+ Regel: Der Held ist angesehen, genießt die Privilegien des Adels und kann vom Meister Erleichterungen zugesprochen bekommen, wenn er gegenüber Rangniedrigeren agiert. Genaueres hierzu siehe Seite 338.
+ Publikation: VR01 - Regelwerk S. 163
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Adel
+
+
-
-
Schlangenmensch
-
-
-
-
-
Schnell wieder auf den Beinen
-
-
-
-
-
Schwer zu verzaubern
-
-
-
-
-
Soziale Anpassungsfähigkeit
-
-
-
-
-
Tierfreund
-
-
-
-
-
Unscheinbar
-
-
-
-
-
Verbesserte Regeneration (Astralenergie)
-
-
-
-
-
-
-
Verbesserte Regeneration (Karmaenergie)
-
-
-
-
-
-
-
Verbesserte Regeneration (Lebensenergie)
-
-
-
-
-
-
-
Verhüllte Aura
-
-
-
-
-
Vertrauenerweckend
-
-
-
-
-
Waffenbegabung
-
-
-
-
-
Wasserlebewesen
-
-
-
-
-
Wohlklang
-
-
-
-
-
Zäher Hund
-
-
-
-
-
Zauberer
-
-
-
-
-
Zeitgefühl
-
-
-
-
-
Zweistimmiger Gesang
-
-
-
-
-
Zwergennase
-
-
-
-
-
-
-
+
+
+ Regel: Der Held ist immun gegen natürliche wie magische Alterungserscheinungen. Negative Auswirkungen des Alters werden bei ihm nicht berücksichtigt.
+ Publikation: VR01 - Regelwerk S. 163
+
Keine Berechnung - Gibt bisher keine relevanten Regeln
+
Altersresistenz
+
+
+
+
+
+ Regel: Fertigkeitsproben auf Betören (Anbändeln, Liebeskünste) sind um 1 erleichtert.
+ Reichweite: 1 Schritt Radius
+ Publikation: VR01 - Regelwerk S. 163
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Angenehmer Geruch
+
+
+
+
+
+ Regel: Basiliskentöter werden respektvoll behandelt, erhalten regelmäßig Einladungen zu Festen der gehobenen Gesellschaft und oftmals kostenlos Speis und Trank in Tavernen. Der Held wird so behandelt, als hätte er einen um 2 höheren sozialen Rang als üblich (siehe Regelwerk Seite 338). Das Gegenüber muss aber wissen oder zumindest glauben, dass der Held ein Basiliskentöter ist, damit der Bonus zählt.
+ Publikation: VS01 - Aventurisches Bestiarium I S. 122
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Basiliskentöter
+
+
+
+
+
+ Regel: Ein begabter Abenteurer kann bei jeder Probe auf eine bestimmte Fertigkeit einen W20 neu würfeln. Der Spieler kann zunächst die 3W20 würfeln und sich eines der drei Ergebnisse aussuchen, dass er neu würfeln kann. Es gilt das bessere Ergebnis beider Würfe. Eine Begabung muss für jede Fertigkeit einzeln gewählt werden, also zum Beispiel auf ein bestimmtes Talent, einen Zauber oder eine Liturgie. Man kann nicht mehrfach in einer Fertigkeit begabt sein und somit zwei oder gar drei W20- Würfe in einer Probe wiederholen. Fällt eine Doppel-20 oder Dreifach-20 kann man diesen Vorteil nicht nutzen. Eine Begabung kann nur für eine Fertigkeit, nicht aber für eine Kampftechnik gewählt werden (dafür gibt es jedoch den Vorteil Waffenbegabung). Ein Einsatz von Schicksalspunkten ist vor oder nach dem Einsatz einer Begabung erlaubt (siehe Seite 29). Dadurch ist es möglich, mehrfach neu zu würfeln oder eine andere Wirkung der Schicksalspunkte mit der Begabung zu kombinieren.
+ Publikation: VR01 - Regelwerk S. 163
+
Keine Berechnung, muss manuell berücksichtigt werden
+
Begabung
+
+
+
+
+
+ Regel: Der Held erleidet keine Erschwernisse bei Fertigkeitsproben, wenn er die falsche Hand benutzt. Im Kampf hebt der Vorteil alle Abzüge auf, die durch das Führen einer Waffe mit der falschen Hand anfallen (siehe Seite 238).
+ Publikation: VR01 - Regelwerk S. 164
+
Automatische Berechnung integriert
+
Beidhändig
+
+
+
+
+
+ Regel: Drachentöter werden respektvoll behandelt, erhalten regelmäßig Einladungen zu Festen der gehobenen Gesellschaft und oftmals kostenlos Speis und Trank in Tavernen. Der Held wird so behandelt, als hätte er einen um 1 höheren sozialen Rang als üblich (siehe Regelwerk Seite 338). Das Gegenüber muss aber wissen oder zumindest glauben, dass der Held ein Drachentöter ist, damit der Bonus zählt. Der Held erhält zudem einen Bonus von +1 TP gegen alle Drachen, sowohl gegenüber echten als auch niederen Drachen.
+ Publikation: VS01 - Aventurisches Bestiarium I S. 122
+
Automatische Berechnung für TP integriert, Verweise bei relevanten Talenten
+
Drachentöter
+
+
+
+
+
+ Regel: Auf Stufe I werden Erschwernisse durch Dunkelheit um eine Stufe gesenkt, auf Stufe II können alle Erschwernisse durch Dunkelheit ignoriert werden. Bei vollständiger Finsternis ist aber Dunkelsicht (egal ob Stufe I oder II) wirkungslos und es gelten die Abzüge für vollständige Finsternis.
+ Publikation: VR01 - Regelwerk S. 164
+
Automatische Berechnung integriert
+
Dunkelsicht I
+
+
+
+
+
+ Regel: Auf Stufe I werden Erschwernisse durch Dunkelheit um eine Stufe gesenkt, auf Stufe II können alle Erschwernisse durch Dunkelheit ignoriert werden. Bei vollständiger Finsternis ist aber Dunkelsicht (egal ob Stufe I oder II) wirkungslos und es gelten die Abzüge für vollständige Finsternis.
+ Publikation: VR01 - Regelwerk S. 164
+
Automatische Berechnung integriert
+
Dunkelsicht II
+
+
+
+
+
+ Regel: Wer diesen Vorteil aufweist, erleidet durch den Bann des Eisens lediglich pro vollen 4 Stein Gewicht Erschwernisse, anstatt bereits bei 2 vollen Stein.
+ Publikation: VR01 - Regelwerk S. 164
+
Keine Berechnung, muss manuell berücksichtigt werden
+
Eisenaffine Aura
+
+
+
+
+
+ Regel: Die Wundschwelle des Helden steigt durch den Vorteil um 1.
+ Publikation: VR02 - Aventurisches Kompendium S. 132
+
Automatische Berechnung integriert
+
Eisern
+
+
+
+
+
+ Regel: Proben auf Fernkampf mit Schusswaffen (und nur mit Schusswaffen) sind bei der Entfernungskategorie Weit nur um 1 anstatt um 2 erschwert.
+ Reichweite: 200 Schritt, darüber hinaus sind Distanzschätzungen ungenauer
+ Publikation: VR01 - Regelwerk S. 164
+
Automatische Berechnung integriert
+
Entfernungssinn
+
+
+
+
+
+ Regel: Proben auf Überreden (Aufschwatzen, Herausreden, Manipulieren, Schmeicheln), um Feen freundlich zu stimmen, gelten bei Gelingen der Probe als um 1 QS besser. Allerdings kann sich so die QS nie über 6 hinaus erhöhen.
+ Publikation: VS01 - Aventurisches Bestiarium I S. 122
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Feenfreund
+
+
+
+
+
+ Regel: Durch Flink bekommt ein Held 1 Punkt auf seinen Geschwindigkeit-Grundwert hinzu.
+ Publikation: VR01 - Regelwerk S. 165
+
Automatische Berechnung integriert
+
Flink
+
+
+
+
+
+ Regel: Der Held kann Fallen erspüren, die mit den herkömmlichen Sinnen nicht entdeckt werden können. Durch den Vorteil wird das Anwendungsgebiet Fuchssinn im Talent Sinnesschärfe erworben.
+ Reichweite: 10 Schritt
+ Publikation: VR01 - Regelwerk S. 165
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Fuchssinn
+
+
+
+
+
+ Regel: Proben auf das Talent Bekehren & Überzeugen (öffentliche Rede) sind um 1 erleichtert.
+ Publikation: VR01 - Regelwerk S. 165
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Geborener Redner
+
+
+
+
+
+ Regel: Der Geweihte erhält als Karmaenergie-Grundwert 20 KaP. Der Vorteil beinhaltet nicht die Sonderfertigkeit Tradition. Diese muss einzeln erworben werden. Jeder Geweihte muss mit einer Tradition starten (eine Tradition ist eine spezielle Sonderfertigkeit). Ein Held kann auch im späteren Verlauf seines Lebens diesen Vorteil erwerben und Geweihter werden. Allerdings kann man nur eine geweihte Tradition besitzen. Ein Erwerb einer weiteren geweihten Tradition ist nicht möglich.
+ Publikation: VR01 - Regelwerk S. 165
+
Automatische Berechnung integriert
+
Geweihter
+
+
+
+
+
+ Regel: Eine Giftresistenz verbessert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Giften zu widerstehen.
+ Publikation: VR01 - Regelwerk S. 165
+
Keine Berechnung
+
Giftresistenz
+
+
+
+
+
+
+
+ Regel: Das für den Helden erreichbare Maximum an Schicksalspunkten steigt hierdurch um 1 je Stufe und der Held er erhält diesen Schip gleich zu Spielbeginn zu seinem Vorrat.
+ Publikation: VR01 - Regelwerk S. 165
+
Automatische Berechnung integriert
+
Glück
+
+
+
+
+
+
+
+ Regel: Jede Stufe des Vorteils gibt dem Helden eine Erleichterung von 1 auf Betören (Anbändeln, Liebeskünste), Überreden (Aufschwatzen, Herausreden, Manipulieren, Schmeicheln) und Handel (Feilschen).
+ Publikation: VR01 - Regelwerk S. 165
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Gutaussehend
+
+
+
+
+
+
+
+ Regel: Muss eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren oder Störungen ignorieren) bei Wundeffekten abgelegt werden, bekommt die Spielerin eine Erleichterung von 1.
+ Publikation: VR02 - Aventurisches Kompendium S. 132
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Hart im Nehmen
+
+
+
+
+
+ Regel: Der Held richtet gegen eine Art von Wesen, das beim Erwerb dieses Vorteils festgelegt werden muss, +1 TP im Nahkampf an. Der Typus des Wesens muss dabei näher spezifiziert werden. Je häufiger der Typus des Wesens in Aventurien vorkommt, desto teurer der AP-Wert für diesen Vorteil.
+ Ausgeschlossen als wählbare Typen sind die Oberkategorien Lebewesen und Nicht Lebende. Neben dem im Regelwerk aufgeführten Typen und Unterkategorien kann man auch Spezies und Kulturen wählen. Die eigene Spezies/Kultur ist prinzipiell wählbar, jedoch sind Helden mit Hass auf die eigene Spezies/Kultur oft nur schwer spielbar. Der Meister hat das letzte Wort bezüglich der Wählbarkeit eines Hassobjektes. Je kleinteiliger ein Typus gewählt wird und je seltener eine potenzielle Begegnung mit ihm ist, desto niedriger die AP-Kosten für den Vorteil. Mehr zu den Typen und ihren Unterkategorien siehe Regelwerk Seite 355.
