels can also provide Finesse which removes the disadvantage when attempting to use melee weapons/fight while the Arms are extended. A Finesse masterwork level must be taken for each Masterwork length extension bonus taken. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Every 2nd instance of spending a Masterwork point to improve the Benefits of this implant also increases the Power requirement by 1.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Rage Implant&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1 / Power 2  || $30,000/2 || Restricted/Illegal &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This brain implant dramatically increases the amount of adrenaline and other chemicals in the recipient’s body which in turn produces, temporarily a boosting effect in the recipient&#039;s strength, durability, and overall ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient can activate the implant as a free action once per day. Upon doing so, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and an advantage on Strength/Dextary/Connistuation and Wisdom saving throws. &lt;br /&gt;
&lt;br /&gt;
The default increase in Constitution increases the recipient’s hit points by 2 per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. If this would bring the person at or below 0 their health goes to 1 and they pass out. While raging, the recipient cannot use any Charisma or Intelligence-based skills, except to Intimidate. Any abilities or items that require patience and concentration (advanced techniques and manifesting psionic powers). &lt;br /&gt;
&lt;br /&gt;
The rage lasts for a number of rounds equal to 2 + the recipient’s (newly acquired) Constitution modifier. The recipient may prematurely end his rage.&lt;br /&gt;
&lt;br /&gt;
At the end of the rage, the recipient loses the rage modifiers and restrictions and becomes [[Conditions#Fatigued|Fatigued]] for the remaining duration of the current encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Tech Level increases the Ability score bonuses by +1. Every two points in Masterworking spent can increase the ability points by either Strength or Conn or +1 in both. One point in Masterworking can increase the number of times per day that Rage can be activated by +1.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Targeting Optics&#039;&#039;&#039;&amp;lt;/u&amp;gt; || External / Slot 1 / Power 1 || $25,000/3 || Military Access &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The recipient’s eyes are replaced with ocular implants that use a projected targeting reticle to improve the recipient’s aim. All of the recipient’s eyes must be replaced to gain any benefit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Targeting optics grant a +1 bonus on all attack rolls made with ranged weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Tech Level increases bonus by +1 while every 2 Masterworked points increase the bonus by another +1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This is a Optical implant please review [[Optical Implant]] rules.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Feat Plexus&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1 / Power 2 || $35,000/4 || Military Access&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This unit, implanted in the recipient’s brain, allows multiple feat implants to function as a single cybernetic attachment (see Feat Implant, above). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient may have up to 2 feat implants attached to the feat plexus, and together they are treated as a single cybernetic attachment. However, if the feat plexus is destroyed, all of the attached feat implants are destroyed as well. The 2 feats have to be part of the same Feat Category.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; For the cost of two Masterwork levels the Feat Plexus can add an additional Feat for a maximum of 4 total Feats implants.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Invisiware&#039;&#039;&#039;&amp;lt;/u&amp;gt; || External / Slot 1 / Power 2 || $45,000/4 || Military Access&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This technology enables its recipient to turn invisible for a short time. Invisiware uses crystalline refractors grafted to the skin and powered by rechargeable solar battery units protruding from various points on the recipient’s body (usually the spine). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; By using invisiware to bend light around its body, a creature can turn invisible. An invisible creature gains a +30 bonus on Stealth checks if immobile, or a +20 bonus if moving.&lt;br /&gt;
&lt;br /&gt;
While invisible, the recipient is considered partially concealed. &lt;br /&gt;
&lt;br /&gt;
Activating or deactivating invisiware is a free action. However, the technology consumes a great deal of battery power especially when rapidly moving like while in combat. The system can stay active for 1 minute out of combat movement or 4 rounds of in-combat.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Skill Plexus&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1 / Power 2  || $25,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This unit, implanted in the recipient’s brain, allows multiple skill implants to function as a single cybernetic attachment (see Skill Implant, above). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; The recipient may have up to three skill implants attached to the skill plexus, and together they are treated as a single cybernetic attachment. However, if the skill plexus is destroyed, all of the attached skill implants are destroyed as well. These skills have to be associated with the same Ability Theme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Masterwork points can be spent the same way as on a Physical Auto-Training Augmentation implant.   &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;Universal Modular Optics&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1 / Power 2 || $25,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; An advanced optical replacement implant that appears natural for that species&#039; eyes. Hidden within is space to upgrade the optics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Allows the recipient to see as they normally do while providing upgradability with other Optical implants without having the implant appear different than what is natural for that species. This fellows the Special Optics upgrade/expandability rules for optical implants except that as Tech 4 the additional implants maintain stealth features and visibility appears normal. Also, new Optics no longer stack power. Upon installation, the recipient can pick 1 free Optical feature to be installed with it by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; Each Masterwork level can add a new Optical implant. You cannot spend Masterwork points to improve Energy efficiency on this Implant.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;u&amp;gt;&#039;&#039;&#039;6th Sense&#039;&#039;&#039;&amp;lt;/u&amp;gt; || Internal / Slot 1 / Power 1* || $25,000/1 || None &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; Adds a new sense or regains a missing one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Provides an additional sense. A +3 to Passive Perception and a +2 Misc. Bonus to Perception/Sense Motive/Survival skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech/Masterworked:&#039;&#039;&#039; A Masterwork level can provide an additional +1 to all bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sepcial:&#039;&#039;&#039; Every 2nd instance of spending a Masterwork point to improve the Benefits of this implant also increases the Power requirement by 1. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=11635</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=11635"/>
		<updated>2026-07-18T03:57:24Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
This page is for rules on buying, building, repairing, upgrading, and selling of Space Ships within the Future Path universe. For rules on combat in a space ship go [[Combat#Space_Combat|here]]. For rules on traveling and exploration with space ships go [[Transportation|here]]. For space ship weapons and other equipment, go [[Ship_Equipment|here]]&lt;br /&gt;
&lt;br /&gt;
For the Character Sheet PDF file, go [https://drive.google.com/file/d/1DMLDSHT1a_-Js6l5SEnxUDSLB7vLfd3b/view?usp=sharing here!]&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
SpaceShips are like a Character on their own. Ships have their own [https://drive.google.com/file/d/1IYHAdMoRqraZYeJ8FPzs4SxzBuUJuCaZ/view?usp=drive_link Character Sheet]. Just as Heroes/Characters have [[Ability_Themes|Ability Scores/Themes]] SpaceShips have &lt;br /&gt;
[[Space_Ships#The_6_Core_System_Attributes_of_Space_Ships|6 Core System Attributes]], which affect all the different aspects of the ship. The foundation of a spaceship is the &amp;quot;[[Space_Ships#The_Ship_Core|Core]]&amp;quot; which determines the Tech Level of the ship and which type of [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] it can use. The Core level determines how many points can be spent on the [[Space_Ships#The_6_Core_System_Attributes_of_Space_Ships|6 Core System Attributes]]. The 6 C.S.A has an impact on [[Space_Ships#Secondary_Ship_Attributes|Secondary Ship Attributes]]. A SpaceShip also has a [[Space_Ships#Space_Craft_Categories|Size]] which impacts [[Space_Ships#Secondary_Ship_Attributes|Secondary Ship Attributes]] and also determines the number of [[Space_Ships#Hard_Points|Hard Points]] and [[Space_Ships#Bays|Bays]]. A ship can be generic or have a style/theme referred to as a [[Space_Ships#Hull_Configurations|Hull Configuration]], which can modify attributes. Lastly, a ship may also have [[Space_Ships#Ship_Quirks|Quirks]], which can add flavor and uniqueness to a ship. &lt;br /&gt;
&lt;br /&gt;
Although not a direct aspect of the ship, the crew is an important component and helps determine what the ship can do. Crew can take on [[Space_Ships#Ship_Positions|positions]] aboard the ship to improve its performance.&lt;br /&gt;
&lt;br /&gt;
== Ship Conflict Resolution ==&lt;br /&gt;
&lt;br /&gt;
When using and interacting with Spaceships, Players will roll different dice to confirm the success of an action. This uses 2d10 and replaces rolling the d20. This system also replaces the Advantage Die for the Spaceship. Rolling should be the same as normal Character rolling, with the following rule changes.&lt;br /&gt;
 &lt;br /&gt;
# Replace the d20 with 2d10s&lt;br /&gt;
# The d10s can &#039;&#039;&#039;Explode&#039;&#039;&#039;. If a d10 lands on 10, keep that value, then roll again and add the next result. d10s only explode once.&lt;br /&gt;
# Critical failure happens when only 1s are rolled. &lt;br /&gt;
# Critical success happens when at least 1 die explodes, and the final result is greater than 20. Example: The player rolls 2d10 and gets a 10 and 5. The d10 with a 10 gets rerolled. It lands on a 6. Then it is 10 + 5 + 6 = 21, and thus is a critical success.&lt;br /&gt;
# Advantages still work the same way; disadvantages cancel out advantages, and vice versa; and the max total is 3. However, instead of an Advantage die, each Advantage gained counts as 1d10+2. &lt;br /&gt;
# When calculating advantage, only the top two d10s are taken from the d10s pool. So a roll with one advantage would be 3d10 + 2, and take the top 2d10s, and once the final result is calculated, add 2. Determine critical success before adding the +2.&lt;br /&gt;
# All modifiers are based on the Spaceship&#039;s static systems or attributes, and no additional dice are rolled. &lt;br /&gt;
# When using a Skill, check if the Skill is at all trained, gain +1 to the total, and another +1 for each Compatency level above novice the Skill has.&lt;br /&gt;
&lt;br /&gt;
A Player rolls using the 2d10 system whenever the target DC or opposing check is modified by the Spaceship&#039;s Core System Attributes or Secondary Attributes. This usually means that everything a Character uses a Ship function, or when targeting or affecting a Spaceship.&lt;br /&gt;
&lt;br /&gt;
;A Note about Damage: When dealing damage, the Weapon&#039;s Officer uses the &#039;&#039;&#039;Battle Damage&#039;&#039;&#039; system, which uses d10s as well, but uses a &#039;&#039;&#039;Battle Damage Difficult Check (BD-DC)&#039;&#039;&#039;. To learn more about it, visit the [[Giving_and_Receiving_Damage_in_Space_Ships|Giving and Receiving Damage in Space Ships]] page.&lt;br /&gt;
&lt;br /&gt;
== Obtaining a Ship ==&lt;br /&gt;
&lt;br /&gt;
You can see a full list of Space Ships on the [[Space_Ship_Examples|Space Ship Examples]] page. If you wish to learn more about customization and crafting of Spaceship as well as its many functions and abilities, review the rules below.&lt;br /&gt;
&lt;br /&gt;
== The Ship Core ==&lt;br /&gt;
&lt;br /&gt;
The Core is the Reactor, Power Distribution, and Sub-System of a SpaceShip. The Core powers the 6 Core System Attributes (CSAs). Many civilizations have built various kinds of Cores. For example: Nuclear reactors, Fusion Reactors, Anti-matter reactors, Black-hole reactors. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring to superconducting materials and even sub-space wireless power transmission.&lt;br /&gt;
&lt;br /&gt;
The Tech Level of a Core is the basic way to categorize them and understand how well they can affect 6 C.S.As, ie; how powerful the Engines, Sensors, and so on can be. Core Tech Level also determines how advanced the [[Space_Ships#Space_Ship_FTL_Drive|FTL drive]] can be.&lt;br /&gt;
&lt;br /&gt;
The Tech Level of the Ship Core also determines the maximum size a ship can be. Tech Level 1 ships maximum size is Large, Tech Level 2 is Gargantuan, and Tech Level 3 and 4 are both Colossal, or they can build all sizes.&lt;br /&gt;
&lt;br /&gt;
== The 6 Core System Attributes of Space Ships ==&lt;br /&gt;
The 6 CSAs affect most other ship attributes and statistics. These sub-systems and their stats will be reviewed below in the [[Space_Ships#Secondary_Ship_Attributes|Secondary Attributes]] section. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
! Max Size&lt;br /&gt;
! Cust. /&amp;lt;br &amp;gt;Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10 || Large || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15 || Gargantuan || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 20 || Colossal || 2&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 25 || Colossal || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These 6 Core.System.Attributes are the galactic modern standard for shipbuilding. They represent the foundation of a ship and its main functions. All other subsystems and functions are affected by the performance of the 6 Core System Attributes. A ship&#039;s Core can only handle so much power flowing through it. So the 6 C.S.A. have to be balanced to avoid overloading the Ship Core. This is represented by the point-buy system, and the number of points available to spend is shown in the table to the right.&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Engines are the heart of a ship. These do not affect a ship&#039;s FTL speed. However, it does help a ship&#039;s mobility in combat and its ability to outrun other ships with weaker engines.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: Provides a bonus to Ship&#039;s Tracking DC equal to the Engine&#039;s Modifier.&lt;br /&gt;
:* &#039;&#039;&#039;Notes&#039;&#039;&#039;: This helps the ship&#039;s Pilot perform piloting functions of the ship. &lt;br /&gt;
; Weapons:&lt;br /&gt;
: Ship&#039;s need to protect themselves in the wild depths of space. A ship&#039;s weapon system uses equipment mounted in hardpoints. An upgraded Weapon system provides the means of hitting the enemy harder.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: Allows for a Weapon&#039;s Officer to re-roll successful d10s up to the modifier value. This also increases the repair DC for battle damage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Core System Attribute Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
| 19||21&lt;br /&gt;
|-&lt;br /&gt;
| 20||25&lt;br /&gt;
|}&lt;br /&gt;
; Structure:&lt;br /&gt;
: How solid the ship&#039;s internals are. Shield&#039;s are not everything! Armor is necessary to keep you safe from the vacuum of space. Armor will not fail you when the power goes out. &lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: This adds to the total number of required successful d10s to do battle damage. However, it also lowers the ship&#039;s Tracking DC by the modifier value.&lt;br /&gt;
; Shields:&lt;br /&gt;
: How strong a ship&#039;s shields are. Shields are a staple of spaceships. It is the ability to reflect some of the incoming damage. Many upgrades can be made to shields to help them defend themselves more effectively. The stronger the shields, the easier it is to detect a ship.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: This adds to the number that needs to be meet or beat on a d10 for it to be considered successful and count toward battle damage. For every +2 for this modifier, it lowers the Detection DC of the ship by 1 unless the shields are turned off.&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Ships may be built by the finest steels and alloys a civilization can fabricate, but they are run by Electronics. Advanced computer technology that provides the ship with improved functionality, as well as defensive and offensive cyberwarfare capabilities.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: This can provide a bonus directly to certain Ship Functions like Hacking. This also adds a bonus to the DC a hacker will need to be to enter and stay undetected.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Sensors are a ship&#039;s way of perceiving the universe. Sensors are used to scan for objects and to find out information about them, or to scan for shield weakness. This is also part of the system that performs communications.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: This has multiple functions. A Sensor/Comms Officer can roll for a Weakness Scan against an enemy ship&#039;s Tracking DC. If successful, the Sensor Modifier is added to all d10&#039;s rolled by the Weapon&#039;s Officer. If a ship is stealth-ed, it may be required to perform a Scan against the ship&#039;s Detection DC to determine if the Weapons can even lock onto the enemy ship. The Sensors can also be used to determine specific information about an enemy ship or Jam signals.&lt;br /&gt;
&lt;br /&gt;
== Secondary Ship Attributes ==&lt;br /&gt;
Besides the 6 Core Ship Attributes, there are Secondary Attributes. &lt;br /&gt;
&lt;br /&gt;
* Below are stats that can be affected by the 6 Core Ship Attributes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Reflectors (Shields):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Damage Resistance (Resistance):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Battle Damage Defense:&lt;br /&gt;
|-&lt;br /&gt;
| A ship&#039;s Shield or Damage Reflector score by default is 4. It can be affected by improving the ship Shield&#039;s attribute. The Shield Mod is added to the Damage Reflector total. The higher the Reflector total, the higher the d10 roll result has to be in order for that roll to count as a success.  || The Damage Resistance comes from the ship&#039;s Structure Mod. The better the ship&#039;s structure, the higher the d10 rolls needed to inflict Battle Damage. By default, the Damage Resistance is 4, and a Weapon&#039;s officer needs 4 successful d10s to do Battle Damage. || This is the combination of Resistance (Structure) and Reflectors (Shields). The default is 4, 4, or 4 Resistance and 4 Reflectors. Which means that an attacker would have to roll 4 d10s that meet or beat a 4 to deal Battle Damage.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Repair DC Bonus (Battle Damage Bonus):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Tactical Mobility:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| The Repair DC Bonus is equal to the Weapon&#039;s Mod. It is added to the Battle Damage Repair DC that is determined by the Battle Damage Die. Whenever enough successful d10s are rolled against a ship in combat, that ship receives Battle Damage. The Battle Damage Die is rolled to determine the effect, if any, that happens, as well as the DC to repair that damage. The Weapon&#039;s Mod of a ship is added to the Repair DC.|| This represents a bonus to how well the ship can move in combat. It comes from the Ship&#039;s Engine&#039;s Mod. However, a ship is only as good as the person piloting it, and thus, the maximum possible Tactical Mobility score is the Pilot&#039;s Pilot Skill Die level. (Skill Die level is equal to the Skill Rank + Ability Modifier). The Tactical Mobility score comes from the ship&#039;s Engines. It is what is added to most Pilot functions. A ship&#039;s Tracking DC is 10 + (Tactical Mobility + Shield Mod) - Structure Mod +/- Size Mod. It is important not only to have good Engines but also a good Pilot behind those Engines. || Initiative determines who goes first in a stand-off. It can also determine the order in which damage is dealt out in different combat phases. The total is: (Engines + Sensors) - Structure. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Passive Sensors:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Stealth DC:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| This is based on the Sensor Mod. It is 10 + Sensor Mod. A Ship&#039;s Detection DC is used against this, or a Sensor Scan to see if it is detected. Anything with a Detection DC at or below a Ship&#039;s passive sensors is automatically detected, and the ship&#039;s crew should be made aware of it. || This by default is the Detection DC + Electronic&#039;s Mod (if positive) and is used whenever a ship runs in Stealth or Silent operation. This means a Ship&#039;s Shields are disabled. (It takes 1 round to turn them back on). It also means a ship cannot send out any signals or perform any scans of its own, just receive signals or messages. It also means a ship cannot use any Ship function that requires Engines. A Ship can still move, but only slowly.  ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Below are Attributes that are provided by default from the Hull [[Space_Ships#Hull_Sizes|Size]]/[[Space_Ships#Hull_Configurations|Configuration]]. However, some modifications can be made by characters, such as installing upgrades.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Movement Speed:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | FTL Engine/Speed:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| This is the default sub-light speed of the ship. Speed is measured in how far a ship can go from a stopped position to a fixed point in space within 3 seconds. Normally, this is 4 squares in size. Plus 1 square for each Engine Mod. || FTL stands for Faster Than Light. An FTL Engine allows the ship to travel faster than the speed of light. There are multiple different engines noted [[Space_Ships#Space_Ship_FTL_Drive|here]]. A ship can only have a drive that corresponds with its CORE Tech level. || Normally, a ship&#039;s Size and weight are determined by its hull size. But more information about ship Dimensions and specific weight can be recorded here.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Crew:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Passenger Capacity:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| A ship will need a crew, and members of that crew will need to fill in Ship Positions in order to perform Ship Functions. This is a place to record the different members of a ship and their duties. || This is the number of living average-sized creatures that can be onboard without taxing life support. The default value is specified by the Hull Size, but can be increased with improvements. || This is how many Cargo Units can be held by a ship before the Movement Speed and Tactical Mobility are hindered. The default is specified by the Hull Size of a ship. However, a Cargo Bay can add more space. By default, it is 1/2 the default Cargo space. A Unit is a generic measurement that implies 100lbs and/or 1 square foot of volume.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Hull/Configuration (Design Specs):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Hard Points/Bays/Customization Slots:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Name:&lt;br /&gt;
|-&lt;br /&gt;
| A place to record Ship Hull Size, Hull Configuration, whether or not this is Military or Civilian design, and any Quarks regarding the ship. This can also include custom designs, for example, a Lepidoian Battle Cruiser instead of just &#039;Battle Cruiser&#039;. || This is a place to record how many Hard Points, Bays, and Customization Slots the ship has. || Every ship has to have a Name. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Sizes ==&lt;br /&gt;
&lt;br /&gt;
The Hull Size is what lays out the &#039;&#039;&#039;Secondary Attributes&#039;&#039;&#039; for a spaceship. These secondary attributes may be modified by either the 6 Core Ship Attributes, [[Space_Ships#Hull_Configurations|Hull Configuration]], or [[Ship_Equipment|Ship Equipment]], but their foundation starts with the Hull Size. Hull Size also determines the &#039;&#039;&#039;Average Base Price&#039;&#039;&#039; of the craft.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:99%&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Tracking DC&amp;lt;br /&amp;gt;(Size Mod)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Detection &amp;lt;br /&amp;gt;DC&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Battle &amp;lt;br /&amp;gt; Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Sq ft /&amp;lt;br /&amp;gt;Num of Squares&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pass.&amp;lt;br /&amp;gt;Cap.&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Avg.&amp;lt;br /&amp;gt; Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cargo &amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cust. /&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Cost /&amp;lt;br &amp;gt; Procure Diff&lt;br /&gt;
! Hard&amp;lt;br /&amp;gt; Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Cost /&amp;lt;br &amp;gt; Procure Diff&lt;br /&gt;
! Hard&amp;lt;br /&amp;gt; Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 8 (-2) || 6 || 5 || ~512,000+ ft / ~1,024 sq || 2000 || ~65,536 Tons || 65,000 Units || +3 ||  2.9 Billion / 4 || 10 || 8 || 972 Million / 4 || 8 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 8 (-2) || 7 || 4|| ~128,000+ ft / ~256 sq || 500 || ~16,384 Tons || 16,000 Units || +2 || 972 Million / 3 || 9 || 7 || 324 Million / 3 || 7 || 9 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 9 (-1) || 8 || 4 || ~32,000+ ft / ~64 sq || 120 || ~4096 Tons || 4,000 Units || +2 || 324 Million / 3 || 8 || 5 || 108 Million / 2 || 6 || 8  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| 9 (-1) || 9 || 3 || ~8,000+ ft / ~16 sq || 32 || ~1,024 Tons || 1,000 Units || +2 || 108 Million / 2 || 7 || 4 || 36 Million / 1 || 5 || 7 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 10 (0) || 9 ||3 || ~4,000+ ft / ~8 sq || 16 || ~512 Tons || 510 Units || +1 || 36 Million / 2 || 6 || 3 || 12 Million / 0  || 4 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| 11 (+1) || 9 || 2 || ~2,000+ ft / ~4 sq || 8 || ~256 Tons || 250 Units || +1 ||  12 Million / 1 || 6 || 2 || 4 Million / 0 || 4 || 5 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 11 (+1) || 10 || 2 || ~500+ ft / ~1 sq || 4 || ~64 Tons || 64 Units || +1 || 1.9 Million / 1 || 5 || 1 || 640,000 / 0 || 3 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 12 (+2) || 11 || 1 || ~125 ft / 16 per sq || 2  || ~16 Tons || 16 Unit || +0 || 480,000 / 1 || 3 || 0 || 160,000 / 0 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 12 (+2) || 12 || 0 || &amp;lt;75 ft / 256 per sq  || 1  || ~4 Tons || 4 Units || +0 || 240,000 / 0 || 2 || 0 || 80,000 / 0  || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:99%&amp;quot;&lt;br /&gt;
! Table: Column key for Space Craft Size table.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Size: The &#039;&#039;&#039;Size Modifier&#039;s&#039;&#039;&#039; act like they do for creatures of the same size. They either add or take away from the total Tracking DC. This effects combat as well. A larger ship may have a harder time hitting a smaller ship. Learn more about ship combat [[Combat#Space_Combat|here]]. Size is also what predetermines the majority of the base stats of the ship.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Tracking DC:  A ship&#039;s Tracking DC is 10 + (Tactical Mobility + Shield Mod) - Structure Mod +/- Size Mod.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Detection DC: This determines how hard it is for other ships to &#039;&#039;&#039;see&#039;&#039;&#039; the ship. If the Detection DC is at or below another ship&#039;s Passive Sensor Score, then the ship is visible to their sensors and its location and basic information are known.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Battle Damage: This is how much damage a ship can take before it becomes disabled. A ship can only receive one Battle Damage a round unless a critical happens. Also, with two rounds of successful Repair checks done by an Engineer, the Battle Damage can be repaired. The Repair DC is determined by the Battle Damage Die. More on that in the combat rules.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Sq ft: Anything more than ~1,024,000 Square Feet in size is considered Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe, no craft of that magnitude could perform Faster Than Light travel without help from external sources. Also, attacking a ship or structure of that size would be considered as attacking a station, and thus different modifiers apply.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Passenger Capacity: (Pass. Cap.) This is not a hard limit. But the default number of people the ship&#039;s life support can handle is permanent. This number can be raised with passenger bays. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Cargo Capacity: The &#039;&#039;&#039;Cargo Capacity&#039;&#039;&#039; is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100 Lbs and has an average volume of 1x1x1ft. Exceeding this unit amount will overburden the ship. This will cut Combat Speed in half. The maximum a ship can actually carry is twice the Unit amount. However, that is if there are no passengers other than the necessary crew. As every spare room and every hallway would be filled with cargo containers. This can be increased with cargo bays.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Cust. Bonus: &#039;&#039;&#039;Customization Bonus&#039;&#039;&#039;. This is a bonus added to the total &#039;&#039;&#039;Customization Points&#039;&#039;&#039; for a ship. Customization points are determined by Tech Level and Crafter level. Although Hull Configuration can also change the number of Customization Points, usually by removing some. They allow for [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Upgrades and Modifications]] to be installed. Upgrades and Modifications usually require Bays or Hard Points. However, a Customization Point can satisfy this requirement. Items that expressly require a Hard Point or Bay cannot use a customization point. Examples of these items are [[Ship_Equipment#Ship_Weapons|Weapons]] and [[Ship_Equipment#Ship_Bays|Ship Bays]].&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Military vs Civilian Ships: Military Ship are more expensive and have more Hard Points in comparison to a Civilian ship of the same size. However, Civilian ships have considerably more Bays. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hull Configurations&#039;&#039;&#039; are an attempt at giving a spacecraft a more specialized purpose. However, it is not a requirement for shipbuilding. A ship can have no specific Configuration and thus be a generic build. Below is a table with different Hull Configurations and their descriptions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Hull Configurations&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Barges:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport vessel. Many different corporations create different configurations for hauling everyday goods, people, or extremely volatile substances. Many young adventurers found themselves starting out aboard a barge. Not the most heroic place to start out with, but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy, making them a dime a dozen, and the Hull is pretty customizable. This attracts all sorts of different types of people. Many a raider or pirate uses a heavily modified Barge Hull as a weapon against other ships of its kind in lawless space.&lt;br /&gt;
:*Average Size: Medium (Small - Large)&lt;br /&gt;
:*Average Cost / Procure Diff: 12 Million / 0 &lt;br /&gt;
:*Dis-Advantages: -2 to Engines, -1 To Weapons, -2 Hard Points, -1 Bay (Taken up by an extra Cargo Space)&lt;br /&gt;
:*Advantages: Cargo Space is one ship size modifier higher. Super common Bonus -1 to Procure Diff and 50% less time/cost to repair. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: A standard in most military fleets, these larger, heavier counterparts to the Cruiser are powerful, heavy-hitting machines of war. While BattleShips dominate the heavens with an impressive presence of power. The Battle Cruiser is what gives a military its flexibility. Smaller and generally faster, these ships are used by most militaries as a counter to smaller ships and as a less expensive way to deal with small-scale pirates and bandits.  &lt;br /&gt;
:*Average Size: Large&lt;br /&gt;
:*Average Cost / Procure Diff: 120 Million / 3 &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is one size lower, Passenger Cap is 8, -5 Attribute Points, -1 Customization point (Minimum 1)&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Engines, +1 Non-Weapon Hard Point, Can pick one Ship Function to have by default without taking up Customization Points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other Battle Ships and to group up to take on larger objects. Considered necessary for any large-scale conflict in space, these expensive, massive machines are a must-have.&lt;br /&gt;
:*Average Size: Huge (or in some cases Gargantuan)&lt;br /&gt;
:*Average Cost / Procure Diff: 384 Million / 4 &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity and Passenger Cap is one size smaller, -5 Attribute Points, -1 Customization Point (Minimal 1)&lt;br /&gt;
:*Advantages: +2 Weapons, +1 Structure, +1 Engines, Gains one more Ship Function of your choice for free. +1 Hard Point (Weapon Only)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Capital:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: So massive they are sometimes mistaken for stations, these epic craft seem to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus, some consider them nothing more than propaganda and expensive fear machines. Most Capital ships are used as Command ships or Super Carries, not for ships but for soldiers. They are an excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Average Size: Colossal&lt;br /&gt;
:*Average Cost / Procure Diff: 3.2 Billion / 5 &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Engines, -2 Hard Points, -1 Customization Point (Minimal 1)&lt;br /&gt;
:*Advantage: +1 Bays, +2 Sensors, +2 Electronics. Passenger capacity is: 864. These ships have a special Position called &#039;&#039;&#039;Supreme Commander&#039;&#039;&#039;. A command can utilize its leadership bonus for all ships under its control in that solar system. This cannot double as the ship captain. Choose any one Ship Function to be installed at no cost.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Carriers:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Carriers are the ships that make a large fleet mobile. It can also provide flexibility in combat by deploying an array of ship and drone types. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers, which are Capital-class Carriers that can hold larger numbers of ships or people and also double as Command Ships.&lt;br /&gt;
:*Average Size: Gargantuan (Huge - Colossal)&lt;br /&gt;
:*Average Cost / Procure Diff: 1.2 Billion / 4&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Engines, -4 Hard Points, -1 Bay, -1 Customization Point (Minimal 1)&lt;br /&gt;
:*Advantages: +2 Sensors, +2 Electronics, Built-in Repair Facility for ships of two sizes and smaller. &lt;br /&gt;
:*Misc: Can carry, deploy, and repair ships two sizes or smaller. If avg. The size of Gargantuan is such that it can hold up to two 6 large ships by default without any additional hangar bays. (12 Medium, 24 Small, 96 Tiny, 384 Diminutive, 1,536 Fine). Additional Hanger Bays or Drone Bays grant a +1 ship count. If more bays are added, the ship can start to hold a single ship of only 1 size smaller. This ship has a special &#039;&#039;&#039;Field Commander&#039;&#039;&#039;. A Field Commander can provide his or her leadership bonus to all ships under his or her care. (Command bonuses do not stack; take which one is larger)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Cruisers:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: A smaller, lightweight version of the Battle Cruiser. However, the purpose is the same. They are flexible combat vessels. Common in both Military and police forces, and is usually seen as the first response to aggressive outlaws. Considered by police forces as their solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military, however, sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Average Size: Medium&lt;br /&gt;
:*Average Cost / Procure Diff:  40 Million / 2 &lt;br /&gt;
:*Dis-Advantages: -3 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point or +1 Bay (Pick one), +2 Engines or +2 Electronics (Pick one). Pick a Ship Function for this ship to have by default for free.&lt;br /&gt;
&lt;br /&gt;
: There are also non-military applications for hulls similar to cruisers. Everything from a VIP&#039;s personal transportation to a luxury liner. The rich would much rather distance themselves from a fancy customized barge for their travels. After all, anybody can afford one of those. Demilitarized older-model cruisers are often sold by militaries to other governments or individuals for a variety of reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Average Size: Medium&lt;br /&gt;
:*Average Cost / Procure Diff: 10 Million / 0 &lt;br /&gt;
:*Dis-Advantages: -1 Structure, -1 Hard Point, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Sensors. Passenger Bay is in a luxurious style and can accommodate up to 16 passengers. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Drones:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Drones come in all shapes, sizes, and uses. From military to personal hobbyists, these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses, from complementing a ship&#039;s systems to serving as part of a Carrier fleet that can deploy swarms of drones to strike an enemy in coordinated attacks. However, many people have drones for personal use. It also helps that drones with self-defense A.I. are usually not illegal in most of the Ring, and thus many people use them to help deter outlaws.&lt;br /&gt;
:*Average Size: Fine (Fine - Small)&lt;br /&gt;
:*Average Cost / Procure Diff: 100,000 / 0*&lt;br /&gt;
:*Advantage: Can be used without a pilot. Can be programmed to defend or attack a selected target.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system and can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds Tracking DC advantages against projectile attacks. Drones require a Drone Bay for deployment and control. Drones can also be designed to repair, mine, salvage, and retrieve.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Destroyers:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
These ships were meant to ask the question: &amp;quot;How much firepower can one medium ship truly have?&amp;quot; They are geared for a single task. A way to help counter smaller swarms of ships. While similar in size and speed to a cruiser, these ships are rarely seen in use by anyone except the military. They are designed to back a massive bunch for their size. Made on the cheap, considering their firepower, and have a minimalist crew. Squads of these craft are usually used to complement attack fleets that target smaller craft. The idea being that the Destroyer will be specifically fitted for smaller craft while still having the armor of a medium-sized craft.&lt;br /&gt;
:*Average Size: Medium&lt;br /&gt;
:*Average Cost / Procure Diff: 38 Million / 3 &lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium-sized craft. Procure Diff +1, -3 Attribute Points, -1 Bay, Weapon Hard Points are geared for &#039;Small&#039; weapon size. &lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; +1 to Targeting for free. These ships do not take penalties for targeting smaller craft. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed that the precursors to the Dreadnought were super-heavy battleships designed as &amp;quot;Station buster&amp;quot;. Stations had all the space for enhanced defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack, a powerful energy cannon was developed. So powerful that the ships of the time had to be gutted to make room to house just a single one of these cannons. However, it was quickly discovered that these weapons also solved another problem. It allowed for a flexible planetary bombardment system. Before ships had to be fitted with weapons and charges specific to the planet and its unique environment (Air pressure, density, chemical structure, and weather patterns), the energy cannon could, on the fly, tweak these attributes, a feature originally designed to keep shields from changing to better deflect its powerful blast. The terror of seeing massive-scale death raining down from Gargantuan floating hulks of metal in the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of other Dreadnoughts as well as Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive force from Nuclear or antimatter, which produced radial explosions that were indiscriminate in who they affected. Dreadnoughts were the first mobile form of focus weaponry, which had the counterintuitive effect of bringing these larger-scale ships into everyday combat. &lt;br /&gt;
:*Average Size: Gargantuan (Huge - Colossal)&lt;br /&gt;
:*Average Cost / Procure Diff: 3 Billion / 5&lt;br /&gt;
:*Dis-Advantages: -2 Engines, -5 Ability Points, -4 Hard Points, -3 Bays.&lt;br /&gt;
:*Advantages: Has a special super gigantic hyper focused energy cannon. This special weapon can target from 100x the distance of a Huge Weapon. And does 24d10 * 10 damage. However, it takes (1d4 + 2) - Electric Mod Rounds to re-fire. (Minimal 2) Firing this weapon also generates enormous heat and local radiation. Ships deal with this in different ways, but there is no way to cloak or otherwise stealth this ship. Also, warping cannot happen until the weapon has cooled down.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Fighters:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Similar to combat aircraft of the modern world, these machines fly through space instead of the atmosphere. Some can do both, however. Although they are usually only effective in one or the other. These ships usually have only a single pilot, supported by advanced A.I. These craft can deliver a massive punch when grouped. The general tactic is to swarm ships and use precision targeting or advanced electronics to disable and, in some cases, destroy the bigger target. Using numbers as a defense.&lt;br /&gt;
:*Average Size: Fine - Diminutive&lt;br /&gt;
:*Average Cost / Procure Diff: 480,000 / 1&lt;br /&gt;
:*Dis-Advantages: -2 Structure, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Engines. Gains the Feint Ship Function for free.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Frigates:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: A common craft in the Ring. This spaceship is commonly used as a police craft and as VIP transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers, you will find them being sold everywhere. &lt;br /&gt;
:*Average Size: Small (Small - Medium)&lt;br /&gt;
:*Average Cost / Procure Diff: 4-36 Million / 0-2 &lt;br /&gt;
:*Dis-Advantages: -1 to Weapons&lt;br /&gt;
:*Advantages: +1 to Sensors. This super common craft is used for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Freighters:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial-scale cargo transportation ships. Although some have been converted into other things, such as massive traveling carnivals. Like barges, these can be converted to transport just about anything. &lt;br /&gt;
:*Average Size: Huge&lt;br /&gt;
:*Average Cost / Procure Diff: 100 Million / 1&lt;br /&gt;
:*Dis-Advantages: -3 Engines, -2 Attribute Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +2 Bays. 16,000 Units or one size higher. If the ship is a Tech 3 ship, then it comes with the Beam Ship Function by default. This ship is a common work vessel found throughout the universe. It has a 50% reduction in cost and repair costs because it is mass-produced.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Industrial:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Factory in a can. These ships of various sizes are the backbone of the non-planetary or moon-based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must-haves for new settlers in a solar system who hope to use their home&#039;s resources to start a colony or terraform a planet. &lt;br /&gt;
:*Average Size: Large (Medium - Huge)&lt;br /&gt;
:*Average Cost / Procure Diff: 12 - 108 Million / 0 - 1&lt;br /&gt;
:*Dis-Advantages: -2 Engines, -2 Attribute Points, -3 Bays&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Facility and Refinery Facility. If this ship has a Tech 3 Core, then it also comes with Beam Ship Function for free. The ship also comes with the Grapple Function for free. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Shuttles:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Personal transport vehicles. The more versatile, the more expensive. The basic kinds can only fly from station to station. It can only accommodate two passengers. But the more advanced you get, the farther it can carry people to more and more different places. Such as planets, move around as a planet-side craft, or even go under oceans.&lt;br /&gt;
:*Average Size: Tiny (Diminutive - Small)&lt;br /&gt;
:*Average Cost / Procure Diff: 2 Million / 0&lt;br /&gt;
:*Dis-Advantages: -2 Structure, -2 Electronics, -1 Hard Points&lt;br /&gt;
:*Advantages: +4 Engines, +2 Sensors, Basic Auto Pilot installed, so no need for a Pilot (Auto Pilot A.I +1), +1 Passengers for Diminutive, +2 for Tiny, +3 for Small.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Quirks|Quirks/Flaws]], ships can have Quirks/Defects that can add more personality and uniqueness. Any adventurer is going to get some scars and bumps along the way, and his ship is no different. Over time, a ship may start to gain a personality in the eyes of the crew. &lt;br /&gt;
&lt;br /&gt;
These can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can, over time, remove most defects and quirks if they want.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Quirks&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that it&#039;s only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. This quirk is permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy, and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: This ship&#039;s engines and internal components require some encouragement from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: If the ship receives 2 Battle Damage in one round, roll for the second Damage and add the effect. The base DC is still 7, as the normal Critical rules apply, just add a second effect.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Weathered by age or by neglect, this ship is falling apart. Sure, it runs, but for how long? It also looks like a pile of junk. Characters will be constantly on the lookout for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day at sea, the ship has a small chance of something breaking. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm what it was.&lt;br /&gt;
**1-10%: Superficial problem. The ship is just a little more bumpy/noisy than normal.&lt;br /&gt;
**11-20%: A minor problem with the Engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the Weapons. -1 to Weapons until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Structure. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Shields. -1 to Ship Shields.&lt;br /&gt;
**51-60%: A minor problem with the Electronics. -1 to Electronics. On top of it, the lights flicker, and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**61-70%: A minor problem with Sensors. -1 to Sensors. Or sensor blimps often show up with things that aren&#039;t actually there. GM choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal to the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll, except it&#039;s a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is minor, it requires no materials and 1 day of work with no FTL to repair. If the problem is major, it will require materials for repair. If there is no Engineering Bay, the ship will require a facility to assist with the repair. It still only takes 1 day of not FTL.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time, the crew gains the Advanced Jerry Rigging Feat when making repairs to only this ship. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: You do not know how or when, and frankly, you don&#039;t care. You just want these dam pests gone! They are smelly, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have, they all have one thing in common. They know how to stay alive and, most notably, THRIVE on board a spaceship. They do this by living off the ship&#039;s systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers must make Constitution saving throws once a day with a DC 12. If they fail, they become [[Conditions#Nauseated|Nauseated]], and if they are already Nauseated, then they become [[Conditions#-_Sickened|Sickened]]. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship, or, if on board the ship, by 1 day of rest and a successful [[Medical#Treat_Disease_.28DC_15.29|Treat Disease]] check. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likelihood of a stowaway on your ship is nearly nil. And if one does decide to come on board, they have a -10 to stealth. Pests don&#039;t like sharing! Advantage to Communications(Sensors/Comms Officer Function) when dealing with pirates/smugglers. Not only must they sympathize with your problem, but they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Whoever owned this ship deserves to be shot right next to the person who sold the ship to you. For some reason, this ship seems to bring out all the ugly when trekking around space. It seems like whoever owned this before you is wanted in all the systems, and not in a good way. If it&#039;s not pirates, then it&#039;s [[Character_Professions#Tracer|Tracers]], local police, or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct it; it&#039;s up to you. Almost assuredly, this ship&#039;s past is gonna get in your way, and likely when you least expect it.&lt;br /&gt;
* Negative: Disadvantage to communications(Sensors/Comms Officer Function) in GM specific situations. The ship is commonly known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: It&#039;s likely that this ship can open as many doors as it closes. It&#039;s a 50/50% chance the person who knows your ship wants to kill you or pretend to be your friend, and then maybe kill you later.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Wait, what? I thought that was illegal for space ships to have a fully aware AI computer linked to all ship systems. (Especially Weapons) Well, that may be one reason why the ship didn&#039;t tell you right away it was smarter than you. But now you know. Hopefully, it is nice and won&#039;t kill you. (Open the bay doors damit!) Nightmares aside, you are in a deep pile of crock! If authorities find out, they may as well put you in jail. Helping AI is breaking serious rules. On the other note, this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught, most civilizations completely outlaw AI with such freedom and power, with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Engines, Electronics. The ship can drive itself and pretend to be someone onboard. Oh, the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these, or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Overachiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Noisy &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as an electromagnetic field is off alignment. Either way, this ship doesn&#039;t stop humming, whizzing, and ever now and then, for excitement, it jitters. You consistently think that&#039;s the last jitter it will make before the whole thing falls apart like a house of cards. But she is still flying straight. So whatever it is, it must not be important. Annoying as hell but not important.&lt;br /&gt;
* Negative: -2 for Boost Function Rolls.&lt;br /&gt;
* Positives: None&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Battle Scars &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Like a painting, the hull of your ship speaks a thousand words. It seems like each panel tells a story of great adventures and glorious conquests. Or at the very least, oh my gosh, look how close we got to being vaporized! The first option definitely sounds better in a bar! &lt;br /&gt;
* Negative: -1 to Detection DC and +1 to Repair DC for Battle Damage.&lt;br /&gt;
* Positive: Advantage to Communications when using the [[Intimidate|Intimidate]] skill. And possible at the Spacebar while drinking up with locals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Lucky &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: You don&#039;t quite know how, and thinking about it is likely a waste of time. But you guys always seem to get through some of the craziest scraps! Maybe this ship is just good luck!&lt;br /&gt;
* Negative: None&lt;br /&gt;
* Positive: One per day, a player can re-roll a check that uses one of the ship&#039;s Attribute modifiers.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cursed &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: You don&#039;t know why... and that&#039;s why you wish you did, but ever since you&#039;ve been on this ship, things just suck!&lt;br /&gt;
* Negative: Once per day, negate the first Crit that is rolled when rolling for something that uses the ship&#039;s Attribute modifiers.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Expirmental &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: The ship is brand new. Almost too new! The manufacturer apparently hasn&#039;t worked out all the kinks yet! Luckily, they don&#039;t care! And they see you as the sacrificial... rrr I customer they are looking for. This could be a government&#039;s attempt at a new technologically advanced ship or simply a corporation&#039;s latest product. Either case it you are the beta tester.&lt;br /&gt;
* Negative: Once per day, roll a d6. 1: Engines, 2: Weapons, 3: Structure, 4: Shields, 5: Electronics, 6: Sensors. Whatever it lands on for that day, the Attribute Value is a 10. An Engineer must repair it in order for this to go away. The Engineer can take 20 to automatically succeed. Otherwise, the DC is 12 + Tech Level + Hull Size. &lt;br /&gt;
* Positive: If the Engineer chooses to repair the issue, if they critically succeed, they provide a bonus to the broken Attribute Score equal to their Intelligence Modifier.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship FTL Drive ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FTL&#039;&#039;&#039; is short for &#039;&#039;&#039;Faster Then Light&#039;&#039;&#039;. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However, this aspect of the ship doesn&#039;t help much in the terms of combat. The better an FTL drive the faster a ship can get to its destination. They can also make it harder for enemy ships to track or pull your ship out of FTL. &lt;br /&gt;
&lt;br /&gt;
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the [[Transportation|Transportation]] rules.&lt;br /&gt;
&lt;br /&gt;
FTLs are rated by Tech Level. You cannot put an FTL of a higher tech level in a ship with a lower tech level Core. Each ship comes standard with a basic FTL for that Tech Level. This should always be the Jump drive.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Faster Then Light Drives&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | Tech Level 1&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Assisted Jump Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.&lt;br /&gt;
:* Distance Rating: Medium &lt;br /&gt;
:* Warp Factor: 10+&lt;br /&gt;
:* Price: $50,000 / 0&lt;br /&gt;
:* Durability: 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Drive (The Hopper)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called &#039;The Hopper&#039;. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship &#039;hops&#039; from one burst of energy too the next.&lt;br /&gt;
:* Distance Rating: Medium &lt;br /&gt;
:* Warp Factor: 1-4&lt;br /&gt;
:* Price: $150,000 / 0&lt;br /&gt;
:* Durability: +2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | Tech Level 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Assisted Advanced Jump Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate. &lt;br /&gt;