+ Publikation: VS01 - Aventurisches Bestiarium I S. 122
+
Automatische Berechnung integriert
+
Hass auf ...
+
+
+
+
+
+ Regel: Durch den Vorteil Herausragende Fertigkeit verschiebt sich das Maximum in einer Fertigkeit um 1 nach oben, sowohl beim Maximum der Heldenerschaffung als auch beim endgültigen Maximum (abhängig von der höchsten beteiligten Eigenschaft). Zwar erhält ein Held nicht automatisch einen Fertigkeitspunkt dazu, aber er kann zu Spielbeginn zum Beispiel bei Erfahrungsgrad Erfahren mit einem Wert von 11 starten (anstatt 10) und auch sein absolutes Maximum in der Fertigkeit ist um 1 erhöht. Der Vorteil kann bis zu viermal gewählt werden, wobei keine Fertigkeit mehr als zweimal gewählt werden kann. Bei zweifacher Zuteilung auf eine Fertigkeit erhöht der Vorteil das Maximum um 2.
+ Publikation: VR01 - Regelwerk S. 166
+
Keine Berechnung
+
Herausragende Fertigkeit
+
+
+
+
+
+ Regel: Durch den Vorteil Herausragende Kampftechnik verschiebt sich das Maximum in einer Kampftechnik um 1 nach oben, sowohl beim Maximum der Heldenerschaffung als auch beim endgültigen Maximum (abhängig von der Leiteigenschaft). Zwar erhält der Held nicht automatisch einen Kampftechnikpunkt dazu, aber er kann zu Spielbeginn zum Beispiel bei Erfahrungsgrad Erfahren mit einem Wert von 13 starten (anstatt 12) und auch das absolute Maximum in der Kampftechnik ist um 1 erhöht. Der Vorteil kann bis zu zweimal gewählt werden, wobei jede Kampftechnik nur einmal gewählt werden kann.
+ Publikation: VR01 - Regelwerk S. 166
+
Keine Berechnung
+
Herausragende Kampftechnik
+
+
+
+
+
+ Regel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
+ Publikation: VR01 - Regelwerk S. 166
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Herausragender Sinn: Gehör
+
+
+
+
+
+ Regel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
+ Publikation: VR01 - Regelwerk S. 166
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Herausragender Sinn: Geruch & Geschmack
+
+
+
+
+
+ Regel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
+ Publikation: VR01 - Regelwerk S. 166
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Herausragender Sinn: Sicht
+
+
+
+
+
+ Regel: Wer über einen Herausragenden Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 1 erleichtert, wenn die Probe den entsprechenden Sinn betrifft. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Herausragender Sinn ist mehrfach für die verschiedenen Sinne wählbar, nicht aber für einen einzelnen.
+ Publikation: VR01 - Regelwerk S. 166
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Herausragender Sinn: Tastsinn
+
+
+
+
+
+ Regel: Hitzestufen werden für den Helden um 1 Stufe reduziert, bis zu einem Minimum von Hitzestufe 1.
+ Publikation: VR01 - Regelwerk S. 166
+
Keine Berechnung
+
Hitzeresistenz
+
+
+
+
+
+ Regel: Der AE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
+ Publikation: VR01 - Regelwerk S. 166
+
Automatische Berechnung integriert
+
Hohe Astralkraft
+
+
+
+
+
+
+
+ Regel: Der KE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
+ Publikation: VR01 - Regelwerk S. 166
+
Automatische Berechnung integriert
+
Hohe Karmalkraft
+
+
+
+
+
+
+
+ Regel: Der LE-Grundwert steigt durch diesen Vorteil um 1 Punkt pro Stufe des Vorteils.
+ Publikation: VR01 - Regelwerk S. 166
+
Automatische Berechnung integriert
+
Hohe Lebenskraft
+
+
+
+
+
+
+
+ Regel: Der SK-Grundwert des Helden ist um 1 besser.
+ Publikation: VR01 - Regelwerk S. 166
+
Automatische Berechnung integriert
+
Hohe Seelenkraft
+
+
+
+
+
+ Regel: Der ZK-Grundwert des Helden ist um 1 besser.
+ Publikation: VR01 - Regelwerk S. 167
+
Automatische Berechnung integriert
+
Hohe Zähigkeit
+
+
+
+
+
+ Regel: Wer immun gegen ein bestimmtes Gift ist, auf den hat dieses Gift keinerlei Wirkung. Eine Immunität muss für jedes Gift einzeln erworben werden.
+ Publikation: VR01 - Regelwerk S. 167
+
Keine Berechnung
+
Immunität gegen (Gift)
+
+
+
+
+
+ Regel: Wer immun gegen eine bestimmte Krankheit ist, kann nicht an ihr erkranken. Eine Immunität muss für jede Krankheit einzeln erworben werden.
+ Publikation: VR01 - Regelwerk S. 167
+
Keine Berechnung
+
Immunität gegen (Krankheit)
+
+
+
+
+
+ Regel: Kältestufen werden für den Helden um 1 Stufe reduziert, bis zu einem Minimum von 0.
+ Publikation: VR01 - Regelwerk S. 167
+
Keine Berechnung
+
Kälteresistenz
+
+
+
+
+
+ Regel: Eine Krankheitsresistenz verbessert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Krankheiten zu widerstehen.
+ Publikation: VR01 - Regelwerk S. 167
+
Keine Berechnung
+
Krankheitsresistenz
+
+
+
+
+
+
+
+ Regel: Man muss sich für eine Variante des Vorteils entscheiden (Beispiele sind dem nebenstehenden Kasten zu entnehmen). In der betreffenden Umgebung oder Situation, für die der Vorteil gewählt wurde, hat der Zauberer bei magischen Fertigkeitsproben eine Erleichterung von 1.
+ Publikation: VR01 - Regelwerk S. 167
+
Automatische Berechnung integriert
+
Magische Einstimmung
+
+
+
+
+
+ Regel: Bei einem Mystiker baut sich Entrückung erst nach zwei Stunden statt einer Stunde pro Stufe ab.
+ Publikation: VR01 - Regelwerk S. 167
+
Keine Berechnung
+
Mystiker
+
+
+
+
+
+ Regel: Ein Wesen mit diesem Vorteil muss nicht regelmäßig schlafen, sondern kann bis zu einer Woche wach bleiben, ohne zu ermüden. Der Schlaf muss aber anschließend nachgeholt werden, was bei einigen Spezies durch echten Schlaf, bei anderen durch Meditation oder vergleichbare Techniken erreicht wird. Während der Zeit, in der der Nichtschläfer nicht schläft, kann er auch nicht durch Ausruhen und Schlafen regenerieren (Ausnahme stellt die Verwendung von Heilkräutern und der Einsatz des Talents Heilkunde Wunden dar).
+ Publikation: VR01 - Regelwerk S. 168
+
Keine Berechnung
+
Nichtschläfer
+
+
+
+
+
+ Regel: Bei einem Pragmatiker baut sich Entrückung bereits nach einer halben Stunde statt einer Stunde pro Stufe ab.
+ Publikation: VR01 - Regelwerk S. 168
+
Keine Berechnung
+
Pragmatiker
+
+
+
+
+
+ Regel: Durch den Vorteil Reich erhält ein Held bei der Generierung zusätzlich 250 Silbertaler pro Stufe.
+ Publikation: VR01 - Regelwerk S. 168
+
Keine Berechnung
+
Reich
+
+
+
+
+
+
+
+ Regel: Proben auf Orientierung sind immer um 1 erleichtert.
+ Publikation: VR01 - Regelwerk S. 168
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Richtungssinn
+
+
+
+
+
+ Regel: Mit Saumagen kann der Held zähes Fleisch problemlos essen, so als ob es normales Fleisch wäre. Bei Stufe II kann er sogar ungenießbares Fleisch verzehren. Es wird ihm nicht sonderlich schmecken, aber er kann es verdauen, ohne dass ihm übel wird und er sich erbrechen muss. Gifte und Krankheitskeime können jedoch nicht durch den Vorteil umgangen werden. Ähnliches gilt auch für pflanzliche Nahrungsmittel. Schwerverdauliche Kost ist essbar, ohne dass es weitere Auswirkungen hat.
+ Publikation: VS01 - Aventurisches Bestiarium I S. 122
+
Keine Berechnung
+
Saumagen
+
+
+
+
+
+
+ Regel: Proben auf Körperbeherrschung (Akrobatik, Entwinden) sind um 1 erleichtert.
+ Publikation: VR01 - Regelwerk S. 168
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Schlangenmensch
+
+
+
+
+
+ Regel: Mit diesem Vorteil benötigt man nur noch die Hälfte der Zeit, bis eine Stufe des Zustands Betäubung oder Berauscht, der durch Alkohol verursacht wurde, abgebaut ist.
+ Publikation: Tavernen-Meisterschirm - S. 13
+
Keine Berechnung
+
Schnell wieder auf den Beinen
+
+
+
+
+
+ Regel: Viele Zauber, die auf den Helden gesprochen werden können, die auf ihn wirken, sind um 1 erschwert. Dies gilt für alle Zauber und magischen Effekte mit den Merkmalen Einfluss, Heilung, Hellsicht und Verwandlung sowie für solche, die durch Seelenkraft oder Zähigkeit modifiziert werden. Diese Erschwernis gilt auch dann, wenn der Held sich verzaubern lassen möchte.
+ Publikation: VR01 - Regelwerk S. 168
+
Keine Berechnung
+
Schwer zu verzaubern
+
+
+
+
+
+ Regel: Personen mit Sozialer Anpassungsfähigkeit können Erschwernisse auf Gesellschaftstalente ignorieren, die durch Standesunterschiede entstehen. Die Soziale Anpassungsfähigkeit täuscht aber keine Personen des Hochadels.
+ Publikation: VR01 - Regelwerk S. 168
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Soziale Anpassungsfähigkeit
+
+
+
+
+
+ Regel: Proben auf Tierkunde (domestizierte Tiere, Wildtiere) gelten bei Gelingen der Probe als um 1 QS besser, allerdings kann sich die QS dabei nie über 6 erhöhen.
+ Publikation: VS01 - Aventurisches Bestiarium I S. 122
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Tierfreund
+
+
+
+
+
+ Regel: Helden mit diesem Vorteil erhalten eine Erleichterung von 1 auf Gassenwissen (Beschatten).
+ Publikation: VR01 - Regelwerk S. 169
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Unscheinbar
+
+
+
+
+
+ Regel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
+ Publikation: VR01 - Regelwerk S. 169
+
Keine Berechnung
+
Verbesserte Regeneration (Astralenergie)
+
+
+
+
+
+
+
+ Regel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
+ Publikation: VR01 - Regelwerk S. 169
+
Keine Berechnung
+
Verbesserte Regeneration (Karmaenergie)
+
+
+
+
+
+
+
+ Regel: Für jede Stufe des Vorteils bekommt der Held 1 zusätzlichen Punkt dazu, wenn er regeneriert.
+ Publikation: VR01 - Regelwerk S. 169
+
Keine Berechnung
+
Verbesserte Regeneration (Lebensenergie)
+
+
+
+
+
+
+
+ Regel: Bei ungerichteter magischer Wahrnehmung erscheint der Zauberkundige immer als nicht magisch. Wer gezielt versucht, den Zauberkundigen zu entdecken oder zu analysieren, beispielsweise mit dem Zauber ODEM oder der Liturgie Magiesicht, muss eine Erschwernis von 3 hinnehmen.