:* Distance Rating: Large &lt;br /&gt;
:* Warp Factor: 10+&lt;br /&gt;
:* Price: $100,000 /0&lt;br /&gt;
:* Durability: 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Drive (The Skimmer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency. &lt;br /&gt;
:* Distance Rating: Large &lt;br /&gt;
:* Warp Factor: 1-7&lt;br /&gt;
:* Price: $300,000 / 0&lt;br /&gt;
:* Durability: +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slip Stream Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This uses a new concept of FTL. It makes a small tear in space that a ship can &#039;slip&#039; into. The ship is protected by a similar &#039;bubble&#039; of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it&#039;s easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.&lt;br /&gt;
:* Distance Rating: Large&lt;br /&gt;
:* Warp Factor: 1-7&lt;br /&gt;
:* Price: $450,000 / 1&lt;br /&gt;
:* Durability: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | Tech Level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Personal Jump Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.&lt;br /&gt;
:* Distance Rating: Medium (With assistance Large)&lt;br /&gt;
:* Warp Factor: 10+&lt;br /&gt;
:* Price: $1,000,000 / 0&lt;br /&gt;
:* Durability: 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Drive (The High Pulse Drive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to &#039;jump&#039; into high Warp almost instantly and just as quickly &#039;jump&#039; out.&lt;br /&gt;
:* Distance Rating: Large &lt;br /&gt;
:* Warp Factor: 1-8&lt;br /&gt;
:* Price: $3,500,000 / 1&lt;br /&gt;
:* Durability: +2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phase Shift Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn&#039;t have mass. This would appear to only make a ship goes at the speed of light if it wasn&#039;t also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting. &lt;br /&gt;
:* Distance Rating: Large &lt;br /&gt;
:* Warp Factor: 1-7&lt;br /&gt;
:* Price: $5,000,000 / 2&lt;br /&gt;
:* Durability: +6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | Tech Level 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Personal Advanced Jump Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Large. &lt;br /&gt;
:* Distance Rating: Large (With assistance Extreme)&lt;br /&gt;
:* Warp Factor: 10+&lt;br /&gt;
:* Price: $10,000,000 / 1&lt;br /&gt;
:* Durability: 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert Warp Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.&lt;br /&gt;
:* Distance Rating: Extreme&lt;br /&gt;
:* Warp Factor: 1-9&lt;br /&gt;
:* Price: $15,000,000 / 2&lt;br /&gt;
:* Durability: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced Slip Stream Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealth by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear. &lt;br /&gt;
:* Distance Rating: Extreme&lt;br /&gt;
:* Warp Factor: 1-8&lt;br /&gt;
:* Price: $25,000,000 / 3&lt;br /&gt;
:* Durability: +8&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A ship can have more then 1 FTL. However a secondary FTL always takes up 1 Bay and 1 Hard Point and cannot be installed using a Customization Point.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are roles that crew members take on that are required for the ship to function to its fullest. Automated systems can only do so much. These different roles are called &#039;&#039;&#039;Ship Positions&#039;&#039;&#039; and they can unlock [[Space_Ships#Officer.2FShip_Functions|Ship Functions]] that would otherwise be unavailable. &lt;br /&gt;
&lt;br /&gt;
There are 2 main positions. Tiny Hull size or smaller ships can combine these positions without taking penalties. However, larger ships require additional positions to be filled by a dedicated person. To learn more about how ship positions effect combat read the [[Combat#Space_Combat|Ship Combat]] section of the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
The 2 main positions are:&lt;br /&gt;
* [[Helm Officer|&#039;&#039;&#039;Helm&#039;&#039;&#039;]]: (Engines) Pilots the ship. Helps to determine the ship&#039;s Tactical Mobility.&lt;br /&gt;
* [[Weapons Officer|&#039;&#039;&#039;Weapons&#039;&#039;&#039;]]: (Weapons) Operates the ships Hard Points. Can make a ship&#039;s weapons more effective. &lt;br /&gt;
&lt;br /&gt;
There are also 5 other positions that are noteworthy.&lt;br /&gt;
* The [[Captain Position|&#039;&#039;&#039;Captain&#039;&#039;&#039;]] is the leader of a ship can use there Leadership skills to help the crew accomplish their tasks.&lt;br /&gt;
* The [[Comms Officer|&#039;&#039;&#039;Communications&#039;&#039;&#039;]] (Sensors) monitors the sensors of a ship and controls all incoming and outgoing transmissions.&lt;br /&gt;
* The [[Chief Engineer|&#039;&#039;&#039;Engineer&#039;&#039;&#039;]] (Structure) is in charge of ship systems and maintenance. They help make sure a ship holds it together during the chaos and strain of combat.&lt;br /&gt;
* The [[Science Officer|&#039;&#039;&#039;Science&#039;&#039;&#039;]] (Electronics) leads  a ship&#039;s Science and Technology division. They can assist in different roles including hacking any ships and finding weaknesses.&lt;br /&gt;
* The [[Medical Officer|&#039;&#039;&#039;Medical&#039;&#039;&#039;]] is in charge of the health of the crew. They can ensure the bridge crew is not impeded during combat.&lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose of storytelling and gameplay. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Officer/Ship Functions ==&lt;br /&gt;
&lt;br /&gt;
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade and/or a Feat from a Character. Functions are listed by the primary position they are associated with. Some Functions can be used by different Crew members although not always to its fullest. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ &#039;&#039;&#039;Ship and Officer Functions&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
; Standard Functions&lt;br /&gt;
----&lt;br /&gt;
* Standard Functions All Crew Can Do:&lt;br /&gt;
** [[Change Position]]: (N/A) This allows a crew member to change there current Officer role or ship position.&lt;br /&gt;
* [[Captain Position|&#039;&#039;&#039;Captain&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Give Command]]: (Officer&#039;s Charisma) The Captain gives a directive and attempts to assist a crew member in following that directive.&lt;br /&gt;
** [[Encourage Crew]]: (Officer&#039;s Charisma) The Captain gives a rousing but quick speech to encourage and focus the crew.&lt;br /&gt;
* [[Science Officer|&#039;&#039;&#039;Science Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Boost|Boost]]: (All except Structure) An action that increases the output of that certain Attribute for the rest of the round or the following one.&lt;br /&gt;
** [[Hack|Hack]] / Counter Hack: (Electronics) Used to attack and disable one of the 6 Core Systems of a target ship.&lt;br /&gt;
* [[Comms Officer|&#039;&#039;&#039;Communications/Sensor Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Scan|Scan]]: (Sensors) The ability to search for or study an object or objects in space.&lt;br /&gt;
** [[Hack|Hack]] / Counter Hack: (Electronics) Used to attack and disable one of the 6 Core Systems of a target ship.&lt;br /&gt;
* [[Helm Officer|&#039;&#039;&#039;Helm&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Fly Offensively/Defensively]]: (Tactical Mobility/Officer&#039;s Pilot Rank) Perform a ship maneuver designed to help the ship&#039;s defense or offense.&lt;br /&gt;
** [[Close/Widen Distance]]: (Engines/Officer&#039;s Pilot Rank) Perform a ship maneuver that attempts to gain distance between a ship or close the gap.&lt;br /&gt;
** [[Pursue/Intercept]]: (Engines/Officer&#039;s Pilot Rank) A ship maneuver that attempts to cut off a ship or race it to a particular point in space.&lt;br /&gt;
** [[Ram|Ram]]: (Engines) The ability to drive a ship directly into another in such a way as to cause the most damage to the opponent ship and the least to itself.&lt;br /&gt;
* [[Weapons Officer|&#039;&#039;&#039;Weapons Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Fire]]: (Weapons) The basic attack action. This uses the offense hard points of a ship to do battle damage to 1 or more targets.&lt;br /&gt;
** [[Bombard|Bombard]]: (Weapons) A tactical maneuver where the weapons are concentrated on a target.&lt;br /&gt;
* [[Chief Engineer|&#039;&#039;&#039;Chief Engineer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Repair]]: (Officer&#039;s Craft Rank, Ship Bays) This is a repair check against Battle Damage dealt to the ship in an attempt to remove the damage.&lt;br /&gt;
** [[Boast|Boast]] (Engines Only): An action that increases the output of Engines for the rest of the round or the following one.&lt;br /&gt;
** Counter [[Hack|Hack]]: (Electronics) An Engineer can attempt to stop a hacker from gaining access to the ship systems, but in there, the current position cannot do hacking.&lt;br /&gt;
* [[Medical Officer|&#039;&#039;&#039;Medical Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** Medical: (Officer&#039;s Medical Rank, Medical Bay) This is the use of Medical skill.&lt;br /&gt;
|width=&amp;quot;30px&amp;quot;|&amp;amp;nbsp;&amp;lt;!--spacer-column--&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
; Advanced Functions&lt;br /&gt;
----&lt;br /&gt;
* Advanced Functions All Crew Can Do:&lt;br /&gt;
** [[Beam|Beam]]: (Electronics) A semi-instant form of transportation where matter is transformed into energy and sent to a new location where it is converted back to matter.&lt;br /&gt;
* [[Captain Position|&#039;&#039;&#039;Captain&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Commanding Presence]]: (Officer&#039;s Charisma) This is granted by a Feat and allows the Commander to provide a passive bonus equal to ½ their Charisma score, rounded up to the player&#039;s rolls.&lt;br /&gt;
** [[Direct Assistance]]: (Officer&#039;s Charisma) The Captain takes a more direct administrative approach to leadership.&lt;br /&gt;
* [[Science Officer|&#039;&#039;&#039;Science Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Cloak]]: (Electronics)  Cloaking implies some form of stealth technology designed to fool Sensor Scans.&lt;br /&gt;
** [[Crypto|Crypto]]: (Electronics) : A way to send or receive protected communications. Similar to Decipher Script.&lt;br /&gt;
* [[Comms Officer|&#039;&#039;&#039;Communications/Sensor Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Sensor Spoofing / Decoy Projection]]: (Electronics/Sensors) The Comms Officer projects false signatures or chaff decoys.&lt;br /&gt;
** [[Crypto|Crypto]]: (Electronics) A way to send or receive protected communications. Similar to Decipher Script.&lt;br /&gt;
** [[Jam|Jam]]: (Electronics) Designed to target a specific component of an opponent&#039;s Sensor Array. Either targeting scanners or other devices and keeping them from functioning.&lt;br /&gt;
* [[Helm Officer|&#039;&#039;&#039;Helm&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Emergency Evasive Thrusters]]: (Engines) Executing sudden, violent evasive maneuvers to avoid threats.&lt;br /&gt;
** [[Feint|Feint]] (Engines, Advanced Flying Defensively) A maneuver meant to fool enemy sensors and pilots.&lt;br /&gt;
** [[Grapple|Grapple]] (Engines) Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Weapons Officer|&#039;&#039;&#039;Weapons Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Concentrated Fire]]: (Weapons) This is a bonus to Targeting Specific ship systems.&lt;br /&gt;
** [[Defensive Fire]]: (Weapons)  This allows the Weapon’s Officer to turn an active weapon system into a point defense system against Missiles and ships 4 sizes smaller or smaller.&lt;br /&gt;
* [[Chief Engineer|&#039;&#039;&#039;Chief Engineer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Overclock Core]]: (Structure/Core) The Chief Engineer intentionally overclocks the reactor to temporarily boost ship systems.&lt;br /&gt;
** [[Cloak|Cloak]]: (Electronics)  Cloaking implies some form of stealth technology designed to fool Sensor Scans.&lt;br /&gt;
** [[Grapple|Grapple]]: (Engines) Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Medical Officer|&#039;&#039;&#039;Medical Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Resuscitation/Life Support]]: (Special Bay) Bring someone back from recent death. (Less than 10 minutes)&lt;br /&gt;
** [[Long/Short Automated Care]]: (Officer&#039;s Medical Rank, Medical Facility) Similar to long-term care from Medical Skill, but done automatically.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The modules that are installed that provide the Advanced Functions take up either a Bay or a Hard Point, and in some cases both.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Accessories Slots ==&lt;br /&gt;
&lt;br /&gt;
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are all the item&#039;s that require Customization Points and/or Hard Points, Bays. These are Weapons, Bays, Ship Function Modules, and other Upgrades. All of these items can be found on the [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The number of Customization Points is determined by Ship Tech Level and Hull Size, and the number of Hard Points and Bays is determined by the Hull Size. However, Hull Configuration may also affect these stats.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon/Bay Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Customization&amp;lt;br /&amp;gt;Slot Bonus&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Hard&amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Hard&amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Huge || +3 || 10 || 8 || 8 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Huge || +2 || 9 || 7 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || +2 || 8 || 5 || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Large|| Large || +2 || 7 || 4 || 5 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || +1 || 6 || 3 || 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Medium || +1 || 6 || 2 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || +1 || 5 || 1 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || Small || +0 || 3 || 0 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine || Small || +0 || 2 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Customization Points&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
[[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Upgrades and Modifications]] may use Customization slots along with Bays or Hard Points. However items that exclusively require a Hard Point or Bay such as [[Ship_Equipment#Ship_Weapons|Weapons]] or [[Ship_Equipment#Ship_Bays|Ship Bays]] cannot use Customization Points.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Hard Points&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Ship_Equipment#Ship_Weapons|Ship Weapons]] page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Bays&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. More information on Ship Bays in the [[Ship_Equipment#Ship_Bays|Ship Bays]] page.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Upgrades &amp;amp; Modifications&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever statistic of a ship from the 6 Core.System.Attributes to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found on the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|here]].&lt;br /&gt;
&lt;br /&gt;
== Space Stations ==&lt;br /&gt;
&lt;br /&gt;
Space Station&#039;s are defined as any artificial construct in space that has no Faster Then Light drive and whose priority is not movement and thus its sub-light engines are designed more for keeping the object in orbit, stationary or emergency movement. It doesn&#039;t have to support life to be a station as it can have other purposes. Anything above 1,024,000 Square Feet cannot have an FTL without special exceptions and thus are by default considered Space Stations. Any Station that is ~1,024,000 Sq FT or larger are broken up into parts. Each part having the minimum Hit Points of a Colossal Hull Size craft.&lt;br /&gt;
&lt;br /&gt;
To determine other stats such as number of people the Station could support, or Hard Points and Bays follow the pattern laid out by the Hull Size for Ships. The number of Hard Points is the same but the number of Bays is +1. Also Stations do not have to all have Huge Weapons mounts. Instead it can mount different sized weapons in order to defend against different size ships. A Huge Hard Point can hold 2 Large Weapons, 3 Medium Weapons, 4 Small Weapons. If the Station is ~1,024,000 Sq FT or larger not all of its Weapons can target a craft at a time only 1/2.&lt;br /&gt;
&lt;br /&gt;
To determine how many lives can be supported on a Station. Take its size and compare it to the amount of people on a similar Hull Size and add a zero. This is because the FTL, sub light Engines and all the supporting systems take up a large amount of space. Also this assumes that at least halve the spare Bays are for personnel. If the Station is larger then any examples in the follow the pattern to estimate the possible number of people.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
=== Designing and Building A Custom SpaceShip ===&lt;br /&gt;
&lt;br /&gt;
Here are some guidelines for building and designing SpaceShips. This is useful when designing a new SpaceShip Character Sheet. &lt;br /&gt;
&lt;br /&gt;
# Determine the Ship Tech Level. If your Character is crafting the ship themselves, this is a hard requirement to determine first. Tech Level determines the ship&#039;s C.S.A. starting point amount, the maximum hull size, the number of customization slots it has, FTL Drive type, and can indirectly increase the ship&#039;s cost.&lt;br /&gt;
# Determine its purpose and thus if it fits with any of the [[Space_Ships#Hull_Configurations|Hull Configurations]]. Hull Configurations may have certain requirements, such as size, so it is best to determine whether the Ship will follow a specific Hull Config.&lt;br /&gt;
# Determine its [[Space_Ships#Hull_Sizes|Hull Size]].&lt;br /&gt;
# Determine ship [[Space_Ships#The_6_Core_System_Attributes_of_Space_Ships|6 Core System Attributes]] and apply any Hull Configuration adjustments.&lt;br /&gt;
# Determine if any of its Primary parts will be Masterworked or have a Classification Level. This affects the price, crafting time, and final 6 Core System Attribute scores.&lt;br /&gt;
# Pick an [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]].&lt;br /&gt;
# Review [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
## Purchase Ship Hard Points and Bays.&lt;br /&gt;
## Don&#039;t forget to purchase Hard Point Ammo!&lt;br /&gt;
## Review [[Ship_Equipment#Ship_Function_Upgrades|Ship Function Upgrades]] keep in mind if your crew has access to Advanced Ship Functions or plans to in the future.&lt;br /&gt;
## Review spending Customization Points where possible like for [[Ship_Equipment#Ship_Attribute_Upgrades|Ship Attribute Upgrades]] or [[Ship_Equipment#Ship_Accessories|Ship Accessories]]&lt;br /&gt;
# With this information, the Player can record the [[Space_Ships#Secondary_Ship_Attributes|Secondary Ship Attributes]].&lt;br /&gt;
# Optionally, review the [[Space_Ships#Ship_Quirks|Ship Quirks]] if you want extra flavor and theme to your Ship.&lt;br /&gt;
&lt;br /&gt;
=== Crafting Rules ===&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Craft Electronics, Craft Mechanics, and Craft Structure.&lt;br /&gt;
&lt;br /&gt;
Building a ship requires a Ship Yard. Making repairs to a ship can be done without being in a shipyard but the ship cannot be in FTL and it takes twice as long as it would normally take in a ship yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A shipyard can have as many as 50 people working on the same ship. Heavy, 500 people. And Super Heavy 5,000 people. Cost may vary based on the GM. The default suggestion is a flat group rate of $10,000 per day for a full crew of 50 (equating to $200 per worker per day), plus a completion bonus equal to 1/1000th of the ship&#039;s cost.&lt;br /&gt;
&lt;br /&gt;
Other players can also help in building a ship. The same rules that apply to building a structure apply. To review the rules go [[Craft|here]]. Repair work can also be divided up. &lt;br /&gt;
&lt;br /&gt;
Building a Weapon or other hard point accessory is also considered like building a structure. With the exception of Diminutive and Fine as they are normal sized weapon rules and thus follow standard weapon crafting rules. Making a hard point requires either a ship yard or an Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on their weapon sizes just like ships. &lt;br /&gt;
*Huge: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Medium: 20 Days&lt;br /&gt;
*Small: 10 Days&lt;br /&gt;
&lt;br /&gt;
Building a Bay requires 20 days for normal-sized bays and 40 days for Large-sized bays. They can be built in any facility capable of constructing a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.&lt;br /&gt;
&lt;br /&gt;
Building an upgrade or other accessory is completely dependent on the item itself. However, installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Crafting Ship Functions&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
It requires a crafting skill of 3 in the correct craft skill. The craft skill is determined by which of the 6 Core System Attributes the Function is associated with. Engines and Weapons are associated with Craft Mechanics. Structure is associated with Craft Structure. Shields, Electronics, Sensors is associated with Craft Electronics. In order to craft a Function with Class 1 the crafter must have 4 ranks in the appropriate skill. For Class 2 the crafter must have 5 ranks and so on. &lt;br /&gt;
&lt;br /&gt;
Only Upgrades for the 6 C.S.A have both Class and Grade. To learn more about upgrades, visit the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Upgrades]] section of the [[Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Crafting FTL Drives&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
FTL drives are considered among the most complex pieces of equipment ever invented. It requires at least 3 ranks in the following 3 crafting skills: Craft Mechanics, Craft Electronics, and Craft Structure. Making an FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go [[Craft|here]]. There are no mastercrafted FTLs.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Master Work Spaceships&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
A ship can be Masterworked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that affect ship building and those again are Craft Electronics, Craft Mechanics, and Craft Structure. That means there is a total of +3 points that can go toward a ship. &lt;br /&gt;
&lt;br /&gt;
A ship cannot be upgraded with Masterworked parts. A ship can only be constructed as such. Each extra point awarded to the ship ups the price by an additional 1/4th the base price.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=11634</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=11634"/>
		<updated>2026-07-18T03:56:55Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
This page is for rules on buying, building, repairing, upgrading, and selling of Space Ships within the Future Path universe. For rules on combat in a space ship go [[Combat#Space_Combat|here]]. For rules on traveling and exploration with space ships go [[Transportation|here]]. For space ship weapons and other equipment, go [[Ship_Equipment|here]]&lt;br /&gt;
&lt;br /&gt;
For the Character Sheet PDF file, go [https://drive.google.com/file/d/1DMLDSHT1a_-Js6l5SEnxUDSLB7vLfd3b/view?usp=sharing here!]&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
SpaceShips are like a Character on their own. Ships have their own [https://drive.google.com/file/d/1IYHAdMoRqraZYeJ8FPzs4SxzBuUJuCaZ/view?usp=drive_link Character Sheet]. Just as Heroes/Characters have [[Ability_Themes|Ability Scores/Themes]] SpaceShips have &lt;br /&gt;
[[Space_Ships#The_6_Core_System_Attributes_of_Space_Ships|6 Core System Attributes]], which affect all the different aspects of the ship. The foundation of a spaceship is the &amp;quot;[[Space_Ships#The_Ship_Core|Core]]&amp;quot; which determines the Tech Level of the ship and which type of [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] it can use. The Core level determines how many points can be spent on the [[Space_Ships#The_6_Core_System_Attributes_of_Space_Ships|6 Core System Attributes]]. The 6 C.S.A has an impact on [[Space_Ships#Secondary_Ship_Attributes|Secondary Ship Attributes]]. A SpaceShip also has a [[Space_Ships#Space_Craft_Categories|Size]] which impacts [[Space_Ships#Secondary_Ship_Attributes|Secondary Ship Attributes]] and also determines the number of [[Space_Ships#Hard_Points|Hard Points]] and [[Space_Ships#Bays|Bays]]. A ship can be generic or have a style/theme referred to as a [[Space_Ships#Hull_Configurations|Hull Configuration]], which can modify attributes. Lastly, a ship may also have [[Space_Ships#Ship_Quirks|Quirks]], which can add flavor and uniqueness to a ship. &lt;br /&gt;
&lt;br /&gt;
Although not a direct aspect of the ship, the crew is an important component and helps determine what the ship can do. Crew can take on [[Space_Ships#Ship_Positions|positions]] aboard the ship to improve its performance.&lt;br /&gt;
&lt;br /&gt;
== Ship Conflict Resolution ==&lt;br /&gt;
&lt;br /&gt;
When using and interacting with Spaceships, Players will roll different dice to confirm the success of an action. This uses 2d10 and replaces rolling the d20. This system also replaces the Advantage Die for the Spaceship. Rolling should be the same as normal Character rolling, with the following rule changes.&lt;br /&gt;
 &lt;br /&gt;
# Replace the d20 with 2d10s&lt;br /&gt;
# The d10s can &#039;&#039;&#039;Explode&#039;&#039;&#039;. If a d10 lands on 10, keep that value, then roll again and add the next result. d10s only explode once.&lt;br /&gt;
# Critical failure happens when only 1s are rolled. &lt;br /&gt;
# Critical success happens when at least 1 die explodes, and the final result is greater than 20. Example: The player rolls 2d10 and gets a 10 and 5. The d10 with a 10 gets rerolled. It lands on a 6. Then it is 10 + 5 + 6 = 21, and thus is a critical success.&lt;br /&gt;
# Advantages still work the same way; disadvantages cancel out advantages, and vice versa; and the max total is 3. However, instead of an Advantage die, each Advantage gained counts as 1d10+2. &lt;br /&gt;
# When calculating advantage, only the top two d10s are taken from the d10s pool. So a roll with one advantage would be 3d10 + 2, and take the top 2d10s, and once the final result is calculated, add 2. Determine critical success before adding the +2.&lt;br /&gt;
# All modifiers are based on the Spaceship&#039;s static systems or attributes, and no additional dice are rolled. &lt;br /&gt;
# When using a Skill, check if the Skill is at all trained, gain +1 to the total, and another +1 for each Compatency level above novice the Skill has.&lt;br /&gt;
&lt;br /&gt;
A Player rolls using the 2d10 system whenever the target DC or opposing check is modified by the Spaceship&#039;s Core System Attributes or Secondary Attributes. This usually means that everything a Character uses a Ship function, or when targeting or affecting a Spaceship.&lt;br /&gt;
&lt;br /&gt;
;A Note about Damage: When dealing damage, the Weapon&#039;s Officer uses the &#039;&#039;&#039;Battle Damage&#039;&#039;&#039; system, which uses d10s as well, but uses a &#039;&#039;&#039;Battle Damage Difficult Check (BD-DC)&#039;&#039;&#039;. To learn more about it, visit the [[Giving_and_Receiving_Damage_in_Space_Ships|Giving and Receiving Damage in Space Ships]] page.&lt;br /&gt;
&lt;br /&gt;
== Obtaining a Ship ==&lt;br /&gt;
&lt;br /&gt;
You can see a full list of Space Ships on the [[Space_Ship_Examples|Space Ship Examples]] page. If you wish to learn more about customization and crafting of Spaceship as well as its many functions and abilities, review the rules below.&lt;br /&gt;
&lt;br /&gt;
== The Ship Core ==&lt;br /&gt;
&lt;br /&gt;
The Core is the Reactor, Power Distribution, and Sub-System of a SpaceShip. The Core powers the 6 Core System Attributes (CSAs). Many civilizations have built various kinds of Cores. For example: Nuclear reactors, Fusion Reactors, Anti-matter reactors, Black-hole reactors. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring to superconducting materials and even sub-space wireless power transmission.&lt;br /&gt;
&lt;br /&gt;
The Tech Level of a Core is the basic way to categorize them and understand how well they can affect 6 C.S.As, ie; how powerful the Engines, Sensors, and so on can be. Core Tech Level also determines how advanced the [[Space_Ships#Space_Ship_FTL_Drive|FTL drive]] can be.&lt;br /&gt;
&lt;br /&gt;
The Tech Level of the Ship Core also determines the maximum size a ship can be. Tech Level 1 ships maximum size is Large, Tech Level 2 is Gargantuan, and Tech Level 3 and 4 are both Colossal, or they can build all sizes.&lt;br /&gt;
&lt;br /&gt;
== The 6 Core System Attributes of Space Ships ==&lt;br /&gt;
The 6 CSAs affect most other ship attributes and statistics. These sub-systems and their stats will be reviewed below in the [[Space_Ships#Secondary_Ship_Attributes|Secondary Attributes]] section. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
! Max Size&lt;br /&gt;
! Cust. /&amp;lt;br &amp;gt;Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10 || Large || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15 || Gargantuan || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 20 || Colossal || 2&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 25 || Colossal || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These 6 Core.System.Attributes are the galactic modern standard for shipbuilding. They represent the foundation of a ship and its main functions. All other subsystems and functions are affected by the performance of the 6 Core System Attributes. A ship&#039;s Core can only handle so much power flowing through it. So the 6 C.S.A. have to be balanced to avoid overloading the Ship Core. This is represented by the point-buy system, and the number of points available to spend is shown in the table to the right.&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Engines are the heart of a ship. These do not affect a ship&#039;s FTL speed. However, it does help a ship&#039;s mobility in combat and its ability to outrun other ships with weaker engines.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: Provides a bonus to Ship&#039;s Tracking DC equal to the Engine&#039;s Modifier.&lt;br /&gt;
:* &#039;&#039;&#039;Notes&#039;&#039;&#039;: This helps the ship&#039;s Pilot perform piloting functions of the ship. &lt;br /&gt;
; Weapons:&lt;br /&gt;
: Ship&#039;s need to protect themselves in the wild depths of space. A ship&#039;s weapon system uses equipment mounted in hardpoints. An upgraded Weapon system provides the means of hitting the enemy harder.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: Allows for a Weapon&#039;s Officer to re-roll successful d10s up to the modifier value. This also increases the repair DC for battle damage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Core System Attribute Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
| 19||21&lt;br /&gt;
|-&lt;br /&gt;
| 20||25&lt;br /&gt;
|}&lt;br /&gt;
; Structure:&lt;br /&gt;
: How solid the ship&#039;s internals are. Shield&#039;s are not everything! Armor is necessary to keep you safe from the vacuum of space. Armor will not fail you when the power goes out. &lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: This adds to the total number of required successful d10s to do battle damage. However, it also lowers the ship&#039;s Tracking DC by the modifier value.&lt;br /&gt;
; Shields:&lt;br /&gt;
: How strong a ship&#039;s shields are. Shields are a staple of spaceships. It is the ability to reflect some of the incoming damage. Many upgrades can be made to shields to help them defend themselves more effectively. The stronger the shields, the easier it is to detect a ship.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: This adds to the number that needs to be meet or beat on a d10 for it to be considered successful and count toward battle damage. For every +2 for this modifier, it lowers the Detection DC of the ship by 1 unless the shields are turned off.&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Ships may be built by the finest steels and alloys a civilization can fabricate, but they are run by Electronics. Advanced computer technology that provides the ship with improved functionality, as well as defensive and offensive cyberwarfare capabilities.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: This can provide a bonus directly to certain Ship Functions like Hacking. This also adds a bonus to the DC a hacker will need to be to enter and stay undetected.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Sensors are a ship&#039;s way of perceiving the universe. Sensors are used to scan for objects and to find out information about them, or to scan for shield weakness. This is also part of the system that performs communications.&lt;br /&gt;
:* &#039;&#039;&#039;Bonus&#039;&#039;&#039;: This has multiple functions. A Sensor/Comms Officer can roll for a Weakness Scan against an enemy ship&#039;s Tracking DC. If successful, the Sensor Modifier is added to all d10&#039;s rolled by the Weapon&#039;s Officer. If a ship is stealth-ed, it may be required to perform a Scan against the ship&#039;s Detection DC to determine if the Weapons can even lock onto the enemy ship. The Sensors can also be used to determine specific information about an enemy ship or Jam signals.&lt;br /&gt;
&lt;br /&gt;
== Secondary Ship Attributes ==&lt;br /&gt;
Besides the 6 Core Ship Attributes, there are Secondary Attributes. &lt;br /&gt;
&lt;br /&gt;
* Below are stats that can be affected by the 6 Core Ship Attributes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Reflectors (Shields):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Damage Resistance (Resistance):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Battle Damage Defense:&lt;br /&gt;
|-&lt;br /&gt;
| A ship&#039;s Shield or Damage Reflector score by default is 4. It can be affected by improving the ship Shield&#039;s attribute. The Shield Mod is added to the Damage Reflector total. The higher the Reflector total, the higher the d10 roll result has to be in order for that roll to count as a success.  || The Damage Resistance comes from the ship&#039;s Structure Mod. The better the ship&#039;s structure, the higher the d10 rolls needed to inflict Battle Damage. By default, the Damage Resistance is 4, and a Weapon&#039;s officer needs 4 successful d10s to do Battle Damage. || This is the combination of Resistance (Structure) and Reflectors (Shields). The default is 4, 4, or 4 Resistance and 4 Reflectors. Which means that an attacker would have to roll 4 d10s that meet or beat a 4 to deal Battle Damage.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Repair DC Bonus (Battle Damage Bonus):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Tactical Mobility:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| The Repair DC Bonus is equal to the Weapon&#039;s Mod. It is added to the Battle Damage Repair DC that is determined by the Battle Damage Die. Whenever enough successful d10s are rolled against a ship in combat, that ship receives Battle Damage. The Battle Damage Die is rolled to determine the effect, if any, that happens, as well as the DC to repair that damage. The Weapon&#039;s Mod of a ship is added to the Repair DC.|| This represents a bonus to how well the ship can move in combat. It comes from the Ship&#039;s Engine&#039;s Mod. However, a ship is only as good as the person piloting it, and thus, the maximum possible Tactical Mobility score is the Pilot&#039;s Pilot Skill Die level. (Skill Die level is equal to the Skill Rank + Ability Modifier). The Tactical Mobility score comes from the ship&#039;s Engines. It is what is added to most Pilot functions. A ship&#039;s Tracking DC is 10 + (Tactical Mobility + Shield Mod) - Structure Mod +/- Size Mod. It is important not only to have good Engines but also a good Pilot behind those Engines. || Initiative determines who goes first in a stand-off. It can also determine the order in which damage is dealt out in different combat phases. The total is: (Engines + Sensors) - Structure. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Passive Sensors:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Stealth DC:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| This is based on the Sensor Mod. It is 10 + Sensor Mod. A Ship&#039;s Detection DC is used against this, or a Sensor Scan to see if it is detected. Anything with a Detection DC at or below a Ship&#039;s passive sensors is automatically detected, and the ship&#039;s crew should be made aware of it. || This by default is the Detection DC + Electronic&#039;s Mod (if positive) and is used whenever a ship runs in Stealth or Silent operation. This means a Ship&#039;s Shields are disabled. (It takes 1 round to turn them back on). It also means a ship cannot send out any signals or perform any scans of its own, just receive signals or messages. It also means a ship cannot use any Ship function that requires Engines. A Ship can still move, but only slowly.  ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Below are Attributes that are provided by default from the Hull [[Space_Ships#Hull_Sizes|Size]]/[[Space_Ships#Hull_Configurations|Configuration]]. However, some modifications can be made by characters, such as installing upgrades.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Movement Speed:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | FTL Engine/Speed:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| This is the default sub-light speed of the ship. Speed is measured in how far a ship can go from a stopped position to a fixed point in space within 3 seconds. Normally, this is 4 squares in size. Plus 1 square for each Engine Mod. || FTL stands for Faster Than Light. An FTL Engine allows the ship to travel faster than the speed of light. There are multiple different engines noted [[Space_Ships#Space_Ship_FTL_Drive|here]]. A ship can only have a drive that corresponds with its CORE Tech level. || Normally, a ship&#039;s Size and weight are determined by its hull size. But more information about ship Dimensions and specific weight can be recorded here.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Crew:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Passenger Capacity:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| A ship will need a crew, and members of that crew will need to fill in Ship Positions in order to perform Ship Functions. This is a place to record the different members of a ship and their duties. || This is the number of living average-sized creatures that can be onboard without taxing life support. The default value is specified by the Hull Size, but can be increased with improvements. || This is how many Cargo Units can be held by a ship before the Movement Speed and Tactical Mobility are hindered. The default is specified by the Hull Size of a ship. However, a Cargo Bay can add more space. By default, it is 1/2 the default Cargo space. A Unit is a generic measurement that implies 100lbs and/or 1 square foot of volume.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;clear:right;width:90%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Hull/Configuration (Design Specs):&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Hard Points/Bays/Customization Slots:&lt;br /&gt;
! style=&amp;quot;width:33%&amp;quot; | Name:&lt;br /&gt;
|-&lt;br /&gt;
| A place to record Ship Hull Size, Hull Configuration, whether or not this is Military or Civilian design, and any Quarks regarding the ship. This can also include custom designs, for example, a Lepidoian Battle Cruiser instead of just &#039;Battle Cruiser&#039;. || This is a place to record how many Hard Points, Bays, and Customization Slots the ship has. || Every ship has to have a Name. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Sizes ==&lt;br /&gt;
&lt;br /&gt;
The Hull Size is what lays out the &#039;&#039;&#039;Secondary Attributes&#039;&#039;&#039; for a spaceship. These secondary attributes may be modified by either the 6 Core Ship Attributes, [[Space_Ships#Hull_Configurations|Hull Configuration]], or [[Ship_Equipment|Ship Equipment]], but their foundation starts with the Hull Size. Hull Size also determines the &#039;&#039;&#039;Average Base Price&#039;&#039;&#039; of the craft.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:99%&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Tracking DC&amp;lt;br /&amp;gt;(Size Mod)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Detection &amp;lt;br /&amp;gt;DC&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Battle &amp;lt;br /&amp;gt; Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Sq ft /&amp;lt;br /&amp;gt;Num of Squares&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pass.&amp;lt;br /&amp;gt;Cap.&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Avg.&amp;lt;br /&amp;gt; Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cargo &amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Cust. /&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Cost /&amp;lt;br &amp;gt; Procure Diff&lt;br /&gt;
! Hard&amp;lt;br /&amp;gt; Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Cost /&amp;lt;br &amp;gt; Procure Diff&lt;br /&gt;
! Hard&amp;lt;br /&amp;gt; Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| 8 (-2) || 6 || 5 || ~512,000+ ft / ~1,024 sq || 2000 || ~65,536 Tons || 65,000 Units || +3 ||  2.9 Billion / 4 || 10 || 8 || 972 Million / 4 || 8 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| 8 (-2) || 7 || 4|| ~128,000+ ft / ~256 sq || 500 || ~16,384 Tons || 16,000 Units || +2 || 972 Million / 3 || 9 || 7 || 324 Million / 3 || 7 || 9 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| 9 (-1) || 8 || 4 || ~32,000+ ft / ~64 sq || 120 || ~4096 Tons || 4,000 Units || +2 || 324 Million / 3 || 8 || 5 || 108 Million / 2 || 6 || 8  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| 9 (-1) || 9 || 3 || ~8,000+ ft / ~16 sq || 32 || ~1,024 Tons || 1,000 Units || +2 || 108 Million / 2 || 7 || 4 || 36 Million / 1 || 5 || 7 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| 10 (0) || 9 ||3 || ~4,000+ ft / ~8 sq || 16 || ~512 Tons || 510 Units || +1 || 36 Million / 2 || 6 || 3 || 12 Million / 0  || 4 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| 11 (+1) || 9 || 2 || ~2,000+ ft / ~4 sq || 8 || ~256 Tons || 250 Units || +1 ||  12 Million / 1 || 6 || 2 || 4 Million / 0 || 4 || 5 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| 11 (+1) || 10 || 2 || ~500+ ft / ~1 sq || 4 || ~64 Tons || 64 Units || +1 || 1.9 Million / 1 || 5 || 1 || 640,000 / 0 || 3 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| 12 (+2) || 11 || 1 || ~125 ft / 16 per sq || 2  || ~16 Tons || 16 Unit || +0 || 480,000 / 1 || 3 || 0 || 160,000 / 0 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|Fine|| 12 (+2) || 12 || 0 || &amp;lt;75 ft / 256 per sq  || 1  || ~4 Tons || 4 Units || +0 || 240,000 / 0 || 2 || 0 || 80,000 / 0  || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:99%&amp;quot;&lt;br /&gt;
! Table: Column key for Space Craft Size table.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Size: The &#039;&#039;&#039;Size Modifier&#039;s&#039;&#039;&#039; act like they do for creatures of the same size. They either add or take away from the total Tracking DC. This effects combat as well. A larger ship may have a harder time hitting a smaller ship. Learn more about ship combat [[Combat#Space_Combat|here]]. Size is also what predetermines the majority of the base stats of the ship.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Tracking DC:  A ship&#039;s Tracking DC is 10 + (Tactical Mobility + Shield Mod) - Structure Mod +/- Size Mod.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Detection DC: This determines how hard it is for other ships to &#039;&#039;&#039;see&#039;&#039;&#039; the ship. If the Detection DC is at or below another ship&#039;s Passive Sensor Score, then the ship is visible to their sensors and its location and basic information are known.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Battle Damage: This is how much damage a ship can take before it becomes disabled. A ship can only receive one Battle Damage a round unless a critical happens. Also, with two rounds of successful Repair checks done by an Engineer, the Battle Damage can be repaired. The Repair DC is determined by the Battle Damage Die. More on that in the combat rules.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Sq ft: Anything more than ~1,024,000 Square Feet in size is considered Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe, no craft of that magnitude could perform Faster Than Light travel without help from external sources. Also, attacking a ship or structure of that size would be considered as attacking a station, and thus different modifiers apply.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Passenger Capacity: (Pass. Cap.) This is not a hard limit. But the default number of people the ship&#039;s life support can handle is permanent. This number can be raised with passenger bays. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Cargo Capacity: The &#039;&#039;&#039;Cargo Capacity&#039;&#039;&#039; is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100 Lbs and has an average volume of 1x1x1ft. Exceeding this unit amount will overburden the ship. This will cut Combat Speed in half. The maximum a ship can actually carry is twice the Unit amount. However, that is if there are no passengers other than the necessary crew. As every spare room and every hallway would be filled with cargo containers. This can be increased with cargo bays.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Cust. Bonus: &#039;&#039;&#039;Customization Bonus&#039;&#039;&#039;. This is a bonus added to the total &#039;&#039;&#039;Customization Points&#039;&#039;&#039; for a ship. Customization points are determined by Tech Level and Crafter level. Although Hull Configuration can also change the number of Customization Points, usually by removing some. They allow for [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Upgrades and Modifications]] to be installed. Upgrades and Modifications usually require Bays or Hard Points. However, a Customization Point can satisfy this requirement. Items that expressly require a Hard Point or Bay cannot use a customization point. Examples of these items are [[Ship_Equipment#Ship_Weapons|Weapons]] and [[Ship_Equipment#Ship_Bays|Ship Bays]].&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;Military vs Civilian Ships: Military Ship are more expensive and have more Hard Points in comparison to a Civilian ship of the same size. However, Civilian ships have considerably more Bays. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hull Configurations&#039;&#039;&#039; are an attempt at giving a spacecraft a more specialized purpose. However, it is not a requirement for shipbuilding. A ship can have no specific Configuration and thus be a generic build. Below is a table with different Hull Configurations and their descriptions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Hull Configurations&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Barges:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport vessel. Many different corporations create different configurations for hauling everyday goods, people, or extremely volatile substances. Many young adventurers found themselves starting out aboard a barge. Not the most heroic place to start out with, but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy, making them a dime a dozen, and the Hull is pretty customizable. This attracts all sorts of different types of people. Many a raider or pirate uses a heavily modified Barge Hull as a weapon against other ships of its kind in lawless space.&lt;br /&gt;
:*Average Size: Medium (Small - Large)&lt;br /&gt;
:*Average Cost / Procure Diff: 12 Million / 0 &lt;br /&gt;
:*Dis-Advantages: -2 to Engines, -1 To Weapons, -2 Hard Points, -1 Bay (Taken up by an extra Cargo Space)&lt;br /&gt;
:*Advantages: Cargo Space is one ship size modifier higher. Super common Bonus -1 to Procure Diff and 50% less time/cost to repair. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: A standard in most military fleets, these larger, heavier counterparts to the Cruiser are powerful, heavy-hitting machines of war. While BattleShips dominate the heavens with an impressive presence of power. The Battle Cruiser is what gives a military its flexibility. Smaller and generally faster, these ships are used by most militaries as a counter to smaller ships and as a less expensive way to deal with small-scale pirates and bandits.  &lt;br /&gt;
:*Average Size: Large&lt;br /&gt;
:*Average Cost / Procure Diff: 120 Million / 3 &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is one size lower, Passenger Cap is 8, -5 Attribute Points, -1 Customization point (Minimum 1)&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Engines, +1 Non-Weapon Hard Point, Can pick one Ship Function to have by default without taking up Customization Points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other Battle Ships and to group up to take on larger objects. Considered necessary for any large-scale conflict in space, these expensive, massive machines are a must-have.&lt;br /&gt;
:*Average Size: Huge (or in some cases Gargantuan)&lt;br /&gt;
:*Average Cost / Procure Diff: 384 Million / 4 &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity and Passenger Cap is one size smaller, -5 Attribute Points, -1 Customization Point (Minimal 1)&lt;br /&gt;
:*Advantages: +2 Weapons, +1 Structure, +1 Engines, Gains one more Ship Function of your choice for free. +1 Hard Point (Weapon Only)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Capital:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: So massive they are sometimes mistaken for stations, these epic craft seem to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus, some consider them nothing more than propaganda and expensive fear machines. Most Capital ships are used as Command ships or Super Carries, not for ships but for soldiers. They are an excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Average Size: Colossal&lt;br /&gt;
:*Average Cost / Procure Diff: 3.2 Billion / 5 &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Engines, -2 Hard Points, -1 Customization Point (Minimal 1)&lt;br /&gt;
:*Advantage: +1 Bays, +2 Sensors, +2 Electronics. Passenger capacity is: 864. These ships have a special Position called &#039;&#039;&#039;Supreme Commander&#039;&#039;&#039;. A command can utilize its leadership bonus for all ships under its control in that solar system. This cannot double as the ship captain. Choose any one Ship Function to be installed at no cost.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Carriers:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Carriers are the ships that make a large fleet mobile. It can also provide flexibility in combat by deploying an array of ship and drone types. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers, which are Capital-class Carriers that can hold larger numbers of ships or people and also double as Command Ships.&lt;br /&gt;
:*Average Size: Gargantuan (Huge - Colossal)&lt;br /&gt;
:*Average Cost / Procure Diff: 1.2 Billion / 4&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Engines, -4 Hard Points, -1 Bay, -1 Customization Point (Minimal 1)&lt;br /&gt;
:*Advantages: +2 Sensors, +2 Electronics, Built-in Repair Facility for ships of two sizes and smaller. &lt;br /&gt;
:*Misc: Can carry, deploy, and repair ships two sizes or smaller. If avg. The size of Gargantuan is such that it can hold up to two 6 large ships by default without any additional hangar bays. (12 Medium, 24 Small, 96 Tiny, 384 Diminutive, 1,536 Fine). Additional Hanger Bays or Drone Bays grant a +1 ship count. If more bays are added, the ship can start to hold a single ship of only 1 size smaller. This ship has a special &#039;&#039;&#039;Field Commander&#039;&#039;&#039;. A Field Commander can provide his or her leadership bonus to all ships under his or her care. (Command bonuses do not stack; take which one is larger)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Cruisers:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: A smaller, lightweight version of the Battle Cruiser. However, the purpose is the same. They are flexible combat vessels. Common in both Military and police forces, and is usually seen as the first response to aggressive outlaws. Considered by police forces as their solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military, however, sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Average Size: Medium&lt;br /&gt;
:*Average Cost / Procure Diff:  40 Million / 2 &lt;br /&gt;
:*Dis-Advantages: -3 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point or +1 Bay (Pick one), +2 Engines or +2 Electronics (Pick one). Pick a Ship Function for this ship to have by default for free.&lt;br /&gt;
&lt;br /&gt;
: There are also non-military applications for hulls similar to cruisers. Everything from a VIP&#039;s personal transportation to a luxury liner. The rich would much rather distance themselves from a fancy customized barge for their travels. After all, anybody can afford one of those. Demilitarized older-model cruisers are often sold by militaries to other governments or individuals for a variety of reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Average Size: Medium&lt;br /&gt;
:*Average Cost / Procure Diff: 10 Million / 0 &lt;br /&gt;
:*Dis-Advantages: -1 Structure, -1 Hard Point, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Sensors. Passenger Bay is in a luxurious style and can accommodate up to 16 passengers. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Drones:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Drones come in all shapes, sizes, and uses. From military to personal hobbyists, these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses, from complementing a ship&#039;s systems to serving as part of a Carrier fleet that can deploy swarms of drones to strike an enemy in coordinated attacks. However, many people have drones for personal use. It also helps that drones with self-defense A.I. are usually not illegal in most of the Ring, and thus many people use them to help deter outlaws.&lt;br /&gt;
:*Average Size: Fine (Fine - Small)&lt;br /&gt;
:*Average Cost / Procure Diff: 100,000 / 0*&lt;br /&gt;
:*Advantage: Can be used without a pilot. Can be programmed to defend or attack a selected target.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system and can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds Tracking DC advantages against projectile attacks. Drones require a Drone Bay for deployment and control. Drones can also be designed to repair, mine, salvage, and retrieve.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Destroyers:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
These ships were meant to ask the question: &amp;quot;How much firepower can one medium ship truly have?&amp;quot; They are geared for a single task. A way to help counter smaller swarms of ships. While similar in size and speed to a cruiser, these ships are rarely seen in use by anyone except the military. They are designed to back a massive bunch for their size. Made on the cheap, considering their firepower, and have a minimalist crew. Squads of these craft are usually used to complement attack fleets that target smaller craft. The idea being that the Destroyer will be specifically fitted for smaller craft while still having the armor of a medium-sized craft.&lt;br /&gt;
:*Average Size: Medium&lt;br /&gt;
:*Average Cost / Procure Diff: 38 Million / 3 &lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium-sized craft. Procure Diff +1, -3 Attribute Points, -1 Bay, Weapon Hard Points are geared for &#039;Small&#039; weapon size. &lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; +1 to Targeting for free. These ships do not take penalties for targeting smaller craft. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed that the precursors to the Dreadnought were super-heavy battleships designed as &amp;quot;Station buster&amp;quot;. Stations had all the space for enhanced defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack, a powerful energy cannon was developed. So powerful that the ships of the time had to be gutted to make room to house just a single one of these cannons. However, it was quickly discovered that these weapons also solved another problem. It allowed for a flexible planetary bombardment system. Before ships had to be fitted with weapons and charges specific to the planet and its unique environment (Air pressure, density, chemical structure, and weather patterns), the energy cannon could, on the fly, tweak these attributes, a feature originally designed to keep shields from changing to better deflect its powerful blast. The terror of seeing massive-scale death raining down from Gargantuan floating hulks of metal in the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of other Dreadnoughts as well as Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive force from Nuclear or antimatter, which produced radial explosions that were indiscriminate in who they affected. Dreadnoughts were the first mobile form of focus weaponry, which had the counterintuitive effect of bringing these larger-scale ships into everyday combat. &lt;br /&gt;