+ Publikation: VR01 - Regelwerk S. 169
+
Keine Berechnung
+
Verhüllte Aura
+
+
+
+
+
+ Regel: Proben auf Bekehren & Überzeugen (öffentliche Rede, Einzelgespräch, Diskussionsführung), Überreden (Betteln, Manipulieren, Schmeicheln) und Handel (Feilschen) sind um 1 erleichtert.
+ Publikation: VR01 - Regelwerk S. 169
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Vertrauenerweckend
+
+
+
+
+
+ Regel: Eine Waffenbegabung erlaubt bei Kritischen Erfolgen und Patzern bei einer Probe auf eine Kampftechnik eine Wiederholung des Bestätigungswurfs.
+ Publikation: VR01 - Regelwerk S. 169
+
Keine Berechnung
+
Waffenbegabung
+
+
+
+
+
+ Regel: Wesen mit diesem Vorteil erhalten automatisch die Sonderfertigkeit Unterwasserkampf (die Kosten der SF sind in diesem Vorteil einberechnet). Wasserlebewesen können unter Wasser atmen. Außerdem können sie sich darin mit Leichtigkeit fortbewegen, da es sich um ihr natürliches Element handelt. Sie müssen keine Proben ablegen, um nicht zu ertrinken.
+ Publikation: VS01 - Aventurisches Bestiarium I S. 122
+
Keine Berechnung
+
Wasserlebewesen
+
+
+
+
+
+ Regel: Fertigkeitsproben auf Singen sind um 1 erleichtert.
+ Publikation: VR01 - Regelwerk S. 169
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Wohlklang
+
+
+
+
+
+ Regel: Dieser Vorteil sorgt dafür, dass der Held die Auswirkungen der höchsten Stufe des Zustands Schmerz ignorieren darf. Er erleidet lediglich die Auswirkungen der nächstniedrigeren Stufe. Wenn ein Held also beispielsweise drei Stufen Schmerz erlitten hat, gelten für ihn nur die Auswirkungen von Stufe II. Bei Schmerz Stufe IV wird der Held dennoch handlungsunfähig. Schmerz Stufe I wird so behandelt, als hätte der Held keine Stufe Schmerz.
+ Publikation: VR01 - Regelwerk S. 169
+
Automatische Berechnung integriert
+
Zäher Hund
+
+
+
+
+
+ Regel: Der Zauberer erhält als Astralenergie- Grundwert 20 AsP. Der Vorteil beinhaltet nicht die Sonderfertigkeit Tradition (siehe Seite 275). Diese muss einzeln erworben werden. Jeder Zauberer muss mit einer Tradition starten (eine Tradition ist eine spezielle Sonderfertigkeit). Dieser Vorteil lässt sich im späteren Spielverlauf nicht mehr erwerben.
+ Publikation: VR01 - Regelwerk S. 169
+
Automatische Berechnung integriert
+
Zauberer
+
+
+
+
+
+ Regel: Der Charakter hat ein ausgezeichnetes Zeitgefühl und kann, ohne den Stand der Sonne zu sehen oder auf andere Hilfsmittel zurückzugreifen, die Tageszeit genau bestimmen.
+ Publikation: VR01 - Regelwerk S. 170
+
Keine Berechnung
+
Zeitgefühl
+
+
+
+
+
+ Regel: Ein Held kann den Zweistimmigen Gesang singen und hat somit die Möglichkeit, Elfenlieder zu erlernen. Durch den Vorteil erwirbt der Held das Anwendungsgebiet Zweistimmiger Gesang im Talent Singen.
+ Publikation: VR01 - Regelwerk S. 170
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Zweistimmiger Gesang
+
+
+
+
+
+ Regel: Der Abenteurer erhält bei Proben auf Sinnesschärfe zur Entdeckung von Geheimtüren, Hohlräumen, versteckten Schubladen und Ähnlichem eine Erleichterung von 1.
+ Publikation: VR01 - Regelwerk S. 170
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Zwergennase
+
+
+
+
+
-
-
-
Name
-
Erworben
-
Zusatz
+
+
+
+
+
+
+
Name
+
Erworben
+
Zusatz
-
-
Angst vor
-
-
-
-
-
-
-
-
Arm
-
-
-
-
-
-
-
Artefaktgebunden
-
-
-
-
-
Behäbig
-
-
-
-
-
Blind
-
-
-
-
-
Blutrausch
-
-
-
-
-
Eingeschränkter Sinn
-
-
-
-
-
Farbenblind
-
-
-
-
-
Fettleibig
-
-
-
-
-
Giftanfällig
-
-
-
-
-
-
-
Hässlich
-
-
-
-
-
-
-
Hitzeempfindlich
-
-
-
-
-
Jagdwildgeruch
-
-
-
-
-
Kälteempfindlich
-
-
-
-
-
Keine Flugsalbe
-
-
-
-
-
Kein Vertrauter
-
-
-
-
-
Körpergebundene Kraft
-
-
-
-
-
Körperliche Auffälligkeit
-
-
-
-
-
Krankheitsanfällig
-
-
-
-
-
-
-
Lästige Mindergeister
-
-
-
-
-
Lichtempfindlich
-
-
-
-
-
Magische Einschränkung
-
-
-
-
-
Nachtblind
-
-
-
-
-
Niedrige Astralkraft
-
-
-
-
-
-
-
Niedrige Karmalkraft
-
-
-
-
-
-
-
Niedrige Lebenskraft
-
-
-
-
-
-
-
Niedrige Seelenkraft
-
-
-
-
-
Niedrige Zähigkeit
-
-
-
-
-
Pech
-
-
-
-
-
-
-
Pechmagnet
-
-
-
-
-
Persönlichkeitsschwächen
-
-
-
-
-
Prinzipientreue
-
-
-
-
-
-
-
-
Raubtiergeruch
-
-
-
-
-
Schlafwandler
-
-
-
-
-
Schlechte Angewohnheit
-
-
-
-
-
Schlechte Eigenschaft
-
-
-
-
-
Schlechte Regeneration (Astralenergie)
-
-
-
-
-
-
-
Schlechte Regeneration (Karmaenergie)
-
-
-
-
-
-
-
Schlechte Regeneration (Lebensenergie)
-
-
-
-
-
-
-
Schwacher Astralkörper
-
-
-
-
-
Schwacher Karmalkörper
-
-
-
-
-
Sensibler Geruchssinn
-
-
-
-
-
Sprachfehler
-
-
-
-
-
Stigma
-
-
-
-
-
Stumm
-
-
-
-
-
Taub
-
-
-
-
-
Unfähig
-
-
-
-
-
Unfrei
-
-
-
-
-
Unverträglichkeit gegenüber Alkohol
-
-
-
-
-
Verpflichtungen
-
-
-
-
-
-
-
-
Verstümmelt
-
-
-
-
-
Wahrer Name
-
-
-
-
-
Wilde Magie
-
-
-
-
-
Zauberanfällig
-
-
-
-
-
-
-
Zerbrechlich
-
-
-
-
-
-
+
+
+ Regel: Pro Stufe der Angst erleidet der Held eine Stufe Furcht, so lange er dem Auslöser ausgesetzt ist.
+ Publikation: VR01 - Regelwerk S. 170
+
Keine Berechnung
+
Angst vor
+
+
+
+
+
+
+
+
+ Regel: Durch den Nachteil Arm erhält ein Held bei der Generierung 250 Silbertaler weniger pro Stufe. Wählt er also 3 Stufen Arm, beginnt er ohne Startkapital und besitzt nur ein Kleiderpaket der Kategorie arm.
+ Publikation: VR01 - Regelwerk S. 170
+
Keine Berechnung
+
Arm
+
+
+
+
+
+
+
+ Regel: Ist der Held nicht in direktem Kontakt mit dem Artefakt (dies bedeutet: Kontakt mit der Haut), kann er nur erschwert Zaubern. Dieser Nachteil erschwert Zauber um 1, wenn die Bedingung des Körperkontaktes nicht erfüllt ist. Wird das Artefakt vernichtet, kann er so lange nur mit der Erschwernis Zauber wirken, bis er selbst ein neues Artefakt gleicher Machart hergestellt hat, in das die Artefaktgebundenheit automatisch einfließt.
+ Publikation: VR01 - Regelwerk S. 170
+
Automatische Berechnung integriert
+
Artefaktgebunden
+
+
+
+
+
+ Regel: Durch Behäbig verliert ein Held 1 Punkt von seinem Geschwindigkeit-Grundwert.
+ Publikation: VR01 - Regelwerk S. 171
+
Automatische Berechnung integriert
+
Behäbig
+
+
+
+
+
+ Regel: Durch den Nachteil ist ihm der Einsatz vieler Fertigkeiten erschwert oder erst gar nicht möglich. Dies gilt ebenfalls für Sonderfertigkeiten. Welche Handlungen um wie viel erschwert oder gar unmöglich sind, entscheidet der Meister. Die Blindheit ist nicht heilbar, außer durch ein Großes Wunder. Der Held erhält den Status Blind.
+ Publikation: VR01 - Regelwerk S. 171
+
Keine Berechnung
+
Blind
+
+
+
+
+
+ Regel: Der Held erhält unter speziellen Umständen den Status Blutrausch. Der Blutrausch wird aktiviert, wenn der Held durch einen Angriff eine Stufe des Zustands Schmerz erleidet oder ihm seine Probe auf Willenskraft zur Aktivierung der Schlechten Eigenschaft Jähzorn misslingt.
+ Publikation: VR01 - Regelwerk S. 171
+
Keine Berechnung
+
Blutrausch
+
+
+
+
+
+ Regel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
+ Publikation: VR01 - Regelwerk S. 171
+
nur FK-Malus wird automatisch berechnet, Verweis bei relevanten Talenten
+
Eingeschränkter Sinn: Sicht
+
+
+
+
+
+ Regel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
+ Publikation: VR01 - Regelwerk S. 171
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Eingeschränkter Sinn: Gehör
+
+
+
+
+
+ Regel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
+ Publikation: VR01 - Regelwerk S. 171
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Eingeschränkter Sinn: Geruch & Geschmack
+
+
+
+
+
+ Regel: Wer über einen Eingeschränkten Sinn verfügt, dessen Proben auf Sinnesschärfe sind um 2 erschwert, wenn die Probe den entsprechenden Sinn betrifft. Eingeschränkte Sicht erschwert zudem Proben auf Fernkampf um 2. Folgende Sinne können gewählt werden: Sicht, Gehör, Geruch & Geschmack, Tastsinn. Ein Held kann bis zu zwei eingeschränkte Sinne besitzen.
+ Publikation: VR01 - Regelwerk S. 171
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Eingeschränkter Sinn: Tastsinn
+
+
+
+
+
+ Regel: Für den Abenteurer sind Farben nicht zu unterscheiden. Dies kann sich bei einigen Proben, etwa auf Alchimie („Rote Flüssigkeit in grüne Flüssigkeit schütten.“), beim Zuordnen von Wappen (Etikette) oder bei der Orientierung im Dschungel negativ auswirken. Ob eine Probe abgelegt werden kann und wie hoch die Erschwernis ist, entscheidet der Meister.
+ Publikation: VR01 - Regelwerk S. 171
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Farbenblind
+
+
+
+
+
+ Regel: Der Nachteil hat zur Folge, dass Proben auf Klettern, Körperbeherrschung, Tanzen und Verbergen um 1 erschwert sind.