:*Average Size: Gargantuan (Huge - Colossal)&lt;br /&gt;
:*Average Cost / Procure Diff: 3 Billion / 5&lt;br /&gt;
:*Dis-Advantages: -2 Engines, -5 Ability Points, -4 Hard Points, -3 Bays.&lt;br /&gt;
:*Advantages: Has a special super gigantic hyper focused energy cannon. This special weapon can target from 100x the distance of a Huge Weapon. And does 24d10 * 10 damage. However, it takes (1d4 + 2) - Electric Mod Rounds to re-fire. (Minimal 2) Firing this weapon also generates enormous heat and local radiation. Ships deal with this in different ways, but there is no way to cloak or otherwise stealth this ship. Also, warping cannot happen until the weapon has cooled down.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Fighters:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Similar to combat aircraft of the modern world, these machines fly through space instead of the atmosphere. Some can do both, however. Although they are usually only effective in one or the other. These ships usually have only a single pilot, supported by advanced A.I. These craft can deliver a massive punch when grouped. The general tactic is to swarm ships and use precision targeting or advanced electronics to disable and, in some cases, destroy the bigger target. Using numbers as a defense.&lt;br /&gt;
:*Average Size: Fine - Diminutive&lt;br /&gt;
:*Average Cost / Procure Diff: 480,000 / 1&lt;br /&gt;
:*Dis-Advantages: -2 Structure, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Engines. Gains the Feint Ship Function for free.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Frigates:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: A common craft in the Ring. This spaceship is commonly used as a police craft and as VIP transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers, you will find them being sold everywhere. &lt;br /&gt;
:*Average Size: Small (Small - Medium)&lt;br /&gt;
:*Average Cost / Procure Diff: 4-36 Million / 0-2 &lt;br /&gt;
:*Dis-Advantages: -1 to Weapons&lt;br /&gt;
:*Advantages: +1 to Sensors. This super common craft is used for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Freighters:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial-scale cargo transportation ships. Although some have been converted into other things, such as massive traveling carnivals. Like barges, these can be converted to transport just about anything. &lt;br /&gt;
:*Average Size: Huge&lt;br /&gt;
:*Average Cost / Procure Diff: 100 Million / 1&lt;br /&gt;
:*Dis-Advantages: -3 Engines, -2 Attribute Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +2 Bays. 16,000 Units or one size higher. If the ship is a Tech 3 ship, then it comes with the Beam Ship Function by default. This ship is a common work vessel found throughout the universe. It has a 50% reduction in cost and repair costs because it is mass-produced.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Industrial:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Factory in a can. These ships of various sizes are the backbone of the non-planetary or moon-based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must-haves for new settlers in a solar system who hope to use their home&#039;s resources to start a colony or terraform a planet. &lt;br /&gt;
:*Average Size: Large (Medium - Huge)&lt;br /&gt;
:*Average Cost / Procure Diff: 12 - 108 Million / 0 - 1&lt;br /&gt;
:*Dis-Advantages: -2 Engines, -2 Attribute Points, -3 Bays&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Facility and Refinery Facility. If this ship has a Tech 3 Core, then it also comes with Beam Ship Function for free. The ship also comes with the Grapple Function for free. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Shuttles:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: Personal transport vehicles. The more versatile, the more expensive. The basic kinds can only fly from station to station. It can only accommodate two passengers. But the more advanced you get, the farther it can carry people to more and more different places. Such as planets, move around as a planet-side craft, or even go under oceans.&lt;br /&gt;
:*Average Size: Tiny (Diminutive - Small)&lt;br /&gt;
:*Average Cost / Procure Diff: 2 Million / 0&lt;br /&gt;
:*Dis-Advantages: -2 Structure, -2 Electronics, -1 Hard Points&lt;br /&gt;
:*Advantages: +4 Engines, +2 Sensors, Basic Auto Pilot installed, so no need for a Pilot (Auto Pilot A.I +1), +1 Passengers for Diminutive, +2 for Tiny, +3 for Small.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Quirks|Quirks/Flaws]], ships can have Quirks/Defects that can add more personality and uniqueness. Any adventurer is going to get some scars and bumps along the way, and his ship is no different. Over time, a ship may start to gain a personality in the eyes of the crew. &lt;br /&gt;
&lt;br /&gt;
These can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can, over time, remove most defects and quirks if they want.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Quirks&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that it&#039;s only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. This quirk is permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy, and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: This ship&#039;s engines and internal components require some encouragement from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: If the ship receives 2 Battle Damage in one round, roll for the second Damage and add the effect. The base DC is still 7, as the normal Critical rules apply, just add a second effect.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Weathered by age or by neglect, this ship is falling apart. Sure, it runs, but for how long? It also looks like a pile of junk. Characters will be constantly on the lookout for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day at sea, the ship has a small chance of something breaking. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm what it was.&lt;br /&gt;
**1-10%: Superficial problem. The ship is just a little more bumpy/noisy than normal.&lt;br /&gt;
**11-20%: A minor problem with the Engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the Weapons. -1 to Weapons until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Structure. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Shields. -1 to Ship Shields.&lt;br /&gt;
**51-60%: A minor problem with the Electronics. -1 to Electronics. On top of it, the lights flicker, and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**61-70%: A minor problem with Sensors. -1 to Sensors. Or sensor blimps often show up with things that aren&#039;t actually there. GM choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal to the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll, except it&#039;s a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is minor, it requires no materials and 1 day of work with no FTL to repair. If the problem is major, it will require materials for repair. If there is no Engineering Bay, the ship will require a facility to assist with the repair. It still only takes 1 day of not FTL.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time, the crew gains the Advanced Jerry Rigging Feat when making repairs to only this ship. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: You do not know how or when, and frankly, you don&#039;t care. You just want these dam pests gone! They are smelly, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have, they all have one thing in common. They know how to stay alive and, most notably, THRIVE on board a spaceship. They do this by living off the ship&#039;s systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers must make Constitution saving throws once a day with a DC 12. If they fail, they become [[Conditions#Nauseated|Nauseated]], and if they are already Nauseated, then they become [[Conditions#-_Sickened|Sickened]]. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship, or, if on board the ship, by 1 day of rest and a successful [[Medical#Treat_Disease_.28DC_15.29|Treat Disease]] check. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likelihood of a stowaway on your ship is nearly nil. And if one does decide to come on board, they have a -10 to stealth. Pests don&#039;t like sharing! Advantage to Communications(Sensors/Comms Officer Function) when dealing with pirates/smugglers. Not only must they sympathize with your problem, but they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Whoever owned this ship deserves to be shot right next to the person who sold the ship to you. For some reason, this ship seems to bring out all the ugly when trekking around space. It seems like whoever owned this before you is wanted in all the systems, and not in a good way. If it&#039;s not pirates, then it&#039;s [[Character_Professions#Tracer|Tracers]], local police, or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct it; it&#039;s up to you. Almost assuredly, this ship&#039;s past is gonna get in your way, and likely when you least expect it.&lt;br /&gt;
* Negative: Disadvantage to communications(Sensors/Comms Officer Function) in GM specific situations. The ship is commonly known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: It&#039;s likely that this ship can open as many doors as it closes. It&#039;s a 50/50% chance the person who knows your ship wants to kill you or pretend to be your friend, and then maybe kill you later.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Wait, what? I thought that was illegal for space ships to have a fully aware AI computer linked to all ship systems. (Especially Weapons) Well, that may be one reason why the ship didn&#039;t tell you right away it was smarter than you. But now you know. Hopefully, it is nice and won&#039;t kill you. (Open the bay doors damit!) Nightmares aside, you are in a deep pile of crock! If authorities find out, they may as well put you in jail. Helping AI is breaking serious rules. On the other note, this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught, most civilizations completely outlaw AI with such freedom and power, with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Engines, Electronics. The ship can drive itself and pretend to be someone onboard. Oh, the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these, or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Overachiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Noisy &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as an electromagnetic field is off alignment. Either way, this ship doesn&#039;t stop humming, whizzing, and ever now and then, for excitement, it jitters. You consistently think that&#039;s the last jitter it will make before the whole thing falls apart like a house of cards. But she is still flying straight. So whatever it is, it must not be important. Annoying as hell but not important.&lt;br /&gt;
* Negative: -2 for Boost Function Rolls.&lt;br /&gt;
* Positives: None&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Battle Scars &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: Like a painting, the hull of your ship speaks a thousand words. It seems like each panel tells a story of great adventures and glorious conquests. Or at the very least, oh my gosh, look how close we got to being vaporized! The first option definitely sounds better in a bar! &lt;br /&gt;
* Negative: -1 to Detection DC and +1 to Repair DC for Battle Damage.&lt;br /&gt;
* Positive: Advantage to Communications when using the [[Intimidate|Intimidate]] skill. And possible at the Spacebar while drinking up with locals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Lucky &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: You don&#039;t quite know how, and thinking about it is likely a waste of time. But you guys always seem to get through some of the craziest scraps! Maybe this ship is just good luck!&lt;br /&gt;
* Negative: None&lt;br /&gt;
* Positive: One per day, a player can re-roll a check that uses one of the ship&#039;s Attribute modifiers.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cursed &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: You don&#039;t know why... and that&#039;s why you wish you did, but ever since you&#039;ve been on this ship, things just suck!&lt;br /&gt;
* Negative: Once per day, negate the first Crit that is rolled when rolling for something that uses the ship&#039;s Attribute modifiers.&lt;br /&gt;
* Positive: None&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Expirmental &#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Description: The ship is brand new. Almost too new! The manufacturer apparently hasn&#039;t worked out all the kinks yet! Luckily, they don&#039;t care! And they see you as the sacrificial... rrr I customer they are looking for. This could be a government&#039;s attempt at a new technologically advanced ship or simply a corporation&#039;s latest product. Either case it you are the beta tester.&lt;br /&gt;
* Negative: Once per day, roll a d6. 1: Engines, 2: Weapons, 3: Structure, 4: Shields, 5: Electronics, 6: Sensors. Whatever it lands on for that day, the Attribute Value is a 10. An Engineer must repair it in order for this to go away. The Engineer can take 20 to automatically succeed. Otherwise, the DC is 12 + Tech Level + Hull Size. &lt;br /&gt;
* Positive: If the Engineer chooses to repair the issue, if they critically succeed, they provide a bonus to the broken Attribute Score equal to their Intelligence Modifier.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship FTL Drive ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FTL&#039;&#039;&#039; is short for &#039;&#039;&#039;Faster Then Light&#039;&#039;&#039;. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However, this aspect of the ship doesn&#039;t help much in the terms of combat. The better an FTL drive the faster a ship can get to its destination. They can also make it harder for enemy ships to track or pull your ship out of FTL. &lt;br /&gt;
&lt;br /&gt;
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the [[Transportation|Transportation]] rules.&lt;br /&gt;
&lt;br /&gt;
FTLs are rated by Tech Level. You cannot put an FTL of a higher tech level in a ship with a lower tech level Core. Each ship comes standard with a basic FTL for that Tech Level. This should always be the Jump drive.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin-left: 10px; width: 95%;&amp;quot;&lt;br /&gt;
|+ Table: Faster Then Light Drives&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | Tech Level 1&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Assisted Jump Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.&lt;br /&gt;
:* Distance Rating: Medium &lt;br /&gt;
:* Warp Factor: 10+&lt;br /&gt;
:* Price: $50,000 / 0&lt;br /&gt;
:* Durability: 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Drive (The Hopper)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called &#039;The Hopper&#039;. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship &#039;hops&#039; from one burst of energy too the next.&lt;br /&gt;
:* Distance Rating: Medium &lt;br /&gt;
:* Warp Factor: 1-4&lt;br /&gt;
:* Price: $150,000 / 0&lt;br /&gt;
:* Durability: +2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | Tech Level 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Assisted Advanced Jump Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate. &lt;br /&gt;
:* Distance Rating: Large &lt;br /&gt;
:* Warp Factor: 10+&lt;br /&gt;
:* Price: $100,000 /0&lt;br /&gt;
:* Durability: 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Drive (The Skimmer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency. &lt;br /&gt;
:* Distance Rating: Large &lt;br /&gt;
:* Warp Factor: 1-7&lt;br /&gt;
:* Price: $300,000 / 0&lt;br /&gt;
:* Durability: +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slip Stream Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This uses a new concept of FTL. It makes a small tear in space that a ship can &#039;slip&#039; into. The ship is protected by a similar &#039;bubble&#039; of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it&#039;s easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.&lt;br /&gt;
:* Distance Rating: Large&lt;br /&gt;
:* Warp Factor: 1-7&lt;br /&gt;
:* Price: $450,000 / 1&lt;br /&gt;
:* Durability: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | Tech Level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Personal Jump Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.&lt;br /&gt;
:* Distance Rating: Medium (With assistance Large)&lt;br /&gt;
:* Warp Factor: 10+&lt;br /&gt;
:* Price: $1,000,000 / 0&lt;br /&gt;
:* Durability: 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Drive (The High Pulse Drive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to &#039;jump&#039; into high Warp almost instantly and just as quickly &#039;jump&#039; out.&lt;br /&gt;
:* Distance Rating: Large &lt;br /&gt;
:* Warp Factor: 1-8&lt;br /&gt;
:* Price: $3,500,000 / 1&lt;br /&gt;
:* Durability: +2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phase Shift Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn&#039;t have mass. This would appear to only make a ship goes at the speed of light if it wasn&#039;t also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting. &lt;br /&gt;
:* Distance Rating: Large &lt;br /&gt;
:* Warp Factor: 1-7&lt;br /&gt;
:* Price: $5,000,000 / 2&lt;br /&gt;
:* Durability: +6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | Tech Level 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Personal Advanced Jump Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Large. &lt;br /&gt;
:* Distance Rating: Large (With assistance Extreme)&lt;br /&gt;
:* Warp Factor: 10+&lt;br /&gt;
:* Price: $10,000,000 / 1&lt;br /&gt;
:* Durability: 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert Warp Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.&lt;br /&gt;
:* Distance Rating: Extreme&lt;br /&gt;
:* Warp Factor: 1-9&lt;br /&gt;
:* Price: $15,000,000 / 2&lt;br /&gt;
:* Durability: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced Slip Stream Drive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:* Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealth by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear. &lt;br /&gt;
:* Distance Rating: Extreme&lt;br /&gt;
:* Warp Factor: 1-8&lt;br /&gt;
:* Price: $25,000,000 / 3&lt;br /&gt;
:* Durability: +8&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A ship can have more then 1 FTL. However a secondary FTL always takes up 1 Bay and 1 Hard Point and cannot be installed using a Customization Point.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are roles that crew members take on that are required for the ship to function to its fullest. Automated systems can only do so much. These different roles are called &#039;&#039;&#039;Ship Positions&#039;&#039;&#039; and they can unlock [[Space_Ships#Officer.2FShip_Functions|Ship Functions]] that would otherwise be unavailable. &lt;br /&gt;
&lt;br /&gt;
There are 2 main positions. Tiny Hull size or smaller ships can combine these positions without taking penalties. However, larger ships require additional positions to be filled by a dedicated person. To learn more about how ship positions effect combat read the [[Combat#Space_Combat|Ship Combat]] section of the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
The 2 main positions are:&lt;br /&gt;
* [[Helm Officer|&#039;&#039;&#039;Helm&#039;&#039;&#039;]]: (Engines) Pilots the ship. Helps to determine the ship&#039;s Tactical Mobility.&lt;br /&gt;
* [[Weapons Officer|&#039;&#039;&#039;Weapons&#039;&#039;&#039;]]: (Weapons) Operates the ships Hard Points. Can make a ship&#039;s weapons more effective. &lt;br /&gt;
&lt;br /&gt;
There are also 5 other positions that are noteworthy.&lt;br /&gt;
* The [[Captain Position|&#039;&#039;&#039;Captain&#039;&#039;&#039;]] is the leader of a ship can use there Leadership skills to help the crew accomplish their tasks.&lt;br /&gt;
* The [[Comms Officer|&#039;&#039;&#039;Communications&#039;&#039;&#039;]] (Sensors) monitors the sensors of a ship and controls all incoming and outgoing transmissions.&lt;br /&gt;
* The [[Chief Engineer|&#039;&#039;&#039;Engineer&#039;&#039;&#039;]] (Structure) is in charge of ship systems and maintenance. They help make sure a ship holds it together during the chaos and strain of combat.&lt;br /&gt;
* The [[Science Officer|&#039;&#039;&#039;Science&#039;&#039;&#039;]] (Electronics) leads  a ship&#039;s Science and Technology division. They can assist in different roles including hacking any ships and finding weaknesses.&lt;br /&gt;
* The [[Medical Officer|&#039;&#039;&#039;Medical&#039;&#039;&#039;]] is in charge of the health of the crew. They can ensure the bridge crew is not impeded during combat.&lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose of storytelling and gameplay. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Officer/Ship Functions ==&lt;br /&gt;
&lt;br /&gt;
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade and/or a Feat from a Character. Functions are listed by the primary position they are associated with. Some Functions can be used by different Crew members although not always to its fullest. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ &#039;&#039;&#039;Ship and Officer Functions&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
; Standard Functions&lt;br /&gt;
----&lt;br /&gt;
* Standard Functions All Crew Can Do:&lt;br /&gt;
** [[Change Position]]: (N/A) This allows a crew member to change there current Officer role or ship position.&lt;br /&gt;
* [[Captain Position|&#039;&#039;&#039;Captain&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Give Command]]: (Officer&#039;s Charisma) The Captain gives a directive and attempts to assist a crew member in following that directive.&lt;br /&gt;
** [[Encourage Crew]]: (Officer&#039;s Charisma) The Captain gives a rousing but quick speech to encourage and focus the crew.&lt;br /&gt;
* [[Science Officer|&#039;&#039;&#039;Science Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Boost|Boost]]: (All except Structure) An action that increases the output of that certain Attribute for the rest of the round or the following one.&lt;br /&gt;
** [[Hack|Hack]] / Counter Hack: (Electronics) Used to attack and disable one of the 6 Core Systems of a target ship.&lt;br /&gt;
* [[Comms Officer|&#039;&#039;&#039;Communications/Sensor Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Scan|Scan]]: (Sensors) The ability to search for or study an object or objects in space.&lt;br /&gt;
** [[Hack|Hack]] / Counter Hack: (Electronics) Used to attack and disable one of the 6 Core Systems of a target ship.&lt;br /&gt;
* [[Helm Officer|&#039;&#039;&#039;Helm&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Fly Offensively/Defensively]]: (Tactical Mobility/Officer&#039;s Pilot Rank) Perform a ship maneuver designed to help the ship&#039;s defense or offense.&lt;br /&gt;
** [[Close/Widen Distance]]: (Engines/Officer&#039;s Pilot Rank) Perform a ship maneuver that attempts to gain distance between a ship or close the gap.&lt;br /&gt;
** [[Pursue/Intercept]]: (Engines/Officer&#039;s Pilot Rank) A ship maneuver that attempts to cut off a ship or race it to a particular point in space.&lt;br /&gt;
** [[Ram|Ram]]: (Engines) The ability to drive a ship directly into another in such a way as to cause the most damage to the opponent ship and the least to itself.&lt;br /&gt;
* [[Weapons Officer|&#039;&#039;&#039;Weapons Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Fire]]: (Weapons) The basic attack action. This uses the offense hard points of a ship to do battle damage to 1 or more targets.&lt;br /&gt;
** [[Bombard|Bombard]]: (Weapons) A tactical maneuver where the weapons are concentrated on a target.&lt;br /&gt;
* [[Chief Engineer|&#039;&#039;&#039;Chief Engineer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Repair]]: (Officer&#039;s Craft Rank, Ship Bays) This is a repair check against Battle Damage dealt to the ship in an attempt to remove the damage.&lt;br /&gt;
** [[Boast|Boast]] (Engines Only): An action that increases the output of Engines for the rest of the round or the following one.&lt;br /&gt;
** Counter [[Hack|Hack]]: (Electronics) An Engineer can attempt to stop a hacker from gaining access to the ship systems, but in there, the current position cannot do hacking.&lt;br /&gt;
* [[Medical Officer|&#039;&#039;&#039;Medical Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** Medical: (Officer&#039;s Medical Rank, Medical Bay) This is the use of Medical skill.&lt;br /&gt;
|width=&amp;quot;30px&amp;quot;|&amp;amp;nbsp;&amp;lt;!--spacer-column--&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
; Advanced Functions&lt;br /&gt;
----&lt;br /&gt;
* Advanced Functions All Crew Can Do:&lt;br /&gt;
** [[Beam|Beam]]: (Electronics) A semi-instant form of transportation where matter is transformed into energy and sent to a new location where it is converted back to matter.&lt;br /&gt;
* [[Captain Position|&#039;&#039;&#039;Captain&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Commanding Presence]]: (Officer&#039;s Charisma) This is granted by a Feat and allows the Commander to provide a passive bonus equal to ½ their Charisma score, rounded up to the player&#039;s rolls.&lt;br /&gt;
** [[Direct Assistance]]: (Officer&#039;s Charisma) The Captain takes a more direct administrative approach to leadership.&lt;br /&gt;
* [[Science Officer|&#039;&#039;&#039;Science Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Cloak]]: (Electronics)  Cloaking implies some form of stealth technology designed to fool Sensor Scans.&lt;br /&gt;
** [[Crypto|Crypto]]: (Electronics) : A way to send or receive protected communications. Similar to Decipher Script.&lt;br /&gt;
* [[Comms Officer|&#039;&#039;&#039;Communications/Sensor Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Sensor Spoofing / Decoy Projection]]: (Electronics/Sensors) The Comms Officer projects false signatures or chaff decoys.&lt;br /&gt;
** [[Crypto|Crypto]]: (Electronics) A way to send or receive protected communications. Similar to Decipher Script.&lt;br /&gt;
** [[Jam|Jam]]: (Electronics) Designed to target a specific component of an opponent&#039;s Sensor Array. Either targeting scanners or other devices and keeping them from functioning.&lt;br /&gt;
* [[Helm Officer|&#039;&#039;&#039;Helm&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Emergency Evasive Thrusters]]: (Engines) Executing sudden, violent evasive maneuvers to avoid threats.&lt;br /&gt;
** [[Feint|Feint]] (Engines, Advanced Flying Defensively) A maneuver meant to fool enemy sensors and pilots.&lt;br /&gt;
** [[Grapple|Grapple]] (Engines) Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Weapons Officer|&#039;&#039;&#039;Weapons Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Concentrated Fire]]: (Weapons) This is a bonus to Targeting Specific ship systems.&lt;br /&gt;
** [[Defensive Fire]]: (Weapons)  This allows the Weapon’s Officer to turn an active weapon system into a point defense system against Missiles and ships 4 sizes smaller or smaller.&lt;br /&gt;
* [[Chief Engineer|&#039;&#039;&#039;Chief Engineer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Overclock Core]]: (Structure/Core) The Chief Engineer intentionally overclocks the reactor to temporarily boost ship systems.&lt;br /&gt;
** [[Cloak|Cloak]]: (Electronics)  Cloaking implies some form of stealth technology designed to fool Sensor Scans.&lt;br /&gt;
** [[Grapple|Grapple]]: (Engines) Different kinds of ways to &#039;grab&#039; a ship and hold or even move its position.&lt;br /&gt;
* [[Medical Officer|&#039;&#039;&#039;Medical Officer&#039;&#039;&#039;]]:&lt;br /&gt;
** [[Resuscitation/Life Support]]: (Special Bay) Bring someone back from recent death. (Less than 10 minutes)&lt;br /&gt;
** [[Long/Short Automated Care]]: (Officer&#039;s Treat Injury Rank, Medical Facility) Similar to long-term care from Treat Injury Skill, but done automatically.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The modules that are installed that provide the Advanced Functions take up either a Bay or a Hard Point, and in some cases both.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Accessories Slots ==&lt;br /&gt;
&lt;br /&gt;
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are all the item&#039;s that require Customization Points and/or Hard Points, Bays. These are Weapons, Bays, Ship Function Modules and other Upgrades. All of these items can be found on the [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
The amount of Customization Points are determined by Ship Tech Level and Hull Size and the amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration may also effect these stats.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon/Bay Size&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Customization&amp;lt;br /&amp;gt;Slot Bonus&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Military Ship&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Civilian Ship&lt;br /&gt;
|-&lt;br /&gt;
! Hard&amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
! Hard&amp;lt;br /&amp;gt;Points&lt;br /&gt;
! Number&amp;lt;br /&amp;gt;of Bays&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Huge || +3 || 10 || 8 || 8 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Huge || +2 || 9 || 7 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || +2 || 8 || 5 || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Large|| Large || +2 || 7 || 4 || 5 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || +1 || 6 || 3 || 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Medium || +1 || 6 || 2 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || +1 || 5 || 1 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || Small || +0 || 3 || 0 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Fine || Small || +0 || 2 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Customization Points&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
[[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Upgrades and Modifications]] may use Customization slots along with Bays or Hard Points. However items that exclusively require a Hard Point or Bay such as [[Ship_Equipment#Ship_Weapons|Weapons]] or [[Ship_Equipment#Ship_Bays|Ship Bays]] cannot use Customization Points.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Hard Points&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Ship_Equipment#Ship_Weapons|Ship Weapons]] page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Bays&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. More information on Ship Bays in the [[Ship_Equipment#Ship_Bays|Ship Bays]] page.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Upgrades &amp;amp; Modifications&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever statistic of a ship from the 6 Core.System.Attributes to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found on the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|here]].&lt;br /&gt;
&lt;br /&gt;
== Space Stations ==&lt;br /&gt;
&lt;br /&gt;
Space Station&#039;s are defined as any artificial construct in space that has no Faster Then Light drive and whose priority is not movement and thus its sub-light engines are designed more for keeping the object in orbit, stationary or emergency movement. It doesn&#039;t have to support life to be a station as it can have other purposes. Anything above 1,024,000 Square Feet cannot have an FTL without special exceptions and thus are by default considered Space Stations. Any Station that is ~1,024,000 Sq FT or larger are broken up into parts. Each part having the minimum Hit Points of a Colossal Hull Size craft.&lt;br /&gt;
&lt;br /&gt;
To determine other stats such as number of people the Station could support, or Hard Points and Bays follow the pattern laid out by the Hull Size for Ships. The number of Hard Points is the same but the number of Bays is +1. Also Stations do not have to all have Huge Weapons mounts. Instead it can mount different sized weapons in order to defend against different size ships. A Huge Hard Point can hold 2 Large Weapons, 3 Medium Weapons, 4 Small Weapons. If the Station is ~1,024,000 Sq FT or larger not all of its Weapons can target a craft at a time only 1/2.&lt;br /&gt;
&lt;br /&gt;
To determine how many lives can be supported on a Station. Take its size and compare it to the amount of people on a similar Hull Size and add a zero. This is because the FTL, sub light Engines and all the supporting systems take up a large amount of space. Also this assumes that at least halve the spare Bays are for personnel. If the Station is larger then any examples in the follow the pattern to estimate the possible number of people.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
=== Designing and Building A Custom SpaceShip ===&lt;br /&gt;
&lt;br /&gt;
Here are some guidelines for building and designing SpaceShips. This is useful when designing a new SpaceShip Character Sheet. &lt;br /&gt;
&lt;br /&gt;
# Determine the Ship Tech Level. If your Character is crafting the ship themselves, this is a hard requirement to determine first. Tech Level determines the ship&#039;s C.S.A. starting point amount, the maximum hull size, the number of customization slots it has, FTL Drive type, and can indirectly increase the ship&#039;s cost.&lt;br /&gt;
# Determine its purpose and thus if it fits with any of the [[Space_Ships#Hull_Configurations|Hull Configurations]]. Hull Configurations may have certain requirements, such as size, so it is best to determine whether the Ship will follow a specific Hull Config.&lt;br /&gt;
# Determine its [[Space_Ships#Hull_Sizes|Hull Size]].&lt;br /&gt;
# Determine ship [[Space_Ships#The_6_Core_System_Attributes_of_Space_Ships|6 Core System Attributes]] and apply any Hull Configuration adjustments.&lt;br /&gt;
# Determine if any of its Primary parts will be Masterworked or have a Classification Level. This affects the price, crafting time, and final 6 Core System Attribute scores.&lt;br /&gt;
# Pick an [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]].&lt;br /&gt;
# Review [[Ship_Equipment|Ship Equipment]] page.&lt;br /&gt;
## Purchase Ship Hard Points and Bays.&lt;br /&gt;
## Don&#039;t forget to purchase Hard Point Ammo!&lt;br /&gt;
## Review [[Ship_Equipment#Ship_Function_Upgrades|Ship Function Upgrades]] keep in mind if your crew has access to Advanced Ship Functions or plans to in the future.&lt;br /&gt;
## Review spending Customization Points where possible like for [[Ship_Equipment#Ship_Attribute_Upgrades|Ship Attribute Upgrades]] or [[Ship_Equipment#Ship_Accessories|Ship Accessories]]&lt;br /&gt;
# With this information, the Player can record the [[Space_Ships#Secondary_Ship_Attributes|Secondary Ship Attributes]].&lt;br /&gt;
# Optionally, review the [[Space_Ships#Ship_Quirks|Ship Quirks]] if you want extra flavor and theme to your Ship.&lt;br /&gt;
&lt;br /&gt;
=== Crafting Rules ===&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Craft Electronics, Craft Mechanics, and Craft Structure.&lt;br /&gt;
&lt;br /&gt;
Building a ship requires a Ship Yard. Making repairs to a ship can be done without being in a shipyard but the ship cannot be in FTL and it takes twice as long as it would normally take in a ship yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A shipyard can have as many as 50 people working on the same ship. Heavy, 500 people. And Super Heavy 5,000 people. Cost may vary based on the GM. The default suggestion is a flat group rate of $10,000 per day for a full crew of 50 (equating to $200 per worker per day), plus a completion bonus equal to 1/1000th of the ship&#039;s cost.&lt;br /&gt;
&lt;br /&gt;
Other players can also help in building a ship. The same rules that apply to building a structure apply. To review the rules go [[Craft|here]]. Repair work can also be divided up. &lt;br /&gt;
&lt;br /&gt;
Building a Weapon or other hard point accessory is also considered like building a structure. With the exception of Diminutive and Fine as they are normal sized weapon rules and thus follow standard weapon crafting rules. Making a hard point requires either a ship yard or an Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on their weapon sizes just like ships. &lt;br /&gt;
*Huge: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.&lt;br /&gt;
*Medium: 20 Days&lt;br /&gt;
*Small: 10 Days&lt;br /&gt;
&lt;br /&gt;
Building a Bay requires 20 days for normal-sized bays and 40 days for Large-sized bays. They can be built in any facility capable of constructing a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.&lt;br /&gt;
&lt;br /&gt;
Building an upgrade or other accessory is completely dependent on the item itself. However, installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Crafting Ship Functions&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
It requires a crafting skill of 3 in the correct craft skill. The craft skill is determined by which of the 6 Core System Attributes the Function is associated with. Engines and Weapons are associated with Craft Mechanics. Structure is associated with Craft Structure. Shields, Electronics, Sensors is associated with Craft Electronics. In order to craft a Function with Class 1 the crafter must have 4 ranks in the appropriate skill. For Class 2 the crafter must have 5 ranks and so on. &lt;br /&gt;
&lt;br /&gt;
Only Upgrades for the 6 C.S.A have both Class and Grade. To learn more about upgrades, visit the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Upgrades]] section of the [[Ship Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Crafting FTL Drives&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
FTL drives are considered among the most complex pieces of equipment ever invented. It requires at least 3 ranks in the following 3 crafting skills: Craft Mechanics, Craft Electronics, and Craft Structure. Making an FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go [[Craft|here]]. There are no mastercrafted FTLs.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Master Work Spaceships&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
A ship can be Masterworked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that affect ship building and those again are Craft Electronics, Craft Mechanics, and Craft Structure. That means there is a total of +3 points that can go toward a ship. &lt;br /&gt;
&lt;br /&gt;
A ship cannot be upgraded with Masterworked parts. A ship can only be constructed as such. Each extra point awarded to the ship ups the price by an additional 1/4th the base price.&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Psionics&amp;diff=11633</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Psionics&amp;diff=11633"/>
		<updated>2026-07-18T03:56:08Z</updated>

		<summary type="html">&lt;p&gt;Orcephrye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; THIS PAGE IS Alpha Three Ready &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psionics is a rare and often misunderstood form of Mutation. Although some species have simple Psionic powers, most people with psionics are indeed mutants of some kind. Due to their rarity and association with mutations, most Civilizations either deny their existence or misunderstand them. However, most people, both those with psionic powers and those without, are completely okay with ignorance. People are usually happy to leave that mysterious and dark part of life alone. However, some are born with such strange gifts and struggle to hide or even get answers about their abilities. &lt;br /&gt;
&lt;br /&gt;
== Psionics and Mutants ==&lt;br /&gt;
&lt;br /&gt;
Psionics are a rarer type of Mutation, and thus, they follow the Mutation rules. Also, they count as a Mutant for the purposes of acquiring certain Feats. Earning MP is the same using [[Mutation Drawbacks]], and a Psion can earn any amount of MP but only spend up to Character Level + 2. (This differs from Mutations by 1). The remaining MP can be saved until needed. Psions do not suffer the same Innate Drawbacks as Mutants do. Their abilities are more subtle and thus do not take negatives to Disguise unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
== Psionics Types ==&lt;br /&gt;
&lt;br /&gt;
If your Character has the misfortune or wonderful chance (depending on how you look at it) to be forced to explore their hidden talents, they must first understand them. Like all intelligent species do when discovering something new, the different Psionic &#039;gifts&#039; have all been categorized into 6 different known abilities, as shown below. &lt;br /&gt;
&lt;br /&gt;
* &#039;Common&#039; Psionics:&lt;br /&gt;
: 1. &#039;&#039;&#039;Telepath&#039;&#039;&#039;&lt;br /&gt;
: 2. &#039;&#039;&#039;Psychokinesis&#039;&#039;&#039;&lt;br /&gt;
* &#039;Energy&#039; Psionics:&lt;br /&gt;
: 3. &#039;&#039;&#039;Aerokinesis&#039;&#039;&#039;&lt;br /&gt;
: 4. &#039;&#039;&#039;Geokinesis&#039;&#039;&#039;&lt;br /&gt;
: 5. &#039;&#039;&#039;Hydrokinesis&#039;&#039;&#039;&lt;br /&gt;
: 6. &#039;&#039;&#039;Pryokinesis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the list shows, there are 2 main categories, each with its own subcategories. &#039;Common&#039; Psionics are more common among communities of psionics, and even some species have subtle manifestations of these powers. The word &amp;quot;common&amp;quot; is a relative term. It is only common compared to the total known psionics in the Ring of Life of the Milky Way Galaxy. Psionics of all kinds are still fairly rare. Common is also a way to distinguish between Telepathic, Psychokinesis, and powers that manipulate Nature/Energy, which is a rarer type of Psionics.&lt;br /&gt;
&lt;br /&gt;
=== Energy Psionics ===&lt;br /&gt;
&lt;br /&gt;
Energy Psionics is just a way to group 4 types of Psionic abilities that involve manipulating nature and energy. A Character that is an Energy Psionic just has a knack for energy manipulation and can learn how to manipulate different types of &#039;energies&#039; that they are familiar with. A Character may learn how to manipulate Fire/Heat (Or the lack of energy/heat, ie, Cold), Air/Gases to great effect, Ground/Earth/Dirt, and Water/Flowing Liquid. A Player must choose an Energy type that they are weak with and one that they are strong with. The weak one they cannot use, and Feat or other special abilities can remove this side effect. The two Energies that are neither strong nor weak cost more MP to learn, and again, a Feat can improve this.&lt;br /&gt;
&lt;br /&gt;
== Becoming a Psion ==&lt;br /&gt;
&lt;br /&gt;
When creating a Character that has Psionic&#039;s the Player must choose either one of the Common Psionics: Telepath, Psychokinesis, or choose the Energy Psionic. &lt;br /&gt;
&lt;br /&gt;
When a Player declares a Character has manifested Psionic powers, they must first take [[ Mutation Drawbacks]] that provides at least 3MP. 1MP is spent on becoming a Level 1 Psionic. There are 4 levels of Psion, and the levels are restricted by Character level and have an MP cost.&lt;br /&gt;
&lt;br /&gt;
== Psionic Levels ==&lt;br /&gt;
&lt;br /&gt;
Psionic&#039;s are categorized in levels. The higher the level, the more powerful the psionic powers and the more often they can be used. This progression of Psionic levels and their use is very similar to the use of Techniques in this game. However, in order to obtain levels, the Character must take [[Mutations#Drawbacks|Mutation Drawbacks]] and spend the MP earned for each level. Each level also has its own Character level restrictions. &lt;br /&gt;
&lt;br /&gt;
The table below shows progression and the number of Techniques per Level that can be used per day. Note that a Psion is not affected by any Ability modifiers for Technique uses like other Technique users. To use more Techniques per day, a Psion must spend MP or learn Feats. The table shows usage per day, not the number of Techniques learned. Any Level 0 Technique can be used as many times as needed. A Psion can learn new Techniques equal to the Psion Level cost when leveling up their Psion. They can also learn more by spending MP. &lt;br /&gt;
&lt;br /&gt;
When leveling up, a Psionic power, a Psion character can ignore the MP spending limit. So, at level 6, if the Character has already spent 8 MP, they can still spend the MP necessary to gain the Psion level. But now the Psion has 10MP spent, and at level 7, their limit is still reached. The Psion will have to wait until their Character level is higher before spending more MP to upgrade their Psionic powers. Once a Character has reached the level necessary to unlock the next Psion level, they can (just at that level if necessary) ignore the rescriptions on earning more MP through Drawbacks if the earned MP goes directly to increasing Psionic Level. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Psionic Levels &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Level&amp;lt;br /&amp;gt;Restriction&lt;br /&gt;
! 0&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 1 || Level 1+ || ~ || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 2 || Level 6+ || ~ || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 3 || Level 12+ || ~ || 4 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || 4 || Level 18+ || ~ || 5 || 4 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Feat [[Cognitive Resonance]] improves the rate at which the Psion can level up.&lt;br /&gt;
&lt;br /&gt;
== Spending MP to enhance Psionics ==&lt;br /&gt;
&lt;br /&gt;
The Character can earn MP the same way a normal Mutant can, using [[Mutation Drawbacks]]. They can spend these MP points to improve their Psion abilities. &lt;br /&gt;
&lt;br /&gt;
; Psion Character Improvements&lt;br /&gt;
* &#039;&#039;&#039;Level Up&#039;&#039;&#039;: Psions have 4 levels of power. Each level is restricted by the character level. But once a Character is high enough level, they have to spend MP to gain a level. &lt;br /&gt;
* &#039;&#039;&#039;Stamina Boost&#039;&#039;&#039;: 3MP. This grants +1 use of Techniques per day for each available Level. This can only be done once every 4 Character levels.&lt;br /&gt;
* &#039;&#039;&#039;Schism&#039;&#039;&#039;: 2MP. This grants the Psion the ability to cast any two techniques simultaneously once per day (if they have uses remaining). This can be upgraded with 1MP at Psion Level 3 to increase the total to 2 times per day. Schism cannot be used on Stashed or Quicken Techniques.&lt;br /&gt;
; Psionic Techniques &lt;br /&gt;
* &#039;&#039;&#039; Learning Techniques&#039;&#039;&#039;: 1MP. Psions learn 1 Technique from their list of available Techniques based on Level. To learn more Techniques MP is needed.&lt;br /&gt;
* &#039;&#039;&#039;Enhance Techinque&#039;&#039;&#039;: 1MP. Some Techniques have an &#039;Enhanced version&#039; option. This is unlocked when spending 1MP more on the technique.&lt;br /&gt;
* &#039;&#039;&#039;Stashing Technique&#039;&#039;&#039;: 1MP. Pick a Technique that can be used once without counting toward the total uses per day. This can only be done once per Psion level, unless a Feat specifies otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Quicken Technique&#039;&#039;&#039;: 1MP. This allows a Technique to be optionally used as a Bonus/Simple Action instead of a Standard action. A Psion can only enhance a number of techniques equal to their Psion level in this way.&lt;br /&gt;
* &#039;&#039;&#039;Ease of Use&#039;&#039;&#039;: 2MP One already learned Technique can be used by taking up a use from a lower level. For Level 1, this would be 0. A Psion can only enhance a number of techniques equal to their Psion level in this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: For Enhance/Stashing/Quicken Technique, treat these like learning a new Technique that is a copy of the previous technique, but with the qualifier as part of the name. Then the Character chooses to use the Technique with or without the qualifier.&lt;br /&gt;
&lt;br /&gt;
== Innate Drawbacks ==&lt;br /&gt;
&lt;br /&gt;
This is similar to the [[Mutations#Innate Drawbacks|Innate Drawbacks]] for Mutations. While the Player can choose from a list of [[Mutation Drawbacks|Drawbacks]] to make the Mutant Character unique, there are also some aspects of being a Mutant that are shared. &lt;br /&gt;
&lt;br /&gt;
* For every &#039;&#039;&#039;5 MP&#039;&#039;&#039; spent, the Character gets -1 to one of the following Ability Scores: &#039;&#039;&#039;Strength&#039;&#039;&#039;, &#039;&#039;&#039;Dexterity&#039;&#039;&#039;, or &#039;&#039;&#039;Constitution&#039;&#039;&#039;. The Player decides which Ability gets the negative.&lt;br /&gt;
&lt;br /&gt;
== Psionic Techniques ==&lt;br /&gt;
&lt;br /&gt;
The benefit of Psionics is access to extraordinary powers that seem to arise from difficult-to-explain mental and physical processes. These translate to [[Techniques]]. This behaves similarly to the Techniques provided by Character Professions like the [[Character_Professions#Electro-Mancer|Electro-Mancer]] or [[Character_Professions#Field Officer|Field Officer]]. However, Psionic does not benefit from Feats under the Technique Category. They can still take those in order to improve other Character traits, but those feats do not impact the Psion.&lt;br /&gt;
&lt;br /&gt;
The Psion&#039;s Level determines the number of Techniques per level that can be done before rest. A Level 1 Psion is able to learn 1 Technique from their available Pool. This pool of Techniques is based on their Type and Level. At level 2 and every preceding level, the Psion learns 1 new Technique. If the Psion wishes to learn more, then they must spend Mutation Points (MP). &lt;br /&gt;
&lt;br /&gt;
The Psion can spend MP to use Techniques more regularly. And to enhance certain Techniques. Some Techniques can benefit from Enhancements or other customizations earned by spending MP.&lt;br /&gt;
&lt;br /&gt;
Techniques are shown in the tables below for each Psion Type. They link to a more descriptive page for each Technique. This includes more rules for certain Techniques and additional benefits from spending MP.&lt;br /&gt;
&lt;br /&gt;
Each Technique is associated with an Ability. Any DC opposing a Technique is calculated using this Ability as a modifier. The Energy Type Psion powers have two Abilities associated with them. The Player can choose whichever one counts when using the Technique. When doing this, they must stick to that decision throughout the Technique&#039;s use.&lt;br /&gt;
&lt;br /&gt;
== Telepath ==&lt;br /&gt;
&lt;br /&gt;
A Telepath has a concept called &#039;&#039;&#039;Familarity&#039;&#039;&#039;. Some abilities or effects are based on whether the Telepath is &#039;&#039;&#039;familiar&#039;&#039;&#039; with the object/place/person. Familiar simply implies that the Telepath has spent hours with the object/place/person across multiple instances. Or that the Telepathic Psion has succeeded at a Study Check DC20 to study the target object/place/person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;noresize&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 95%;&amp;quot;&lt;br /&gt;
|+Table: Telepath Psionics&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Name&lt;br /&gt;
! Ability Affinity&lt;br /&gt;
! style=&amp;quot;width: 80%;&amp;quot;| Summary&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Level 0&lt;br /&gt;
|-&lt;br /&gt;
| Detect Psionics || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Detect the presence of psionic auras or active techniques in an area. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The auras appear as both color and smell. The range is 45ft + 5ft per Wisdom Mod. This lasts for 2minutes. The Psion can instantly tell if Psionic powers are present. But cannot determine other details without performing a Perception check. DC10 to determine the type of Psion powers, DC20 to determine the power of the Psion used (i.e., what Psion level), or DC30 to determine the specific Psionic technique being used. DC30 to determine, or DC40 to identify the Psion themselves if they have ever encountered that particular Psion before.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Missive || Intelligence ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Send a short one-way telepathic message to a single subject. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Range 60ft + 10ft per Int Mod. If the target is a willing friend the Psion knows well, they simply need to be within range. Otherwise, the target has to be visible to the Psion. The message has to be short, as in 1 sentence. In order to quickly become familiar with a target to avoid the line of sight restriction, the Psion can make a &#039;Study&#039; check DC20 (or take 20).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Level 1&lt;br /&gt;
|-&lt;br /&gt;
| Clairvoyance || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; See or hear from a distance at a familiar location. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion has to concentrate and pause other tasks to focus. They can bring up a familiar location in their mind. This location has to be a place they have visited multiple times and have spent many hours in. They can also perform a Study check DC20 in order to sync with the room. Once they are familiar with the room, they can use this ability to peer&#039; into the room with their mind&#039;s eye and see and hear what is going on. Their vision will be blurry, and the words will sound off.  In order to make out who and what is going on, an additional Perception check, DC 15, will be necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; 1MP removes the penalty on perception checks. The room can seen eaily.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charm Person || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Makes one person believe you are a trusted friend. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Target must roll an opposing Wisdom Save DC10 + Psion Technique Level + Wisdom Mod. If they fail, they become temporarily convinced you are a trusted friend. This effect lasts for 5 + Wis Mod minutes. Afterward, the target will be confused about why they felt that way but will find it hard to ponder it. If they succeed against the check, the Psion or allies of the Psion still gain advantage on Diplomacy checks for 5 minutes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Daze || Intelligence ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt;Humanoid creature gains [[Conditions#- Dazed|Dazed]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Target must roll an opposing Constitution Save DC10 + Psion Technique Level + Intelligence Mod. If they fail, they gain [[Conditions#Shaken]] (or Dazed if already Shaken and so on). This condition lasts for 1d4 + Int Mod number of turns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Distract || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Target takes a penalty on Perception, Initiative, and accuracy checks. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Target must roll an opposing Wisdom Save DC10 + Psion Technique Level + Wisdom Mod. If they fail, they gain Disadvantage on Perception, Initiative, and Accuracy Checks. Passive Perception has a -4 penalty. The effect lasts 1d4 + Wisdom Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: Starting Save DC is 12 instead of 10, and gain double disadvantage and -6 to Passive Perception. If the target succeeds on the save, then they take normal &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Object Reading || Intelligence ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Learn details about an object&#039;s previous owner through touch.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
By concentrating on an object that the Psion is touching, the Psion can take a Study check. The DC should be determined by what the GM can reveal to the Characters. But this allows the Psion to see into the target objects&#039; past to learn of their use and different owners. In order to glean more details, additional Perception checks will be necessary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Telempathic Project || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Influence the general mood of a room &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can emit an aura of positive or negative emotions. This can fill a room, making it more agreeable or more argumentative. If not in a room, the range is 30ft radius. This effect lasts 5 + Wisdom Mod minutes. This gives all characters an advantage on Diplomacy, Bluff, and Intimidate checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version:&#039;&#039;&#039; A DC15 is added; however, if they fail, then the effect is double advantage. If successful, the effect is still the same. This also increases the range by 5 + Wisdom Mod ft and allows the Psion to target a room that they are &#039;familiar&#039; with instead of having to be physically there.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mental Shield || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; A nearly invisible simmaring field emits from the Psion, helping to protect them. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion gains temporary DR1 [ALL] for 1d4 + Wis Mod turns. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP gain +1 to the DR for every additional MP spent. This cannot exceed twice the Psion level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: This increases the length of time to 1d6 + Psion Level + Wis Mod turns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Suggestion || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Compel a subject to follow a specific course of action. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The target must be able to, with reasonable effort, do the requested thing within the time the technique lasts. This cannot cause self-harm. The target must roll an opposing Wisdom Save DC12 (DC8 if in combat) + Psion Technique Level + Wisdom Mod. If they fail the attempt to follow the instructions. Suggestion wears off after 5 + Wis Mod minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The base DC is increased by +1. The Suggestion lasts for 10 + Wis Mod minutes.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Read Arura || Intelligence ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Detect the target&#039;s alignment, emotional state, and whether they are under the influence of other psionics. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP this can become like a Level Zero Techinque thus not counting toward the total number of uses per day. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Level 2&lt;br /&gt;