+ Publikation: VR01 - Regelwerk S. 171
+
Automatische Berechnung integriert
+
Fettleibig
+
+
+
+
+
+ Regel: Eine Giftanfälligkeit verschlechtert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Giften zu widerstehen.
+ Publikation: VR01 - Regelwerk S. 171
+
Keine Berechnung
+
Giftanfällig
+
+
+
+
+
+
+
+ Regel: Die Wundschwelle des Helden sinkt durch den Nachteil um 1.
+ Publikation: VR02 - Aventurisches Kompendium S. 133
+
Automatische Berechnung integriert
+
Gläsern
+
+
+
+
+
+
+ Regel: Durch jede Stufe dieses Nachteils erleidet der Held eine Erschwernis von 1 auf Betören (Anbandeln, Liebeskünste), Überreden (Manipulieren, Schmeicheln) und Handel (Feilschen).
+ Publikation: VR01 - Regelwerk S. 172
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Hässlich
+
+
+
+
+
+
+
+ Regel: Hitzestufen werden für den Helden um 1 Stufe erhöht, sobald er mindestens unter Hitzestufe 2 leidet.
+ Publikation: VR01 - Regelwerk S. 172
+
Keine Berechnung
+
Hitzeempfindlich
+
+
+
+
+
+ Regel: Der Meister kann immer, wenn der Held nahe genug an hungrigen Raubtieren ist (50 Schritt Radius) und diese ihn wittern, mit dem W6 würfeln. Bei einer 1-2 halten sie den Abenteurer für Beute und greifen ihn an. Sollte es zu einem Kampf mit einer ganzen Heldengruppe kommen, so greifen die Raubtiere bevorzugt einen Helden mit dem Nachteil Jagdwildgeruch an. Als Raubtiere gelten beispielsweise Jaguare und Würgeschlangen, auf keinen Fall aber reine Pflanzenfresser. Welche Tiere von dem Geruch genau angelockt werden, entscheidet der Meister.
+ Publikation: VS01 - Aventurisches Bestiarium S. 123
+
Keine Berechnung
+
Jagdwildgeruch
+
+
+
+
+
+ Regel: Kältestufen werden für den Helden um 1 Stufe erhöht, sobald er mindestens unter Kältestufe 1 leidet.
+ Publikation: VR01 - Regelwerk S. 172
+
Keine Berechnung
+
Kälteempfindlich
+
+
+
+
+
+ Regel: Der Held kann die Sonderfertigkeit Flugsalbe nicht erwerben. Dadurch wird die Sonderfertigkeit Tradition (Hexe) um 10 AP billiger.
+ Publikation: VR01 - Regelwerk S. 172
+
Keine Berechnung
+
Keine Flugsalbe
+
+
+
+
+
+ Regel: Der Held kann die Sonderfertigkeit Vertrautenbindung nicht erwerben. Dadurch wird die Sonderfertigkeit Tradition (Hexe) um 10 AP billiger.
+ Publikation: VR01 - Regelwerk S. 172
+
Keine Berechnung
+
Kein Vertrauter
+
+
+
+
+
+ Regel: Sobald der Held, aus welchem Grunde auch immer, einen Teil seiner Haarpracht einbüßt (z.B. durch Abschneiden, Feuer etc.; unabhängig von der Länge), verliert er sofort 10 Astralpunkte (bis zu einem Minimum von 0). Diese können normal regeneriert werden. Der normale menschliche Haarverlust zählt nicht als Verlust der Haarpracht.
+ Publikation: VR01 - Regelwerk S. 172
+
Keine Berechnung
+
Körpergebundene Kraft
+
+
+
+
+
+ Regel: Ein Held kann maximal zwei Körperliche Auffälligkeiten wählen. Die Körperliche Auffälligkeit zieht gelegentlich Erschwernisse auf Gesellschaftstalente aufgrund von Aberglaube oder Misstrauen nach sich.
+ Publikation: VR01 - Regelwerk S. 172
+
Keine Berechnung
+
Körperliche Auffälligkeit
+
+
+
+
+
+ Regel: Eine Krankheitsanfälligkeit verschlechtert Zähigkeit und Seelenkraft um 1 pro Stufe, wenn es darum geht, Krankheiten zu widerstehen.
+ Publikation: VR01 - Regelwerk S. 172
+
Keine Berechnung
+
Krankheitsanfällig
+
+
+
+
+
+
+
+ Regel: Jedes Mal wenn der Zauberer Astralenergie ausgibt, würfelt er mit dem W20. Ist das Ergebnis gleich oder kleiner der ausgegebenen Astralenergiemenge, tauchen Mindergeister auf und belästigen den Zauberer. Welche Art von Mindergeistern erscheinen, entscheidet der Meister je nach Situation. Beispiele sind Windbeutel, die das Haar des Zauberers selbst bei Windstille wallen lassen, Tränenlinge, die sich unter die Augen setzen, oder Feuerwusel, die Gegenstände des Zauberers erhitzen oder gar verkohlen. Außerdem sind alle Fertigkeitsproben wegen der Ablenkung um 1 erschwert. Die Mindergeister bleiben für 10 Minuten, ehe sie von selbst wieder verschwinden. Sind durch zu häufiges Zaubern mehrere Mindergeister erschienen, summieren sich die Erschwernis dennoch nicht auf.
+ Publikation: VR01 - Regelwerk S. 173
+
Automatische Berechnung integriert
+
Lästige Mindergeister
+
+
+
+
+
+ Regel: Der Held erleidet eine Stufe Schmerz, sobald er Sonnenlicht ausgesetzt ist, das heller ist als Dämmerlicht. Diese Auswirkung lässt sich vermeiden, wenn der Betroffene seinen kompletten Körper inklusive der Augen verhüllt.
+ Publikation: VR01 - Regelwerk S. 173
+
Keine Berechnung
+
Lichtempfindlich
+
+
+
+
+
+ Regel: In der Umgebung, für die der Nachteil gilt, hat der Zauberer bei magischen Fertigkeitsproben keine Erschwernisse, ansonsten eine von 1.
+ Publikation: VR01 - Regelwerk S. 173
+
Automatische Berechnung integriert
+
Magische Einschränkung
+
+
+
+
+
+ Regel: Sobald der Held mindestens eine Stufe Sichterschwernis durch Dunkelheit erleidet, wird diese Erschwernis für ihn um eine Stufe erhöht.
+ Publikation: VR01 - Regelwerk S. 173
+
Keine Berechnung, auf Grund von Sicht Mod Stufe 4 aktuell nicht integrierbar
+
Nachtblind
+
+
+
+
+
+ Regel: Der AE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
+ Publikation: VR01 - Regelwerk S. 174
+
Automatische Berechnung integriert
+
Niedrige Astralkraft
+
+
+
+
+
+
+
+ Regel: Der KE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
+ Publikation: VR01 - Regelwerk S. 174
+
Automatische Berechnung integriert
+
Niedrige Karmalkraft
+
+
+
+
+
+
+
+ Regel: Der LE-Grundwert sinkt durch diesen Nachteil um 1 Punkt pro Stufe des Nachteils.
+ Publikation: VR01 - Regelwerk S. 174
+
Automatische Berechnung integriert
+
Niedrige Lebenskraft
+
+
+
+
+
+
+
+ Regel: Der SK-Grundwert des Helden ist um 1 schlechter.
+ Publikation: VR01 - Regelwerk S. 174
+
Automatische Berechnung integriert
+
Niedrige Seelenkraft
+
+
+
+
+
+ Regel: Der ZK-Grundwert des Helden ist um 1 schlechter.
+ Publikation: VR01 - Regelwerk S. 174
+
Automatische Berechnung integriert
+
Niedrige Zähigkeit
+
+
+
+
+
+ Regel: Der Held startet pro Stufe des Nachteils mit 1 Schicksalspunkt weniger als üblich. Sein Maximum an Schicksalspunkten sinkt hierdurch um einen Punkt pro Stufe. Die Anzahl der Schicksalspunkte darf hierbei nicht unter 0 fallen.
+ Publikation: VR01 - Regelwerk S. 174
+
Automatische Berechnung integriert
+
Pech
+
+
+
+
+
+
+
+ Regel: Bei jeder zufälligen Bestimmung des Meisters (Welcher Held wird von dem Pfeil getroffen? Wer stand von der Gruppe in der Nähe der Falle, als sie ausgelöst wurde?) sind die Chancen bei einem Abenteurer mit diesem Nachteil mindestens doppelt so hoch wie die eines Helden ohne Pechmagnet. Der Nachteil sollte in der Heldengruppe nicht bei allen Helden auftreten, da sich der Nachteil ansonsten aufhebt. Dementsprechend erfordert die Wahl von Pechmagnet Rücksprache mit dem Meister.
+ Publikation: VR01 - Regelwerk S. 174
+
Keine Berechnung
+
Pechmagnet
+
+
+
+
+
+ Regel: In passenden Situationen kann der Meister durchaus für die angegebenen Fertigkeiten eine Erschwernis von 1 aussprechen, wenn er dies für angemessen hält. Es dürfen bis zu zwei Persönlichkeitsschwächen pro Held gewählt werden.
+ Publikation: VR01 - Regelwerk S. 174
+
Keine Berechnung
+
Persönlichkeitsschwächen
+
+
+
+
+
+ Regel: Prinzipientreue gibt es in drei Stufen. Während die erste Stufe den Helden nur leicht einschränkt, ist die zweite Stufe schon fordernd, die letzte Stufe benachteiligt den Helden schwer.
+ Ein Held kann mehreren Prinzipien folgen, er bekommt jedoch nur einmal Abenteuerpunkte für den Nachteil (und zwar für die höchste Prinzipientreuestufe). Wer gegen seine Prinzipien verstößt, erleidet eine Erschwernis von 1 auf alle Fertigkeitsproben. Dieser Zustand dauert mindestens eine Stunde an, über die genaue Länge entscheidet der Meister unter Berücksichtigung der Schwere des Verstoßes.
+ Publikation: VR01 - Regelwerk S. 175
+
Keine Berechnung
+
Prinzipientreue
+
+
+
+
+
+
+
+
+ Regel: Der Meister kann immer, wenn der Held nahe genug an domestizierten Tieren ist und diese ihn wittern, mit dem W6 würfeln. Bei einer 1 versuchen sie, vor der vermeintlichen Bedrohung zu fliehen. Hunde und Katzen meiden die Nähe eines Helden mit diesem Nachteil, Pferde scheuen und selbst Schafe und Ziegen fliehen blökend, sobald er sich ihnen nähert. Bei Proben auf Tierkunde und Reiten im Umgang mit domestizierten Tieren kann ein Held mit Raubtiergeruch maximal 1 QS übrig behalten.
+ Publikation: VS01 - Aventurisches Bestiarium S. 123
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Raubtiergeruch
+
+
+
+
+
+ Regel: Kein Held sollte mehr als einmal pro Woche schlafwandeln. Am Tag nach dem Schlafwandeln erhält der Held 24 Stunden lang eine Stufe des Zustands Betäubung durch die geringe Erholung in der Nacht. Die Regeneration ist für den Held in der Nacht, in der er schlafwandelt um 1 gesenkt.
+ Publikation: VR01 - Regelwerk S. 175
+
Keine Berechnung
+
Schlafwandler
+
+
+
+
+
+ Regel: Ein Held kann so viele Schlechte Angewohnheiten wählen, wie er möchte, erhält hierdurch allerdings insgesamt maximal 6 AP. In seltenen Fällen kann der Meister auch Erschwernisse auf Gesellschaftstalente vergeben.