|-&lt;br /&gt;
| Brain Lock || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Target is [[Conditions#- Paralyzed|Paralyzed]] and cannot take any physical actions. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Target must roll an opposing Wisdom Save DC10 (DC12 if out of combat) + Psion Technique Level + Wisdom Mod. If they fail, they are [[Conditions#- Paralyzed|Paralyzed]]. The effect lasts for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The base DC is 12. (14 if out of combat). If the target fails, then they are [[Conditions#Shaken|Shakened]] for 1 round. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Detect Thoughts || Intelligence ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Surface thoughts of individuals in range are revealed. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The thoughts of different people within 30ft + 5ft per Int mod can be heard by the Psion&#039;s mind. The Psion can instantly pick out people they are already familiar with. However, other thoughts require a Perception check DC15 to pick out of the crowd. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inflict Pain || Intelligence ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Mental agony deals internal damage to the target. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The target must roll an opposing Intelligence Save DC10 + Psion Technique Level + Intelligence Mod. If they succeed, they take 1/2 damage. The damage is 3d6 + Int Mod (NONE). This ignores all DR or Strengths. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP increases the number of damage dice by +1. This can only be done once per Psion level after level 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: Base DC +2. Damage 3d8 + Psion Level + Int Mod (NONE). &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Impressions || Intelligence ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; View the residual &amp;quot;ghosts&amp;quot; of past events in a specific room. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This is like &#039;Object Reading&#039; but for a room. The room must first be studied with a Study check DC20 (or take 20).  Past events will start to appear in the room. However, this is visual only. If the Psion wishes to hear what is being said, they must concentrate and do a Perception check, DC 20, to get echoes of the sounds made in the past. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Combat Precognition || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Target gains advantages on saving throws and accuracy checks while in combat. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can target themselves at a willing person they are familiar with. The person gains an advantage on all saving throws and accuracy checks. Advantage rules state that advantages stack up to 3. This lasts for 1 + Wis Mod (min 1) number of rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: This increases the duration to 1d4 + Wis Mod (min 1). This also adds 2x advantage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Lesser Mindlink || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Establish a temporary mental bond for 2-way communication. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion needs to be familiar with the target, or else they must maintain eye contact. This lasts for 1 hour + 15min per Wis mod or until the Psion chooses to stop. The target can become unwilling and break the connection.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Id Insinuation || Intelligence ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Disrupt a target&#039;s concentation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The target must roll an opposing Intelligence Save DC10 + Psion Technique Level + Intelligence Mod. They take double disadvantage on all Saving and Accuracy throws. They can no longer benefit from Passive Perception. They cannot perform any Skill (including study) that requires time (more than 3 seconds) or concentration. This lasts for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: DC increased to 12. Take triple disadvantage on all Saving and Accuracy throws. If the target succeeds, their opposing check only gains 1 disadvantage. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Surgery || Intelligence ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Heals Ability Score damage to Int, Wis, or Cha, or removes some conditions &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The target must be willing and familiar. Gain 1d4 + Int Mod amount of points to restore. If the total amount of restorable points is greater than the Ability damage on the target ability, then the Psion can use the remaining points to either restore other ability points or HP. The target must have some amount of ability damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: Gain 1d6 + Psion Level + Int Mod amount of points to restore. For every remaining point spent on HP, count it as 2 restored HP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Negate Psionics || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Cancel ongoing psionic effects or suppress a target&#039;s powers. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Instantly stops all Psionic effects that are not your own. If the user of the Psionic technique is present and can see you attempt to negate their powers, this becomes an opposing Wisdom check. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Level 3&lt;br /&gt;
|-&lt;br /&gt;
| Crisis of Breath || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Target&#039;s autonomic system is compelled to stop.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Target must roll an opposing Wisdom Save DC10 + Psion Technique Level + Wisdom Mod. If successful, the damage is halved, and there are no other side effects. This deals 2d8 + Wis Mod damage. The target gains [[Conditions#Winded|Winded]] as a side effect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Group MindLink || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Connect up to 6 willing allies, allowing them to share mental thoughts and knowledge.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This is like the &#039;Mindlink&#039;, but allows up to 6 familiar, willing allies to share their thoughts with you, and can even hear each other as if they were an echo. The Psion can choose to mute a person. Otherwise ,follow the MindLink rules.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Lesser Domination || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Force a subject to perform minor tasks for a short duration. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This is like &#039;Suggestion&#039; and follows the same rules for opposing checks. However, this lasts for 1 hour + 15min per Wis Mod. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mental Blast || Intelligence ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Cone of energy deals damage and possibly [[Conditions#Frightened|Frightened]]  targets. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This creates a 20ft cone starting from the Psion. All enemy targets within the cone&#039;s path must roll an opposing Intelligence Save DC10 + Psion Technique Level + Intelligence Mod. If successful, they take half damage and ignore side effects. The damage is 4d8 + Psion Level + Int Mod (NONE). The side effect is [[Conditions#Frightened|Frightened]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version:&#039;&#039;&#039; The DC is increased by +2. The base damage is 5d8. The side effect now lasts for 1d4 rounds. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Share Pain || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Links two subjects; they split all incoming damage. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The target must be willing and familiar. The target must stay within visual range. The original target takes the odd damage and also any side effects of the attack, i.e., tripping, poison, etc. This effect lasts for 1d4 + Wis Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP Add DR1 (ALL) per Psion Level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: Allow this to be shared between 3 Characters instead of 2. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tower of Iron Will || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Grants allies an advantage on abilities associated with Intelligence or Wisdom, among other things.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Is targeted through touching with a hand. Can grant this to up to 2 targets per techinque use. The self is counted as one of those two. Gain advantage on Intelligence or Wisdom Saving Throws, Checks, or related Skills. This lasts for 1hour + 15min per Wis Mod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: Grants double advantage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Level 4&lt;br /&gt;
|-&lt;br /&gt;
| Aura of Terror || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Enemies within the area flee or are paralyzed by fear. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The range of this aura is 30ft + 5ft per Wis mod radius. Any enemy that enters this circle must roll an opposing Wisdom Save DC10 + Psion Technique Level + Wisdom Mod. If they succeed, they are simply [[Conditions#Frightened|Frightened]]. Otherwise, they are [[Conditions#- Cowering|Cowering]] for 1 round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version:&#039;&#039;&#039; DC increased by +2. They are now [[Conditions#- Panicked|Panicked]] for 1 round.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Domination || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Control the actions of any humanoid creature via a mental link. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This is similar to &#039;Lesser Domination&#039;. Except for one captured in the technique, the Psion doesn&#039;t need to let go of the Domination as long as they are within eyesight of the target. Once out of sight every hour, the dominated target can attempt to break free with a new opposing check. This technique can be done in combat and is similar to grapple rules but with Wisdom instead of Strength checks. Once the mind is dominated, the target can attempt to break free each round. However, if they fail, the Psion can force the target to attack or flee or simply stay still. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP Gain the ability to deal mental damage in the form of shared Intelligence and Wisdom ability damage each round. This can only be done if the Psion chooses this over making the target perform another action. The damage is 1d6 + Wis Mod. There is no DR or Strength for Ability damage. The Psion cannot damage them more then 0. Death only occurs at -1. Once either Int or Wis reaches 0, the target is considered [[Conditions#Helpless/Incapacitated/Unconscious|Helpless]] and cannot interact with the world around them. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forced Mindlink || Wisdom ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Forcibly enter a target&#039;s mind to share information or drain power. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The target must roll an opposing Wisdom Save DC12 (8 if in combat) + Psion Technique Level + Wisdom Mod. If they fail, then their mind is an open book to the Psion. If out of combat then the Psion must do a Perception check DC20 to learn something about the target. If in combat, the Psion can use this to drain the target of vitality. This deals 1d4 + Wis Mod (Max 6) Conn damage. The Psion can choose to limit the total amount of damage in order to avoid hitting or going below 0. Once a target hits 0 Constitution, they are completely dead. If the target hits 1 Connsituation, they instantly become [[Conditions#Helpless/Incapacitated/Unconscious|unconscious]]. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tailor Memory || Intelligence ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Modify, erase, or fabricate up to 5 minutes of a target&#039;s memory. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The target must roll an opposing Intelligence Save DC12 + Psion Technique Level + Intelligence Mod. This cannot be done during combat. The target loses, gains, or has otherwise modified 5 + 1 min per Int mod worth of memory. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mindprobe || Intelligence ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Answer one question per round by digging into the target&#039;s subconscious. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Similar to &#039;Forced Mindlink&#039;, however, the base DC is higher at 14 and uses Intelligence. This cannot be done during combat. Each question requires an opposing check. If the target succeeds 3 times (doesn&#039;t have to be in a row) then the effect is broken. Or it is broken after 10 questions. Each question asks the target to answer truthfully and to the best of their abilities unless they pass the check. If so they can ignore the question. The Character can choose to ask the question again, but if they do so, this lowers the DC by -2 permanently for that question and all remaining ones for each time a Character repeats a question.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychokinesis ==&lt;br /&gt;
&lt;br /&gt;
A Psychokinesis Psion also follows the &#039;&#039;&#039;familiar&#039;&#039;&#039; rules that Telepaths have. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 95%;&amp;quot;&lt;br /&gt;
|+Table: Psychokinesis Psionics&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Name&lt;br /&gt;
! Ability Affinity&lt;br /&gt;
! style=&amp;quot;width: 80%;&amp;quot;| Summary&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Level 0&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Move objects or creatures slowly through the air. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The ability to remotely move objects or creatures with your mind. The target has to be within visual range. It can not exceed roughly 25 lbs per Psion level. If the Psion wishes to lift/push an object heavier than their limit, they must make a Constitution check, DC 5 + 5 per every 25 extra lbs round up. This can also be used to bust open doors or do other strength checks, except the Psion uses their mind with a Constitution check, which represents the strain and mental fatigue this could cause.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Level 1&lt;br /&gt;
|-&lt;br /&gt;
| Burst || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Psychokinetic energy bursts from the Psion, pushing and damaging things around them. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This causes any object within 15ft to be [[Techniques#Combat Techniques|pushed]] back from the Psion. The Psion does a Push technique but uses Constitution instead of Strength. Enemy targets also take 1d4 + Conn Mod (ALL) damage. The Psion can choose to only push back enemy targets, but this requires a DC15 Wisdom check.&lt;br /&gt;
&lt;br /&gt;
E&#039;&#039;&#039;nhanced version&#039;&#039;&#039;: This gives advantage to the Constitution roll for the Push technique. It reduces the Wisdom check&#039;s DC to 13. It also increases the damage to 1d6 + Conn Mod + Psion level.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Control Object || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Psychically &amp;quot;animate&amp;quot; an unattended object to attack or move. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The target object cannot be living or able to move on its own, such as a functioning robot. The object has to be within visual range. The object cannot move more than 30ft per round. If the object is something simple, like a rock, it is used as an improvised weapon. If it is an actual weapon, the Psion treats it as if they do not have high enough Prociency to use it and thus do not gain any advantage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Deflect Projectile || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; A shimmering field of Psionic energy can react to the target being attacked. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion gains +1 AC (+1 per Psion level) against ranged attacks. The effect lasts 1 + Conn Mod + Psion Level number of rounds. The target can be a friendly the Psion is familiar with (using the Telepath familiar rules); however, that ally must stay within visual range of the Psion or lose the effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The Psion grants +2 AC (+1 per Psion level). The effect lasts for 1 + Conn Mod + Psion Level number of hours. And as long as the target is a familiar to the Psion they do not need to stay within visual range .&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Far Punch || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; A telekinetic strike dealing force damage at range &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can perform a Ranged (60ft) Natural Touch Attack that deals Xd4 + Conn Mod (Kenitic) damage to the target. (X = Psion Level) The Psion gets Advantage as if they are proficient with this attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 2MP Change the critical to x3, and the attack now has the &#039;Exploding&#039; attribute. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: This changed the damage die to Xd6. The range is now 120ft. And the Psion gains a double advantage on the accuracy check. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Leap || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Propel yourself with Psionic force &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can leap great distances, 30ft + 5ft per Conn mod. They do not need to roll an Accrobatics check; they automatically succeed. The Psion can target a friendly to tempoarly give them this ability.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Vigor || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Gain temporary hit points for a short duration. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Increase Psion&#039;s maximum HP by 1 + 1 per Con mod. This also gives that amount in HP. The effect lasts for 1 hour + 15 min per Con mod. The Psion can also target a willing ally that they are familiar with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; 1MP Increases maximum HP by an additional +2 ie: 3 + 1 per Con mod. This special can be taken as many times as the Psion has levels.&lt;br /&gt;
&lt;br /&gt;
Enhanced version: This also now grants an additional +2 to the target&#039;s Constitution mod, which instantly grants all the health that would normally provide if they started with that at level 1. This effect lasts for as long as the other HP bonuses last. Also, this can now be used to stabilize a downed friendly. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Wall || Constitution || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Create a shimmering field of force that is nearly impossible to move past &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A 10 square foot wall that can be shaped by the Psion is placed within visual range of the Psion. Once placed, its shape and location cannot change. The shape has to be 2d or in other words, it cannot be used to act like a box or container. This is like an invisible brick wall. It requires a Strength DC45 to move through it. A vehicle could smash through it, but it would be damaged. The wall can be attacked as if it were an item taking [[Item_Damage|damage]] with a Resiliency of 5. Whenever the wall takes damage or something succeeds in getting through it, the Psion is made aware, even if they have left the area. If the Psion is within 60ft of the wall each turn, they can reinforce the wall, removing any battle damage as a free action. The wall size increases with Psion level. At each level, the wall can increase in size by another 10ft. The wall will stay present for 1 + Con Mod + Psion Level number of rounds. Or if not in combat, the Psion can keep the wall active for as many as 1 + Con Mod + Psion level worth of minutes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Level 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Telekinesis || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Hurling objects with deadly power. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A Psion can now hurl loose, non-living objects that weigh 50 lbs or less, at tremendous speed toward a target. This is considered a Ranged (120ft) Attack dealing Xd6 (Kinetic) damage, crit x3. (X = Psion Level). The object needs to be within visual range (60ft). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The Psion can attempt to fling more objects at a time. The total number of objects thrown is equal to the Psion&#039;s level. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Claws of the Bear || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Target&#039;s hands have a shimmery force that extends from them, shaped like claws.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion or a target the Psion is familiar with. Gains a Natural Melee Attack dealing 1d6 + Str Mod + Psion Mod (ALL) worth of damage. The effect lasts for 1d4 + Con Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP Upgrades the weapon by improving the damage die. IE: 1d6 to 1d8 etc... This special can be taken as many times as the Psion has levels. Each upgrade increases the cost by 1MP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The Shimmery force seems to know how to hit the enemy. Gain double advantage while attacking. Crit range increases to 19-20. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Darkvision || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Psionic senses act like a 6th sense, granting extraordinary vision. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This can be given to the Psion or a friendly target that the Psion is familiar with. The effect lasts for 1d4 + Conn Mod rounds. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Wave || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; A 15ft cone of force energy blasts forth.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Psion can target an empty 5ft square up to 60ft in front of them. An invisible force of energy blasts in a 15ft cone from that spot in the direction the Psion chooses. Creatures friendly or enemy within this cone take Xd6 + Con mod (Kinetic) damage (X = Psion level) and must roll a Dexterity saving throw, DC10 + Psion Con Mod + Psion Level to avoid being tripped. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The damage dice is d8, and the total damage is Xd8 + Con Mod + Psion Level. The cone can optionally be increased to 20ft. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Force Push || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Perform a [[Techniques#Combat Techniques|Push]] maneuver at range. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This allows the Pion to do a targeted ranged 120ft [[Techniques#Combat Techniques|Push]] technique with an added bonus damage of Xd4 (X = Psion Level) (Kinetic). The Push uses Conn instead of Strength for the maneuver.  Even if the Psion fails at pushing the target back, the target still takes damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Levitate || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Move yourself or another subject up and down mentally. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This grants the Psion a type of hover flight. Any actions such as attack, saving throws, or other checks gain double disadvantage while in flight. Levitation lasts for 5 minutes + 1 minute per Con mod. While active, if the Psion isn&#039;t actively flying, they do not take the disadvantages. Only when actively attempting to levitate do the disadvantages apply. The Psion must &#039;tether&#039; themselves to a larger and much heavier object, such as a spaceship, the ground, etc, and their levitation is in relative motion to the tethered object. The range is visual only. The Psion can also target a friend they are familiar with. However, the Psion must not be moving while trying to Levitate the target. Levitate ignores the weight restrictions of the  Level 0 technique.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Armor || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Harden targets skin like composite plating. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can target themselves or a familiar friend. This grants DR1 (ALL) + Psion Level for 1 + Con Mod + Psion Level number of turns. The target must stay within visual range to keep the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: Grants DR2 (ALL) + Psion Level for 1 hour + 15 minutes per Con mod. And targets do not need to stay in visual range.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Level 3&lt;br /&gt;
|-&lt;br /&gt;
| Negate Psionics || Constitution ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Violently disrupt psionic structures to dispel or suppress active effects. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Removes any Psion effects within 60ft of the Psion. If the Psionic effect is present due to another Psion that is nearby, that Psion rolls a Conn saving throw, DC13 + Con Mod, or takes 1d4 Con + 1d4 Int damage. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Metaphysical Weapon || Constitution || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Grant a melee weapon bonus Psionic damage. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Grants a Weapon, either actively being held by the Psion or by a person familiar with the Psion, bonus damage of 1d6 + Con Mod (ALL) damage type. The melee weapon is also given a +2 to Accuracy. If the Psion or the person familiar to the Psion lets go of the weapon, the effect instantly disappears. The effect lasts for 1d4 + Conn mod number of turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP Grants the effect Exploding to the bonus damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: Increase this to 1d8 damage and +3 Accuracy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Force Slam || Constitution || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Target is hit hard with an invisible wall of Pison power, possibly knocking them down in the process. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This allows the Pion to do a targeted ranged 120ft [[Techniques#Combat Techniques|Trip]] technique with an added bonus damage of Xd6 (X = Psion Level) (Kinetic). The Trip uses Conn instead of Strength for the maneuver. Even if the Psion fails at tripping the target back, the target still takes damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Shrapnel Burst || Constitution || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Psion causes a nearby non-living object to explode into a cloud of glass/metal. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Targets a non-living object within visual range of 120ft. The object explodes into shards that deal damage within a 20ft sphere. The damage is (1 + Psion Level)d10 (Exploding, Kinetic). The targets caught within the blast can roll a Dexterity Saving throw DC13 + Con Mod to halve.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Level 4&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Barrier || Constitution || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; A dome big enough for multiple allies can reduce the energies of incoming ranged attacks. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The dome is 20ft in diameter. This grants DR4 + Con Mod for all ranged attacks that come from outside of the sphere to anyone targeted within the sphere. Max DR is 10. All DR above 10 becomes AC. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP Gain a version of this Technique called &#039;&#039;&#039;Nullifing Dome&#039;&#039;&#039;. Switch this from DR to simply nullifying all Psionic powers except the Psion&#039;s own. This becomes immune to the &#039;Negate Psionics&#039; technique. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Diffusion || Constitution || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Psion picks a Damage type to have the target gain DR for. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion cannot target itself. The target has to be a willing, friendly, and familiar person to the Psion. They have to be within visual range 60ft. And must stay within visual range. The target gains DR4 + Con mod of the type chosen by the Psion. The choices are Chemical, Electric, Kinetic, and Thermal.  The effect lasts for 1d4 + Conn Mod number of rounds. The target must stay within range of the Psion.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Psychofeedback || Constitution || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Burn hit points to temporarily boost the target&#039;s Strength / Dexterity scores. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can burn their own vitality to enhance their Strength and Dexterity. For every 1/2 a Hit Die worth of HP gain + 1 in either Strength or Dexterity. This effect lasts for 1 + Con Mod + Psion level number of rounds. When the effect stops 1/2 of the HP lost is restored unless the target takes any Strength or Dexterity damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Force Constrict || Constitution || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Maintain a telekinetic &amp;quot;Grapple&amp;quot;. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This allows the Pion to do a targeted ranged 60ft [[Techniques#Combat Techniques|Grapple]] technique with an added optional bonus damage of Xd6 (X = Psion Level) (Kinetic) per round that the Target stays grappled. The Grapple uses Conn instead of Strength for the maneuver.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Energy Psionics ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 95%;&amp;quot;&lt;br /&gt;