+ Publikation: VR01 - Regelwerk S. 175
+
Keine Berechnung
+
Schlechte Angewohnheit
+
+
+
+
+
+ Regel: In jeder Situation, in der der Held mit einem potenziellen Auslöser seiner Schlechten Eigenschaft konfrontiert wird, muss er eine Probe auf Willenskraft bestehen, um sich zu beherrschen. Gelingt ihm diese Probe, ist alles in Ordnung, ansonsten muss er entsprechend der Schlechten Eigenschaft agieren. Seine Schlechte Eigenschaft hat ihn so lange im Griff, wie er dem Auslöser ausgesetzt ist.
+ Der Meister kann für die Probe auf Willenskraft entsprechend der Stärke des Auslösers Erschwernisse oder Erleichterungen aussprechen. Es dürfen bis zu zwei Schlechte Eigenschaften pro Held gewählt werden.
+ Kombinationen, die sich ausschließen (z.B. Geiz und Verschwendungssucht), dürfen nicht gewählt werden. Das letzte Wort darüber hat der Spielleiter.
+ Publikation: VR01 - Regelwerk S. 176
+
Keine Berechnung
+
Schlechte Eigenschaft
+
+
+
+
+
+ Regel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
+ Publikation: VR01 - Regelwerk S. 176
+
Keine Berechnung
+
Schlechte Regeneration (Astralenergie)
+
+
+
+
+
+
+
+ Regel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
+ Publikation: VR01 - Regelwerk S. 176
+
Keine Berechnung
+
Schlechte Regeneration (Karmaenergie)
+
+
+
+
+
+
+
+ Regel: Für jede Stufe des Nachteils muss der Held beim Regenerationswurf 1 Punkt abziehen (bis zu einem Minimum von 0).
+ Publikation: VR01 - Regelwerk S. 176
+
Keine Berechnung
+
Schlechte Regeneration (Lebensenergie)
+
+
+
+
+
+
+
+ Regel: Jedes Mal, wenn der Held Astralpunkte ausgibt, verliert er einen Astralpunkt zusätzlich.
+ Publikation: VR01 - Regelwerk S. 177
+
Keine Berechnung
+
Schwacher Astralkörper
+
+
+
+
+
+ Regel: Jedes Mal, wenn der Held Karmapunkte ausgibt, verliert er einen Karmapunkt zusätzlich.
+ Publikation: VR01 - Regelwerk S. 177
+
Keine Berechnung
+
Schwacher Karmalkörper
+
+
+
+
+
+ Regel: Solange der Held dem Geruch ausgesetzt ist, erleidet er eine Stufe Verwirrung.
+ Publikation: VR01 - Regelwerk S. 177
+
Keine Berechnung
+
Sensibler Geruchssinn
+
+
+
+
+
+ Regel: Bei Gesellschaftstalenten (außer Menschenkenntnis und Willenskraft) und Handeln (Feilschen) kann er nach Meisterentscheid eine Erschwernis von 1 erhalten, wenn es darum geht, mit anderen Personen zu sprechen.
+ Publikation: VR01 - Regelwerk S. 177
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Sprachfehler
+
+
+
+
+
+ Regel: Der Meister kann eine Erschwernis von 1 auf Gesellschaftstalente (ausgenommen Einschüchtern, Menschenkenntnis und Willenskraft) und Handel (Feilschen) aussprechen, wenn er dies für angemessen hält. Ein Held kann den Nachteil nur einmal wählen.
+ Publikation: VR01 - Regelwerk S. 178
+
Keine Berechnung
+
Stigma
+
+
+
+
+
+ Regel: Der Held kann sich in den meisten Fällen mit anderen Personen nicht verständigen (außer über Zeichensprache oder schriftlich). Der Einsatz von Zaubern und anderen Handlungen, die Sprache erfordern, ist unmöglich oder stark erschwert. Der Held erhält dauerhaft den Status Stumm.
+ Publikation: VR01 - Regelwerk S. 178
+
Keine Berechnung
+
Stumm
+
+
+
+
+
+ Regel: Der Held kann keine Probe auf Sinnesschärfe ablegen, die mit dem Hören zu tun haben. Er erhält den Status Taub.
+ Publikation: VR01 - Regelwerk S. 178
+
Keine Berechnung
+
Taub
+
+
+
+
+
+ Regel: Der Held muss bei einer Probe auf das Talent das beste Würfelergebnis einer Teilprobe neu würfeln. Das zweite Ergebnis ist bindend. Ein Abenteurer kann maximal zwei Unfähigkeiten besitzen.
+ Publikation: VR01 - Regelwerk S. 178
+
Keine Berechnung
+
Unfähig
+
+
+
+
+
+ Regel: Der Held kann eine Erschwernis erhalten, wenn er als Unfreier Höhergestellte mit Gesellschaftstalenten überzeugen will. In seiner Kultur hat er zudem mit Unterdrückung zu kämpfen, genießt fast keinen rechtlichen Schutz und gilt als Besitz eines Höhergestellten. Genaueres hierzu siehe Seite 338.
+ Publikation: VR01 - Regelwerk S. 178
+
Keine Berechnung
+
Unfrei
+
+
+
+
+
+ Regel: Wer über diesen Nachteil verfügt, für den verdoppeln sich die Auswirkungen nach Giftproben beim Konsum von Alkohol. Würde der Held beispielsweise 1 Stufe Berauscht erleiden, erhält er stattdessen direkt 2 Stufen des Zustands.
+ Publikation: Meisterschirm - Tavernen S. 13
+
Keine Berechnung
+
Unverträglichkeit gegenüber Alkohol
+
+
+
+
+
+ Regel: Der Held muss Anweisungen desjenigen befolgen, dem er verpflichtet ist, oder mit den Konsequenzen leben. Ein Held kann mehreren Institutionen oder Personen verpflichtet sein, er bekommt jedoch nur einmal Abenteuerpunkte für den Nachteil (und zwar für die höchste Verpflichtungsstufe).
+ Publikation: VR01 - Regelwerk S. 178
+
Keine Berechnung
+
Verpflichtungen
+
+
+
+
+
+
+
+
+ Regel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
+ Einer der beiden Arme des Charakters fehlt mindestens bis zum Ellbogen.
+ Publikation: VR01 - Regelwerk S. 179
+
Keine Berechnung
+
Verstümmelt: Einarmig
+
+
+
+
+
+ Regel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
+ Eines der beiden Augen des Helden ist blind oder er hat es verloren. Fernkampfangriffe sind dadurch um 4 erschwert.
+ Publikation: VR01 - Regelwerk S. 179
+
Automatische Berechnung integriert
+
Verstümmelt: Einäugig
+
+
+
+
+
+ Regel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
+ Der Held hat nur ein Bein, bzw. es ist unterhalb des Knies amputiert. Der Geschwindigkeit-Grundwert ist halbiert. Krücken und einfache Prothesen wie ein Holzbein helfen gegen die Verminderung der Geschwindigkeit nicht.
+ Publikation: VR01 - Regelwerk S. 179
+
Automatische Berechnung integriert
+
Verstümmelt: Einbeinig
+
+
+
+
+
+ Regel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
+ Dem Abenteurer fehlt eine Hand.
+ Publikation: VR01 - Regelwerk S. 179
+
Keine Berechnung
+
Verstümmelt: Einhändig
+
+
+
+
+
+ Regel: Viele Fertigkeitsproben können durch die Verstümmelung erschwert oder unmöglich sein. Die Entscheidung hierüber obliegt dem Meister je nach Situation.
+ Eines der Ohren ist abgeschnitten oder verkrüppelt. Proben auf Sinnesschärfe auf Hören sind für den Helden grundsätzlich um 1 erschwert.
+ Publikation: VR01 - Regelwerk S. 179
+
Keine Berechnung, Verweis bei relevanten Talenten
+
Verstümmelt: Einohrig
+
+
+
+
+
+ Regel: Bei der Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren oder Störungen ignorieren) bei Wundeffekten bekommt die Heldin eine Erschwernis von 2.
+ Publikation: VR02 - Aventurisches Kompendium S. 133
+
Keine Berechnung
+
Verweichlicht
+
+
+
+
+
+ Regel: Wenn ein Zauberer einen Zauberspruch gegen ein Ziel einsetzt, dessen Wahren Namen er kennt (und der über diesen Nachteil verfügt), verschlechtert sich die Seelenkraft und die Zähigkeit des Ziels um 4, womit es leichter zu verzaubern ist.
+ Publikation: VR01 - Regelwerk S. 179
+
Keine Berechnung
+
Wahrer Name
+
+
+
+
+
+ Regel: 19er werden bei Fertigkeitsproben auf Zauber und Rituale in Hinsicht auf die Bestimmung eines Patzers wie eine 20 behandelt.
+ Publikation: VR01 - Regelwerk S. 179
+
Keine Berechnung
+
Wilde Magie
+
+
+
+
+
+ Regel: Gegen Magie sind Seelenkraft und Zähigkeit um 1 pro Stufe schlechter als üblich.
+ Publikation: VR01 - Regelwerk S. 179
+
Keine Berechnung
+
Zauberanfällig
+
+
+
+
+
+
+
+ Regel: Erschwernisse durch den Zustand Schmerz werden wie bei einer Stufe höher behandelt. Die Handlungsunfähigkeit tritt somit bereits bei Stufe III ein.
+ Publikation: VR01 - Regelwerk S. 179
+
Automatische Berechnung integriert
+
Zerbrechlich
+
+
+
+
+
+
-
-
-
Allgemeine SF
-
-
-
Abrichter
-
-
-
Abrollen
-
-
-
Ackerbau
-
-
-
Anführer
-
-
-
Anpeitscher
-
-
-
Analytiker
-
-
-
Archivar
-
-
-
Athlet
-
-
-
Bauchreden
-
-
-
Bine Maschores
-
-
-
Bildhauerei
-
-
-
Bootsbauer
-
-
-
Buchdrucker
-
-
-
Diener
-
-
-
Dokumentenfälscher
-
-
-
Drohgebärden
-
-
-
Dschungelkundig
-
-
-
Eis- und Schneekundig
-
-
-
Eiserner Wille
-
-
-
-
-
Ermutigender Gesang
-
-
-
Fächersprache
-
-
-
Fallen entschärfen
-
-
-
Falschspielen
-
-
-
Faszinierender Gesang
-
-
-
Feuerschlucker
-
-
-
Fischer
-
-
-
Freiklettern
-
-
-
Füchsisch
-
-
-
Gestählter Wille
-
-
-
Gebirgskundig
-
-
-
Gift melken (Land- und Lufttiere)
-
-
-
Gift melken (Wassertiere)
-
-
-
Gildenrecht
-
-
-
Glasbläserei
-
-
-
Guter Gardist, böser Gardist
-
-
-
Hauswirtschaft
-
-
-
Hehlerei
-
-
-
Heraldik
-
-
-
Höhlenkundig
-
-
-
Iglubau
-
-
-
Instrumente bauen
-
-
-
Jäger
-
-
-
Kalligraphie
-
-
-
Kapellmeister
-
-
-
Kartographie
-
-
-
Kohlezeichnungen
-
-
-
Konditor
-
-
-
Kristallzucht
-
-
-
Kulturlandkundig
-
-
-
Kupferstich
-
-
-
Kutschenbauer
-
-
-
Leg-ga-Leg
-
-
-
Leibdiener
-
-
-
Liebling der Massen
-
-
-
Lippenlesen
-
-
-
Meereskundig
-
-
-
Meister der Improvisation
-
-
-
Möbel herstellen
-
-
-
Navigation
-
-
-
Ölmalerei
-
-
-
Opernsänger
-
-
-
Orientierung unter Tage
-
-
-
Ortskenntnis
-
-
-
-
Provozieren
-
-
-
Prunkkleidung herstellen
-
-
-
Pyromantiker
-
-
-
Rahjasutra-Kenntnisse
-
-
-
Rosstäuscher
-
-
-
Rüstungsbau
-
-
-
Sammler
-
-
-
Schiffsbau
-
-
-
Schmerzen unterdrücken
-
-
-
Schmuck herstellen
-
-
-
Schnapsbrennerei
-
-
-
Schnellschreiber
-
-
-
Schriftstellerei
-
-
-
Seile herstellen
-
-
-
Skifahren
-
-
-
Smutje
-
-
-
Stellmacherei
-
-
-
Steppenkundig
-
-
-
Sumpfkundig
-
-
-
Tätowierer
-
-
-
Tierstimmen imitieren
-
-
-
Töpferei
-
-
-
Verführungskunst
-
-
-
Viehzucht
-
-
-
Waffenbau
-
-
-
Waldkundig
-
-
-
Wandmalerei
-
-
-
Wettervorhersage
-
-
-
Wüstenkundig
-
-
-
Zahlenmystik
-
-
-
Berufsgeheimnisse
-
-
Antidot
-
-
Algebra
-
-
Arax
-
-
Aussatz
-
-
Bannstaub
-
-
Blaue Keuche
-
-
Blutiger Rotz
-
-
Boltan
-
-
Brabacudagift
-
-
Die böse Eins
-
-
Drachenschuppen
-
-
Drehleier
-
-
Drôler Spitze
-
-
Dumpfschädel
-
-
Dunkle Pforten
-
-
Durch den Efferdwall und zurück
-
-
Efferd- und Kerkersieche
-
-
Elfenbogen
-
-
Fätelungstechnik
-
-
Feuerwerk
-
-
Filigranes Kettenknüpfen
-
-
Flinker Difar
-
-
Garadan
-
-
Gefäße des Rohal
-
-
Geometrie
-
-
Gilbe
-
-
Glas
-
-
Heiltrank
-
-
Inrahspiel
-
-
Inseln im Nebel
-
-
Iryanleder
-
-
Jahresfieber
-
-
Kelmon
-
-
Kukris
-
-
Landsegler
-
-
Lehmbacktechnik
-
-
Liebestrunk
-
-
Lutanas
-
-
Magierphilosophie
-
-
Mantikorgift
-
-
Mandragora
-
-
Meister der Brabacudaküche
-
-
Morfugift
-
-
Menacoriten
-
-
Myranor-Geographie
-
-
Omrais
-
-
Orkischer Kalender
-
-
Pastillen gegen Schmerzen
-
-
Pelura
-
-
Pentagramm
-
-
Porzellan
-
-
Rascher Wahn
-
-
Rote und Weiße Kamele
-
-
Schaumkuss
-
-
Schlacht von Jergan
-
-
Schlaftrunk
-
-
Schokolade
-
-
Schwarze Wut
-
-
Spinett
-
-
Standharfe
-
-
Sumpffieber
-
-
Sunsura
-
-
Tollwut
-
-
Tulmadron
-
-
Tulmadron-Abbau
-
-
Uhrwerk
-
-
Unauer Porzellan
-
-
Unsichtbarkeitselixier
-
-
Uthuria-Geographie
-
-
Verwandlungselixier
-
-
Vinsalter Ei
-
-
Vorfahren der Mittelländer
-
-
Waffenbalsam
-
-
Wahrscheinlichkeitsrechnung
-
-
Weg durch die Sargasso-See
-
-
Willenstrunk
-
-
Wundfieber
-
-
Wurara
-
-
Zähigkeitstrunk
-
-
Zaubertrank
-
-
Zeitalterforschung
-
-
Zorganpocken
-
-
Zwergische Tresore
-
-
-
Schicksalspunkte-SF
-
-
-
Attacke verbessern
-
-
-
Ausweichen verbessern
-
-
-
Eigenschaft verbessern
-
-
-
Empathie
-
-
-
Fernkampf verbessern
-
-
-
Fleischwunde
-
-
-
Höhere Prophezeiung
-
-
-
Parade verbessern
-
-
-
Magiegespür
-
-
-
Prophezeiung
-
-
-
Wachsamkeit
-
-
+
+
+
Allgemeine SF
+
+
+
Abrichter
+
+
+
Abrollen
+
+
+
Ackerbau
+
+
+
Anführer
+
+
+
Anpeitscher
+
+
+
Analytiker
+
+
+
Archivar
+
+
+
Athlet
+
+
+
Bauchreden
+
+
+
Bine Maschores
+
+
+
Bildhauerei
+
+
+
Bootsbauer
+
+
+
Buchdrucker
+
+
+
Diener
+
+
+
Dokumentenfälscher
+
+
+
Drohgebärden
+
+
+
Dschungelkundig
+
+
+
Eis- und Schneekundig
+
+
+
Eiserner Wille
+
+
+
+
+
Ermutigender Gesang
+
+
+
Fächersprache
+
+
+
Fallen entschärfen
+
+
+
Falschspielen
+
+
+
Faszinierender Gesang
+
+
+
Feuerschlucker
+
+
+
Fischer
+
+
+
Freiklettern
+
+
+
Füchsisch
+
+
+
Gestählter Wille
+
+
+
Gebirgskundig
+
+
+
Gift melken (Land- und Lufttiere)
+
+
+
Gift melken (Wassertiere)
+
+
+
Gildenrecht
+
+
+
Glasbläserei
+
+
+
Guter Gardist, böser Gardist
+
+
+
Hauswirtschaft
+
+
+
Hehlerei
+
+
+
Heraldik
+
+
+
Höhlenkundig
+
+
+
Iglubau
+
+
+
Instrumente bauen
+
+
+
Jäger
+
+
+
Kalligraphie
+
+
+
Kapellmeister
+
+
+
Kartographie
+
+
+
Kohlezeichnungen
+
+
+
Konditor
+
+
+
Kristallzucht
+
+
+
Kulturlandkundig
+
+
+
Kupferstich
+
+
+
Kutschenbauer
+
+
+
Leg-ga-Leg
+
+
+
Leibdiener
+
+
+
Liebling der Massen
+
+
+
Lippenlesen
+
+
+
Meereskundig
+
+
+
Meister der Improvisation
+
+
+
Möbel herstellen
+
+
+
Navigation
+
+
+
Ölmalerei
+
+
+
Opernsänger
+
+
+
Orientierung unter Tage
+
+
+
Ortskenntnis
+
+
+
+
Provozieren
+
+
+
Prunkkleidung herstellen
+
+
+
Pyromantiker
+
+
+
Rahjasutra-Kenntnisse
+
+
+
Rosstäuscher
+
+
+
Rüstungsbau
+
+
+
Sammler
+
+
+
Schiffsbau
+
+
+
Schmerzen unterdrücken
+
+
+
Schmuck herstellen
+
+
+
Schnapsbrennerei
+
+
+
Schnellschreiber
+
+
+
Schriftstellerei
+
+
+
Seile herstellen
+
+
+
Skifahren
+
+
+
Smutje
+
+
+
Stellmacherei
+
+
+
Steppenkundig
+
+
+
Sumpfkundig
+
+
+
Tätowierer
+
+
+
Tierstimmen imitieren
+
+
+
Töpferei
+
+
+
Verführungskunst
+
+
+
Viehzucht
+
+
+
Waffenbau
+
+
+
Waldkundig
+
+
+
Wandmalerei
+
+
+
Wettervorhersage
+
+
+
Wüstenkundig
+
+
+
Zahlenmystik
+
+
+
Berufsgeheimnisse
+
+
Antidot
+
+
Algebra
+
+
Arax
+
+
Aussatz
+
+
Bannstaub
+
+
Blaue Keuche
+
+
Blutiger Rotz
+
+
Boltan
+
+
Brabacudagift
+
+
Die böse Eins
+
+
Drachenschuppen
+
+
Drehleier
+
+
Drôler Spitze
+
+
Dumpfschädel
+
+
Dunkle Pforten
+
+
Durch den Efferdwall und zurück
+
+
Efferd- und Kerkersieche
+
+
Elfenbogen
+
+
Fätelungstechnik
+
+
Feuerwerk
+
+
Filigranes Kettenknüpfen
+
+
Flinker Difar
+
+
Garadan
+
+
Gefäße des Rohal
+
+
Geometrie
+
+
Gilbe
+
+
Glas
+
+
Heiltrank
+
+
Inrahspiel
+
+
Inseln im Nebel
+
+
Iryanleder
+
+
Jahresfieber
+
+
Kelmon
+
+
Kukris
+
+
Landsegler
+
+
Lehmbacktechnik
+
+
Liebestrunk
+
+
Lutanas
+
+
Magierphilosophie
+
+
Mantikorgift
+
+
Mandragora
+
+
Meister der Brabacudaküche
+
+
Morfugift
+
+
Menacoriten
+
+
Myranor-Geographie
+
+
Omrais
+
+
Orkischer Kalender
+
+
Pastillen gegen Schmerzen
+
+
Pelura
+
+
Pentagramm
+
+
Porzellan
+
+
Rascher Wahn
+
+
Rote und Weiße Kamele
+
+
Schaumkuss
+
+
Schlacht von Jergan
+
+
Schlaftrunk
+
+
Schokolade
+
+
Schwarze Wut
+
+
Spinett
+
+
Standharfe
+
+
Sumpffieber
+
+
Sunsura
+
+
Tollwut
+
+
Tulmadron
+
+
Tulmadron-Abbau
+
+
Uhrwerk
+
+
Unauer Porzellan
+
+
Unsichtbarkeitselixier
+
+
Uthuria-Geographie
+
+
Verwandlungselixier
+
+
Vinsalter Ei
+
+
Vorfahren der Mittelländer
+
+
Waffenbalsam
+
+
Wahrscheinlichkeitsrechnung
+
+
Weg durch die Sargasso-See
+
+
Willenstrunk
+
+
Wundfieber
+
+
Wurara
+
+
Zähigkeitstrunk
+
+
Zaubertrank
+
+