|+Table: Energy Psionics&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|Name&lt;br /&gt;
! Energy&amp;lt;br /&amp;gt; Type&lt;br /&gt;
! Ability Affinity&lt;br /&gt;
! style=&amp;quot;width: 75%;&amp;quot;| Summary&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Level 0&lt;br /&gt;
|-&lt;br /&gt;
| Air Manipulation || Air || Wis / Cha || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Alter minor air currents, blow away fog or deadly gases, or manipulate up to 5 lbs of gas/air. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Simply be able to manipulate air. Be able to cause a slight breeze. Or a wind that can generate about 5 lbs of force per square meter. This increases by 5 lbs every Psion level. By level 4, the Psion can create a strong wind. The Psion can clean gases from the air. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fire Manipulation || Fire || Dex / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Alter the shape/color of flames, extinguish candles, or spontaneously ignite highly flammable material. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Control a small flame like a candle. Cause it to burn brighter and hotter, or cool it down and extinguish it. They can cause a flame to start on a flammable object. Change an object&#039;s temperature by lowering it or raising it. However, at level 1, the Psion cannot lower the temperature below 32F or raise it above 120F. At each level, the Psion can control a larger flame. And increase the temperature range by -30 to +100F. At level 2, a Psion can simply make fire around their person, such as on their hand or hanging above their head, without flammable material. By Level 4, the Psion can control massive fires, such as a small house fire. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Water Manipulation || Water || Dex / Wis || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Shift currents, purify a small cup of water, or levitate up to 5 lbs of liquid. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This allows a Psion to levitate or change the shape of up to 5 lbs of liquid. They can purify up to 5 lbs of water. At each level, this increases by 5 lbs. At level 2, a Psion can detect water not part of a living creature up to 120ft and grants a +2 Misc bonus to the Survivor skill.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ground Manipulation || Earth || Str / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Shift loose dirt, change earth to clay, or move up to 5 lbs of stone/soil. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This allows a Psion to levitate or change the shape of up to 120 lbs of stone or soil. At each level, this increases by 20 lbs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Level 1&lt;br /&gt;
|-&lt;br /&gt;
| Finger of Fire || Fire || Dex / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Whatever your finger touches is dealt Psionic Thermal damage. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can do a Melee Touch Attack with damage of Xd6 + Dex/Con mod (Thermal [Hot]). (X = Psion level)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Enhanced version&#039;&#039;&#039;: Change the damage die to Xd8. And the Damage type to (Thermal - Thermal)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fire Bolt || Fire || Dex / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Psion launches a bolt of thermal energy at a target. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can do a Ranged (120ft) Touch Attack with damage of Xd4 + Dex/Con mod (Thermal [Hot]). (X = Psion level)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Enhanced version&#039;&#039;&#039;: Change the damage die to Xd6. Gain an advantage when doing the ranged attack. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Splash || Water || Dex / Wis || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Target is drenched, making them vulnerable to Thermal/Electricity damage or to minor fires. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The target must be within visual range (120ft). The target becomes wet and gains [[Damage_Types_and_Attributes#Weakness|Weakness]] 2 + Psion level for both Thermal and Electricity damage types. The effect lasts for 1d4 + Dex/Wis mod.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Slipper Ground || Water || Dex / Wis || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Coat the ground in slick water or ice, creating difficult terrain that can trip up people moving through. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An area of 20ft + 5ft per Psion level, because slick with water or ice (Psion&#039;s choice). Any creature attempting to move across this spot must make a Dexterity or Acrobatics check, DC10 + Dex/Wis mod, or fall prone. This is considered difficult terrain, and movement is cut in half. This effect lasts for 1d4 + Dex/Wis mod number of rounds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ground Defence|| Earth || Str / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; A slab of earth moves or stone moves on its own, granting cover as a reaction. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can control a piece of stone or dirt that provides partial concealment (20%) and a miss chance. The effect lasts for 1 + Str/Con modifier rounds. The Psion can have the rock follow themselves or a friendly person the Psion is familiar with, as long as that person stays within visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The effect lasts for 1d4 + Str/Con number of rounds and provides 50% concealment bonus instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rock Slam || Earth || Str / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Hurl a heavy chunk of stone at a target with powerful psionic force. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This grants the Psion a Ranged (60ft) attack. The rock/stone/dirt needs to be within 30ft of the Psion. The attack deals Xd6 (Kinetic) damage. (X = Psion level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: Change the damage dice to Xd8 and give it the Exploding attribute.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Air Bawl || Air || Wis / Cha || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Shoot a condensed sphere of air, dealing damage and possibly pushing the target back. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This grants a Ranged (60ft) attack. This deals Xd4 + Wis/Cha mod (Kinetic) damage. If hit, the target must roll a Strength Check DC11 + Wis/Cha Mod saving throw or else be pushed back by 5ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP. Pick another Element Type that the Psion is able to wield. Add this as bonus damage 1d4 (Thermal) for fire, 1d4 (Kinetic - Kinetic) for Earth, or 1d4 + &#039;&#039;&#039;Splash&#039;&#039;&#039; side effect for 1 round. This Special can be picked for as many times as there are extra elements the Psion can wield. However, the effects do not stack; they simply add different options for the Psion. At Psion Level 4, the bonus damage changes to 1d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: Change the damage die to Xd6. The DC for being pushed back is now DC10 + Psion Level + Wis/Cha mod. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Air Bubble || Air || Wis / Cha || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Create a pocket of purified, breathable air to survive in vacuums or toxic gas. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This can be targeted at the Psion or at a friendly familiar within visual range. The effect lasts out of combat 5 minutes + 5min per Psion level. The target doesn&#039;t have to stay in visual range once the technique has been used. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP Gain Mass Air Bubble. Cast this as a Psion Level higher technique, and it can target up to 4 people at a time. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Thermal Weld || Fire || Dex / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Use precision heat to weld/melt metal objects, or cauterize biological wounds to stabilize dying allies. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can produce a torch-like effect that they can point at an object with their digits. This can be used like a welding torch to help break into things. The Psion can control heat and even turn it into an ice torch if necessary. This can also be used to gain triple advantage on [[Medical#Stabilize_Dying_Character_(DC_20)|Stabilizing]] a dying Character if used with a Medical Kit or a single Advantage without.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Mist Shroud || Water || Dex / Wis || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Generate a 20ft radius of thick fog that blocks line of sight and grants minor concealment. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion creates a 20ft radius of thick fog that allows for all ranged attacks from outside of the fog to treat the targets within or through with minor concealment. However, this also counts for any ranged attacks that target something outside of the fog. The fog can last up to 1 + Dex/Wis modifier turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The Fog&#039;s size and shape are controllable, with a maximum size of 20ft + 5ft per Psion level. The length of time is 1d4 + Dex/Wis modifier, in turns. The Psion can now target a space within 30ft of them to be the center of the fog.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tremorsense || Earth || Str / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Touch the ground to detect the vibrations of moving creatures or hidden structures within range. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Use the vibrations of the ground as a way to perceive the world around you. The range depends on the creature&#039;s size. Medium size is 45ft; for each larger size, increase the range by 15ft, for every size smaller, decrease the range by 10ft. Gain advantage on Perception checks. Take no disadvantages for seeing through walls, in the dark, or invisible creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP Gain the Passive Tremorsense Techinque. This lasts for 24 hours and grants advantage to all Perceptin checks as long as the Psion&#039;s bare skin is touching the ground or hull of the ship. This includes a bonus to Passive Perception of both Strength and Constitution Modifiers. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Level 2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Hands || Fire || Dex / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Generates a cone of searing flame/cold that can hit multiple targets in the area. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Extending from the Psion&#039;s hand/s is a wave of extreme heat or cold. This deals damage in a 15ft cone. The damage is Xd8 (Thermal). (X = Psion level). Targets within the cone can do a Constitution save DC12 + Dex/Con mod for half damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The damage die is increased to Xd10. The cone size is increased to 20ft. The DC is DC13 + Dex/Con.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Water Whip || Water || Dex / Wis || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Create a lash of water dealing that slashes at enemies and has a chance to Trip the target. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can do a Melee Attack with a Reach of 15ft. Dealing 2d6 (x3) damage. If hit, the Target must save against a Trip Technique with a DC12 + Dex/Wis mod or be tripped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 2MP Gain Water Whip Elemental technique. This is the same as Water Whip. But the Whip stays on the Psion for 1d4 + Dex/Wis number of rounds. Each round, the Whip can attack as if a Bonus/Simple action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version:&#039;&#039;&#039; Reach increased to 20ft. Damage die increased to 2d8 (x4). &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bolder || Earth || Str / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Tear a massive rock/stone from the earth and roll it with great force, dealing damage to all who are in the way. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Rock/stone most come from a location within 30ft of the Psion. The object rolls with speed towards the target in a straight line and will damage anything in its path. This deals 3d10 damage +1d10 for every Psion level after 2. A Dexterity save DC12 + Str/Con mod negates damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: Add Str/Conn mod per damage die to the total damage. Saving throw increased to DC14 + Str/Con mod + Psion Level.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Decompression || Air || Wis / Cha || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Draw the breathable air out of a 10ft area, forcing people to struggle for air. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This causes targets to grasp for air. The targets within the 10ft area take a Constitution saving DC12 + Wis/Cha mod or become [[Conditions#Winded|Winded]]. The target location must be within visual range 60ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: DC increased to 14 + Wis/Cha mod. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Whirl Wind || Air || Wis / Cha || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Summon a 5ft wide swirling vortex that can lift objects and deal damage to caught creatures. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion summons a Whirlwind that has to be within 60ft + 10ft per Psion Level. It lasts for 1d4 + Wis/Cha modifier rounds. If a creature is occupying the same space as the Whirlwind, they take Xd6 damage. (X = Psion level). If the creature is a Medium-sized or smaller creature, they must also roll a Strength check DC12 + Wis/Cha mod or be caught in the Whirlwind as if grappled. Each turn, as a Free action, the Psion can move the Whirlwind up to 30ft. The Whirlwind will carry any creatures caught in it. A Whirlwind must be touching the ground at all times. If the Whirlwind captures another creature, it must drop the previous one if it is Medium. A Whirlwind can hold 1 Medium creature. Or 2 Small, or 4 Tiny, or 8 Diminutive creatures. Each round, a caught creature can do a Strength check to attempt to break free of the Whirlwind&#039;s grip. If they fail for every round that they stay caught, they take damage again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP This is the same as &#039;&#039;&#039;Air Bawl&#039;s&#039;&#039;&#039; special.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wind Glide || Air || Wis / Cha || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Manipulate air currents to grant the target a temporary flight speed, ignore fall damage and difficult terrain effects. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can target themselves or a familiar, friendly person. This effect lasts for 5minutes + 5min for every Psion level. The target ignores all fall damage. If they have flight as an ability, they gain double speed and, during the Technique effect, ignore fatigue. The person can also jump incredibly high. Gain advantage on all Dexterity and Acrobatics checks, and ignore difficult terrain. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Healing Springs || Water || Dex / Wis || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Use purified water to bind cellular structures, healing the target of some damage. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion must be able to touch the target. They cannot target themselves. The HP restored is 1d8 + 1d8 per Psion level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The Psion can now target themselves. The HP restored adds Dex/Wis per die used. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Earth Glide || Earth || Str / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Phase through unworked earth or stone without leaving a tunnel or trace. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can simply walk (not run or faster) through solid rock, stone, earth, concrete, or dirt. The distance they can travel is 15ft + 5ft per Psion level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The Psion can take one person of the same or smaller size with them. The person has to be holding onto the Psion during the walk-through. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Screen || Fire || Dex / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Generate a cloud of thick, choking smoke that obscures vision and disrupts laser targeting. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The smoke screen is 20ft big and can be placed anywhere within visual range (120ft) of the Psion. This causes full concealment for any ranged target firing into or through the screen. Anyone caught within the screen must roll a Constitution saving throw, DC12 + Dex/Con mod, or take 1d6 (Chemical) damage from inhaling toxic smoke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The Psion can now control the shape and size of the smoke screen, with the maximum size being 20ft + 5ft per Psion level. The damage for being within the smoke screen is 1d8 (Chemical, Thermal) damage. Saving throw DC13 + Dex/Con mod.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Level 3&lt;br /&gt;
|-&lt;br /&gt;
| Whitefire || Fire || Dex / Conn ||&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Unleash intensely hot flames or waves of coldness that are considered [[Damage Types and Attributes#Double Types|Thermal-Thermal]]. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This wave starts at the Psion and shoots out up to 60ft + 10ft per Dex/Con mod. Anything within the line gets dealt 2d8 + 1d8 per Psion Level. Each target can roll a Dexterity save DC13 + Dex/Con mod to take only half damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The damage die is increased to 2d10 + 1d10 per Psion Level. The Dex save is DC14 + Dex/Con. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wave Control || Water || Dex / Wis || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Command a sweeping wave that deals damage and forcibly pushes targets back some amount. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can pick a 10ft line within 120ft of them to start a massive sweeping wave that moves for 15ft. All targets within the wave take Xd8 (X = Psion Level) of damage and gain the &#039;&#039;&#039;Splash&#039;&#039;&#039; side effect for 1 round. Each target also rolls a Strength check DC13 + Dex/Wis mod. If they fail, they are pushed back to the end of the wave. If the wave ends at a wall, they take an additional 1d6 (Kinetic) damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Warping Grasp || Water || Dex / Wis || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Manipulate the liquids inside a target&#039;s body, dealing damage and imposing a penalty to physical attack rolls. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can feel and manipulate the liquads within a target&#039;s physical form. This can even be the oils or cooling liquids of a robot or other such machine. The target must be within 60ft + 10ft per Dex/Wis mod. The damage is Xd10 + Dex/Wis mod (Ignore DR) (X = Psion level). The target must roll a Constitution save DC13 + Dex/Wis mod or be [[Conditions#-_Stunned|Stunned]] for one round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP Gain the Water Grip technique. This acts like a ranged (120ft) grapple. The Psion uses Dex/Wis instead of Strength. If successful, the Psion can choose to deal damage or force the target to perform a Move action. This can happen as a free action for every round the target stays grappled. However, the target gains an additional advantage for every round after the first round of a Strength check to remove themselves from the grapple. At the fourth round, the Psion must release the target. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ground collapse || Earth || Str / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Turn a 20ft area of solid earth into a pit or quicksand, trapping enemies. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The targeted ground turns into a dangerous trap. It will not appear any different, but when an enemy/non-friendly walks over it, the Psion can become aware with a range of 1ly. The Psion can sense if it is an enemy and let the trap activate. The Trap causes the ground beneath to give way, forming quicksand or a deep pit with jagged, sharp rocks. The Psion&#039;s choice. The trap affects a 20ft area. Can last for 1 day + 1day per Psion level. The Quicksand acts like a Grapple with a DC14 + Str/Con mod. Each turn the DC gets +1 higher. The Quicksand will not kill a target, but it can render them helpless after 5 rounds. A deep pit will cause Xd10 (X = Psion level) of damage. The target will be stuck in the pit unless they succeed at a Climb check DC20 + Str/Con mod. The distance is 20 ft. If they fail, they will suffer the damage again.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Toronado || Air || Wis / Cha || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Create a 30+ft tall cyclone damage and violently tosses targets into the air. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Like Whirlwind, but much, much larger, besides the following exceptions, it follows the same rules as &amp;quot; Whirlwind &amp;quot;. This takes up a 10ft square space and is 30+ft tall. This can be summoned up to 120 + 20ft per Wis/Cha mod away from the Psion. The damage dealt is Xd10 (X = Psion level). The DC is 13 + Wis/Cha for the Toronado, which will sweep up the Character. A Toronado can hold 1 Large creature, or 2 Medium creatures, or 4 Small, or 8 Tiny, or 16 Diminutive creatures. It can move up to 45ft per turn. Within 20ft of the Tornado, the terrain is considered difficult for movement, and flying creatures must take Strength saves DC13 + Wis/Cha or be sucked in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP Same as &#039;&#039;&#039;Air Brawl&#039;&#039;&#039;. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Deflecting Gale || Air || Wis / Cha || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Summon a localized wind wall that imposes a severe penalty to incoming ranged attacks. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The wind becomes a wall or screen 10ft + 5ft per Psion level. This creates an AC +2 bonus against ranged attacks that must go through the wind that target the Psion or allies. This lasts for 1 + Wis/Cha modifier rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: The AC bonus is equal to the Psion level instead. The effect lasts for 1d4 + Wis/Cha mod rounds instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Level 4&lt;br /&gt;
|-&lt;br /&gt;
| Fire Storm || Fire || Dex / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Ignite a massive 30ft radius area in roaring flames, dealing thermal damage and setting targets alight. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can target a space up to 120ft + 20ft per Dex/Con mod. The effect lasts for 1 + Dex/Con mod rounds. Creatures within take 2+Xd6 (Thermal) damage (X = Psion level). Any target within the Fire Storm must do a Constitution save DC15 + Dex/Con mod or catch on fire for 1d4 rounds, dealing an additional 1d6 (Thermal). The Psion is immune to this Fire Storm and can walk into this area with ease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced version&#039;&#039;&#039;: Change the Damage die to 2+Xd8 (Thermal-Thermal). The DC is increased to 16 + Dex/Con mod. The duration is 1d4 + Dex/Con modifier rounds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rock Crush || Earth  || Str / Conn || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Encase a target in solid stone, crushing and restraining them. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This grants a ranged (120ft + 20ft per Str/Con mod) Grapple. If successful, the target also takes Xd8 (X = Psion level) amount of damage. The Psion gets advantage on this Grapple check using either Str or Con. As a free action each round, the Psion can keep the grapple. If they choose to deal damage, it takes a Standard Action but doesn&#039;t count as another Technique use. The Psion only gets advantage bonus on the first round of the grapple.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Water Slam || Water || Dex / Wis || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Crush a target with a high-pressure deluge, damaging and Stunning them. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion gains a Ranged (120ft + 20ft per Dex/Wis mod) Touch attack. If they hit, the target gets Xd10 (x3) damage, and the target must perform a Constitution check DC15 + Dex/Wis mod or be [[Conditions#-_Stunned|Stunned]] for one round. The target also gets the &#039;&#039;&#039;Splash&#039;&#039;&#039; side effect for 1d4 rounds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Gas Bullets || Air || Wis / Cha || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Compress air into multiple hyper-dense, devastating projectiles. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion creates 1 highly compressed gase bullet per Psion Level for a total of 4. They are then able to do a Ranged (120ft + 20ft per Wis/Cha mod) attack on 1 or more targets. The Psion can target up to as many different enemies as they have bullets or some combination of bullets to targets. Each target needs to roll for an Accuracy check, but each bullet does not. Each bullet deals 2d8 (x3) damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hurricane || Air || Wis / Cha || &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight;line-height:1.6;&amp;quot;&amp;gt; Summon gale-force winds in a massive area. &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Psion can cause extremely strong winds to blow in from any direction, covering a massive 30ft by 60ft rectangle of land to a height of 25ft. Any unfriendly combatants in the area have to fight the wind to move. If they do so, they move as if on difficult terrain. Any flying creature must make a Strength check, DC15 + Wis/Cha mod, or else be blown back 30ft. All ranged attacks from enemies take disadvantage. The effect lasts for 1d4 + Wis/Cha mod rounds. During the first and preceding rounds as a Free action, the Psion focuses on one enemy in the area to perform a lower-level Air Technique for free. Any friendly combatants can move around freely as if they only feel a slight breeze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: 1MP Same as &#039;&#039;&#039;Air Brawl&#039;&#039;&#039;, this effectively adds a small amount of damage to all enemies within the space. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
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