Zeitalterforschung
+
+
Zorganpocken
+
+
Zwergische Tresore
+
+
+
Schicksalspunkte-SF
+
+
+
Attacke verbessern
+
+
+
Ausweichen verbessern
+
+
+
Eigenschaft verbessern
+
+
+
Empathie
+
+
+
Fernkampf verbessern
+
+
+
Fleischwunde
+
+
+
Höhere Prophezeiung
+
+
+
Parade verbessern
+
+
+
Magiegespür
+
+
+
Prophezeiung
+
+
+
Wachsamkeit
+
+
-
Aktivierung
-
+
Aktivierung
+
+
@@ -1868,7 +2441,7 @@
Eis- und Schneekundig
-
+
Eiserner Wille
@@ -1971,7 +2544,7 @@
Kapellmeister
-
+
Kartographie
@@ -2043,7 +2616,7 @@
Orientierung unter Tage
-
+
Ortskenntnis
@@ -2265,7 +2838,7 @@
Magierphilosophie
-
+
Magiekunde
@@ -2316,7 +2889,7 @@
Sphärenkunde
-
+
Inseln im Nebel
@@ -2330,7 +2903,7 @@
Sternkunde
-
+
Orkischer Kalender
@@ -2529,7 +3102,7 @@
Zorganpocken
-
+
Holzbearbeitung
@@ -2660,7 +3233,7 @@
Höhere Prophezeiung
-
+
Parade verbessern
@@ -2682,178 +3255,178 @@
-
-
+
+
-
-
-
-
-
Status
-
-
-
Bewegungsunfähig
-
-
-
-
Bewusstlos
-
-
-
-
Blind
-
-
-
-
Blutrausch
-
-
-
-
Brennend
-
-
-
-
Eingeengt
-
-
-
-
Fixiert
-
-
-
-
Handlungsunfähig
-
-
-
-
Krank
-
-
-
-
Liegend
-
-
-
-
Pechmagnet
-
-
-
-
Raserei
-
-
-
-
Stumm
-
-
-
-
Taub
-
-
-
-
Überrascht
-
-
-
-
Übler Geruch
-
-
-
-
Unsichtbar
-
-
-
-
Vergiftet
-
-
-
-
Versteinert
-
-
-
-
-
-
-
Zustände
-
-
-
-
-
Stufe I (-1)
-
Stufe II (-2)
-
Stufe III (-3)
-
Stufe IV (Handlungsunfähig)
-
-
-
Betäubung
-
-
-
-
-
-
-
-
Entrückt
-
-
-
-
-
-
-
-
Furcht
-
-
-
-
-
-
-
-
Paralyse
-
-
-
-
-
-
-
-
Schmerz
-
-
-
-
-
-
-
-
Verwirrung
-
-
-
-
-
-
-
-
-
-
Abzüge gesamt:
-
-
-
-
Abzüge effektiv ohne BE:
-
(max. -5)
-
-
-
Abzüge effektiv abzgl. BE:
-
(max. -5)
-
-
-
Abzüge effektiv inkl. BE:
-
(max. -5)
-
-
-
-
-
-
+
-
+
+
+
Status
+
+
+
Bewegungsunfähig
+
+
+
+
Bewusstlos
+
+
+
+
Blind
+
+
+
+
Blutrausch
+
+
+
+
Brennend
+
+
+
+
Eingeengt
+
+
+
+
Fixiert
+
+
+
+
Handlungsunfähig
+
+
+
+
Krank
+
+
+
+
Liegend
+
+
+
+
Pechmagnet
+
+
+
+
Raserei
+
+
+
+
Stumm
+
+
+
+
Taub
+
+
+
+
Überrascht
+
+
+
+
Übler Geruch
+
+
+
+
Unsichtbar
+
+
+
+
Vergiftet
+
+
+
+
Versteinert
+
+
+
+
+
+
+
Zustände
+
+
+
+
+
Stufe I (-1)
+
Stufe II (-2)
+
Stufe III (-3)
+
Stufe IV (Handlungsunfähig)
+
+
+
Betäubung
+
+
+
+
+
+
+
+
Entrückt
+
+
+
+
+
+
+
+
Furcht
+
+
+
+
+
+
+
+
Paralyse
+
+
+
+
+
+
+
+
Schmerz
+
+
+
+
+
+
+
+
Verwirrung
+
+
+
+
+
+
+
+
+
+
Abzüge gesamt:
+
+
+
+
Abzüge effektiv ohne BE:
+
(max. -5)
+
+
+
Abzüge effektiv abzgl. BE:
+
(max. -5)
+
+
+
Abzüge effektiv inkl. BE:
+
(max. -5)
+
+
+
+
+
+
+
+
@@ -2870,7 +3443,7 @@
SprachenGaben
-
+
MU
@@ -2892,3230 +3465,3257 @@
-
-
-
-
Talent
-
Eigenschaften
-
BE
-
Fw
-
Mod
-
InfoWeitere Mod. & Regeln +: Erleichterung -: Erschwernis AG: Neues Anwendungsgebiet EM: Neue Einsatzmöglichkeit QS: Erhöhung der QS BG: Berufsgeheimnis
-
Proben
-
-
Klettern
-
-
-
-
Ja
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Fettleibig (-)
+
+
+
+
Talent
+
Eigenschaften
+
BE
+
Fw
+
Mod
+
InfoWeitere Mod. & Regeln +: Erleichterung -: Erschwernis AG: Neues Anwendungsgebiet EM: Neue Einsatzmöglichkeit QS: Erhöhung der QS BG: Berufsgeheimnis
+
Proben
+
+
Klettern
+
+
+
+
Ja
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Fettleibig (-) (automatisch berechnet)
-
Freiklettern (+)
-
-
-
-
-
-
-
-
-
-
Körperbeherrschung
-
-
-
-
Ja
-
-
-
-
-
-
-
-
Schlangenmensch (+)
-
-
Fettleibig (-)
-
-
Skifahren (AG)
-
-
Abrollen (QS)
+
Freiklettern (+)
+
+
+
+
+
+
+
+
+
+
Körperbeherrschung
+
+
+
+
Ja
+
+
+
+
+
+
+
+
Schlangenmensch (+)
+
+
Fettleibig (-) (automatisch berechnet)
+
+
Skifahren (AG)
+
+
Abrollen (QS)
-
Athlet (QS)
-
-
-
-
-
-
-
-
-
-
Kraftakt
-
-
-
-
Ja
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Athlet (QS)
-
-
-
-
-
-
-
-
-
-
Schwimmen
-
-
-
-
Ja
-
-
-
-
-
-
-
-
-
-
Selbstbeherrschung
-
-
-
-
Nein
-
-
-
-
-
-
-
-
Schmerzen unterdrücken (EM)
-
-
Hart im Nehmen (+)
-
-
-
-
-
-
-
-
-
-
Sinnesschärfe
-
-
-
-
Evtl.
-
-
-
-
-
-
-
-
Lippenlesen (AG)
-
-
Fuchssinn (AG)
-
-
Herausragender Sinn: Gehör (+)
-
-
Herausragender Sinn: Geruch & Geschmack (+)
-
-
Herausragender Sinn: Sicht (+)
-
-
Herausragender Sinn: Tastsinn (+)
-
-
Zwergennase (+)
-
-
Eingeschränkter Sinn (-)
-
-
-
-
-
-
-
-
-
-
Verbergen
-
-
-
-
Ja
-
-
-
-
-
-
-
-
Fettleibig (-)
-
-
-
-
-
-
-
-
-
-
Einschüchtern
-
-
-
-
Nein
-
-
-
-
-
-
- Sozialer Stand (+)
-
-
Basiliskentöter (+)
-
-
Drachentöter (+)
-
-
Sprachfehler (-)
-
-
Anpeitscher (EM)
-
-
Drohgebärden (EM)
-
-
Provozieren (EM)
-
-
Guter Gardist, böser Gardist (QS)
-
-
-
-
-
-
-
-
-
-
-
Willenskraft
-
-
-
-
Nein
-
-
-
-
-
Kulturkunde (+/-)
-
-
Gestählter Wille (QS)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Talent
-
Eigenschaften
-
BE
-
Stg.
-
Fw
-
Anmerkung
-
Mod
-
InfoWeitere Mod. & Regeln +: Erleichterung -: Erschwernis AG: Neues Anwendungsgebiet EM: Neue Einsatzmöglichkeit QS: Erhöhung der QS BG: Berufsgeheimnis
-
Proben
-
-
Fliegen
-
-
-
-
-
-
Ja
-
B
-
-
-
-
Werkzeuge (-)
-
-
-
-
-
-
-
Gaukeleien
-
-
-
-
-
Ja
-
A
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Bauchreden (AG)
-
-
Feuer schlucken (AG)
-
-
Feuerwerk (AG)
-
-
-
-
-
-
-
-
-
-
Klettern
-
-
-
-
Ja
-
B
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Fettleibig (-)
-
-
Freiklettern (+)
-
-
-
-
-
-
-
-
-
-
Körperbeherrschung
-
-
-
-
Ja
-
D
-
-
-
-
-
-
-
-
-
Schlangenmensch (+)
-
-
Fettleibig (-)
-
-
Skifahren (AG)
-
-
Abrollen (QS)
+
Athlet (QS)
+
+
+
+
+
+
+
+
+
+
Kraftakt
+
+
+
+
Ja
+
+
+
+
+
+
+ Werkzeuge (-)
-
Athlet (QS)
-
-
-
-
-
-
-
-
-
-
-
Kraftakt
-
-
-
-
Ja
-
B
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Athlet (QS)
-
-
-
-
-
-
-
-
-
-
Reiten
-
-
-
-
Ja
-
B
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Raubtiergeruch
-
-
-
-
-
-
-
-
-
-
Schwimmen
-
-
-
-
Ja
-
B
-
-
-
-
-
-
-
-
-
-
-
Selbstbeherrschung
-
-
-
-
Nein
-
D
-
-
-
-
-
-
-
-
-
Schmerzen unterdrücken (EM)
-
-
Hart im Nehmen (+)
-
-
-
-
-
-
-
-
-
-
Singen
-
-
-
-
Evtl.
-
A
-
-
-
-
-
-
-
-
-
Wohlklang (+)
-
-
Opferngesang (AG)
-
-
Zweistimmiger Gesang (AG)
-
-
Ermutigender Gesang (EM)
-
-
Faszinierender Gesang (EM)
-
-
-
-
-
-
-
-
-
-
Sinnesschärfe
-
-
-
-
Evtl.
-
D
-
-
-
-
-
-
-
-
-
Lippenlesen (AG)
-
-
Fuchssinn (AG)
-
-
Herausragender Sinn: Gehör (+)
-
-
Herausragender Sinn: Geruch & Geschmack (+)
-
-
Herausragender Sinn: Sicht (+)
-
-
Herausragender Sinn: Tastsinn (+)
-
-
Zwergennase (+)
-
-
Eingeschränkter Sinn (-)
-
-
-
-
-
-
-
-
-
-
Tanzen
-
-
-
-
Ja
-
A
-
-
-
-
-
-
-
-
-
Fettleibig (-)
-
-
-
-
-
-
-
-
-
-
Taschendiebstahl
-
-
-
-
Ja
-
B
-
-
-
-
Werkzeuge (-)
-
-
-
-
-
-
-
Verbergen
-
-
-
-
Ja
-
D
-
-
-
-
-
-
-
-
-
Fettleibig (-)
-
-
-
-
-
-
-
-
-
-
Zechen
-
-
-
-
Nein
-
A
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Talent
-
Eigenschaften
-
BE
-
Stg.
-
Fw
-
Anmerkung
-
Mod
-
InfoWeitere Mod. & Regeln +: Erleichterung -: Erschwernis AG: Neues Anwendungsgebiet EM: Neue Einsatzmöglichkeit QS: Erhöhung der QS BG: Berufsgeheimnis
-
Proben
-
-
Bekehren & Überzeugen
-
-
-
-
Nein
-
B
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
- Sozialer Stand (+)
-
-
Basiliskentöter (+)
-
-
Drachentöter (+)
-
-
Geborener Redner (+)
-
-
Vertrauenerweckend (+)
-
-
Sprachfehler (-)
-
-
Stigma (-)
-
-
Übler Geruch (-)
-
-
Liebling der Massen (QS)
-
-
-
-
-
-
-
-
-
-
Betören
-
-
-
-
Evtl.
-
B
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
- Sozialer Stand (+)
-
-
Angenehmer Geruch (+)
-
-
Basiliskentöter (+)
-
-
Drachentöter (+)
-
-
Gutaussehend (+)
-
-
Hässlich (-)
-
-
Sprachfehler (-)
-
-
Stigma (-)
-
-
Übler Geruch (-)
-
-
Rahjasutra-Kenntnisse (QS)
-
-
Verführungskunst (QS)
-
-
-
-
-
-
-
-
-
-
-
Einschüchtern
-
-
-
-
Nein
-
B
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
- Sozialer Stand (+)
-
-
Basiliskentöter (+)
-
-
Drachentöter (+)
-
-
Sprachfehler (-)
+
Athlet (QS)
+
+
+
+
+
+
+
+
+
+
Schwimmen
+
+
+
+
Ja
+
+
+
+
+
+
+
+
+
+
Selbstbeherrschung
+
+
+
+
Nein
+
+
+
+
+
+
+
+
Schmerzen unterdrücken (EM)
+
+
Hart im Nehmen (+)
+
+
+
+
+
+
+
+
+
+
Sinnesschärfe
+
+
+
+
Evtl.
+
+
+
+
+
+
+
+
Lippenlesen (AG)
+
+
Fuchssinn (AG)
+
+
Herausragender Sinn: Gehör (+)
+
+
Herausragender Sinn: Geruch & Geschmack (+)
+
+
Herausragender Sinn: Sicht (+)
+
+
Herausragender Sinn: Tastsinn (+)
+
+
Zwergennase (+)
+
+
Eingeschränkter Sinn Gehör (-)
+
+
Eingeschränkter Sinn Geruch & Geschmack (-)
+
+
Eingeschränkter Sinn Sicht (-)
+
+
Eingeschränkter Sinn Tastsinn (-)
+
+
Verstümmelt: Einäugig (-)
+
+
Verstümmelt: Einohrig (-)
+
+
+
+
+
+
+
+
+
+
Verbergen
+
+
+
+
Ja
+
+
+
+
+
+
+
+
Fettleibig (-) (automatisch berechnet)
+
+
+
+
+
+
+
+
+
+
Einschüchtern
+
+
+
+
Nein
+
+
+
+
+
+
+ Sozialer Stand (+)
+
+
Basiliskentöter (+)
+
+
Drachentöter (+)
+
+
Sprachfehler (-)
-
Anpeitscher (EM)
-
-
Drohgebärden (EM)
-
-
Provozieren (EM)
-
-
Guter Gardist, böser Gardist (QS)
-
-
-
-
-
-
-
-
-
-
Etikette
-
-
-
-
Evtl.
-
B
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
- Sozialer Stand (+)
-
-
Basiliskentöter (+)
-
-
Drachentöter (+)
-
-
Heraldik (EM)
-
-
Sprachfehler (-)
-
-
Stigma (-)
-
-
Übler Geruch (-)
-
-
Dienen & Gehorchen (AG)
-
-
Leibdiener (EM)
-
-
-
-
-
-
-
-
-
-
-
Gassenwissen
-
-
-
-
Evtl.
-
C
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
- Sozialer Stand (-)
-
-
Basiliskentöter (-)
-
-
Drachentöter (-)
-
-
Soziale Anpassungsfähigkeit (+)
-
-
Ortskenntnis (+)
-
-
Unscheinbar (+)
-
-
Sprachfehler (-)
-
-
Stigma (-)
-
-
Übler Geruch (-)
-
-
-
-
-
-
-
-
-
-
Menschenkenntnis
-
-
-
-
Nein
-
C
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
-
-
-
-
-
-
-
-
-
-
Überreden
-
-
-
-
Nein
-
C
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
- Sozialer Stand (+)
-
-
Anführer (EM)
-
-
Basiliskentöter (+)
-
-
Drachentöter (+)
-
-
Feenfreund (QS)
-
-
Gutaussehend (+)
-
-
Vertrauenerweckend (+)
-
-
Hässlich (-)
-
-
Sprachfehler (-)
-
-
Stigma (-)
-
-
Übler Geruch (-)
-
-
-
-
-
-
-
-
-
-
Verkleiden
-
-
-
-
Evtl.
-
B
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
- Werkzeuge (-)
-
-
Sprachfehler (-)
-
-
Stigma (-)
-
-
Übler Geruch (-)
-
-
-
-
-
-
-
-
-
-
Willenskraft
-
-
-
-
Nein
-
D
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
-
-
Gestählter Wille (QS)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Talent
-
Eigenschaften
-
BE
-
Stg.
-
Fw
-
Anmerkung
-
Mod
-
InfoWeitere Mod. & Regeln +: Erleichterung -: Erschwernis AG: Neues Anwendungsgebiet EM: Neue Einsatzmöglichkeit QS: Erhöhung der QS
-
Proben
-
-
Fährtensuchen
-
-
-
-
Ja
-
C
-
-
-
-
-
-
-
-
-
Dschungelkundig (+)
-
-
Eis- und Schneekundig (+)
-
-
Gebirgskundig (+)
-
-
Höhlenkundig (+)
-
-
Kulturlandkundig (+)
-
-
Meereskundig (+)
-
-
Steppenkundig (+)
-
-
Sumpfkundig (+)
-
-
Waldkundig (+)
-
-
Wüstenkundig (+)
-
-
-
-
-
-
-
-
-
-
Fesseln
-
-
-
-
Evtl.
-
A
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Seile herstellen (AG)
-
-
-
-
-
-
-
-
-
-
Fischen & Angeln
-
-
-
-
Evtl.
-
A
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Fischer (QS)
-
-
Brabacudagift (BG)
-
-
-
-
-
-
-
-
-
-
Orientierung
-
-
-
-
Nein
-
B
-
-
-
-
-
-
-
-
-
Dschungelkundig (+)
-
-
Eis- und Schneekundig (+)
-
-
Gebirgskundig (+)
-
-
Höhlenkundig (+)
-
-
Kulturlandkundig (+)
-
-
Meereskundig (+)
-
-
Orientierung unter Tage (+)
-
-
Ortskenntnis (+)
-
-
Richtungssinn (+)
-
-
Steppenkundig (+)
-
-
Sumpfkundig (+)
-
-
Waldkundig (+)
-
-
Wüstenkundig (+)
-
-
-
-
-
-
-
-
-
-
Pflanzenkunde
-
-
-
-
Evtl.
-
C
-
-
-
-
-
-
-
-
-
Dschungelkundig (+)
-
-
Eis- und Schneekundig (+)
-
-
Gebirgskundig (+)
-
-
Höhlenkundig (+)
-
-
Kulturlandkundig (+)
-
-
Meereskundig (+)
-
-
Sammler (QS)
-
-
Steppenkundig (+)
-
-
Sumpfkundig (+)
-
-
Waldkundig (+)
-
-
Wüstenkundig (+)
-
-
Ackerbau (EM)
-
-
-
-
-
-
-
-
-
-
Tierkunde
-
-
-
-
Ja
-
C
-
-
-
-
-
-
-
-
-
Dschungelkundig (+)
-
-
Eis- und Schneekundig (+)
-
-
Gebirgskundig (+)
-
-
Höhlenkundig (+)
-
-
Kulturlandkundig (+)
-
-
Meereskundig (+)
-
-
Steppenkundig (+)
-
-
Sumpfkundig (+)
-
-
Waldkundig (+)
-
-
Wüstenkundig (+)
-
-
Jäger (QS)
-
-
Tierfreund (QS)
-
-
Abrichten (EM)
-
-
Gift melken (Land - und Lufttiere) (EM)
-
-
Gift melken (Wassertiere) (EM)
-
-
Tierstimmen imitieren (EM)
-
-
Mantikorgift (BG)
-
-
Morfugift (BG)
-
-
Raubtiergeruch
-
-
-
-
-
-
-
-
-
-
Wildnisleben
-
-
-
-
-
Ja
-
C
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Dschungelkundig (+)
-
-
Eis- und Schneekundig (+)
-
-
Gebirgskundig (+)
-
-
Höhlenkundig (+)
-
-
Kulturlandkundig (+)
-
-
Meereskundig (+)
-
-
Steppenkundig (+)
-
-
Sumpfkundig (+)
-
-
Waldkundig (+)
-
-
Wüstenkundig (+)
-
-
Wettervorhersage (AG)
-
-
Iglubau (EM)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Talent
-
Eigenschaften
-
BE
-
Stg.
-
Fw
-
Anmerkung
-
Mod
-
InfoWeitere Mod. & Regeln +: Erleichterung -: Erschwernis AG: Neues Anwendungsgebiet EM: Neue Einsatzmöglichkeit QS: Erhöhung der QS BG: Berufsgeheimnis
-
Proben
-
-
Brett- & Glücksspiel
-
-
-
-
Nein
-
A
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
- Werkzeuge (-)
-
-
Falschspielen (EM)
-
-
Boltan (BG)
-
-
Die böse Eins (BG)
-
-
Garadan (BG)
-
-
Inrahspiel (BG)
-
-
Rote und Weiße Kamele (BG)
-
-
Pelura (BG)
-
-
Pentagramm (BG)
-
-
Schlacht von Jergan (BG)
-
-
-
-
-
-
-
-
-
-
Geographie
-
-
-
-
Nein
-
B
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
-
-
Kartographie (AG)
-
-
Myranor-Geographie (BG)
-
-
Uthuria-Geographie (BG)
-
-
-
-
-
-
-
-
-
-
Geschichtswissen
-
-
-
-
Nein
-
B
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
-
-
Vorfahren der Mittelländer (BG)
-
-
Zeitalterforschung (BG)
-
-
-
-
-
-
-
-
-
-
Götter & Kulte
-
-
-
-
Nein
-
B
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
-
-
Magierphilosophie (BG)
-
-
-
-
-
-
-
-
-
-
Kriegskunst
-
-
-
-
Nein
-
B
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
-
-
-
-
-
-
-
-
-
-
Magiekunde
-
-
-
-
Nein
-
C
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
-
-
Analytiker (EM)
-
-
Dunkle Pforten (BG)
-
-
Gefäße des Rohal (BG)
-
-
-
-
-
-
-
-
-
-
Mechanik
-
-
-
-
Nein
-
B
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
-
-
Uhrwerk (BG)
-
-
Vinsalter Ei (BG)
-
-
Zwergische Tresore (BG)
-
-
-
-
-
-
-
-
-
-
Rechnen
-
-
-
-
Nein
-
A
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
-
-
Zahlenmystik (AG)
-
-
Algebra (BG)
-
-
Geometrie (BG)
-
-
Wahrscheinlichkeitsrechnung (BG)
-
-
-
-
-
-
-
-
-
-
Rechtskunde
-
-
-
-
Nein
-
A
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
-
-
Gildenrecht (AG)
-
-
-
-
-
-
-
-
-
-
Sagen & Legenden
-
-
-
-
Nein
-
B
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
-
-
-
-
-
-
-
-
-
-
Sphärenkunde
-
-
-
-
Nein
-
B
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
-
-
Inseln im Nebel (BG)
-
-
Menacoriten (BG)
-
-
-
-
-
-
-
-
-
-
Sternkunde
-
-
-
-
Nein
-
A
-
-
-
-
-
-
-
-
-
Kulturkunde (+/-)
-
-
Orkischer Kalender (BG)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Talent
-
Eigenschaften
-
BE
-
Stg.
-
Fw
-
Anmerkung
-
Mod
-
InfoWeitere Mod. & Regeln +: Erleichterung -: Erschwernis AG: Neues Anwendungsgebiet EM: Neue Einsatzmöglichkeit QS: Erhöhung der QS BG: Berufsgeheimnis
-
Proben
-
-
Alchimie
-
-
-
-
Ja
-
C
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Antidot (BG)
-
-
Feuerwerk (BG)
-
-
Glas (BG)
-
-
Heiltrank (BG)
-
-
Liebestrunk (BG)
-
-
Porzellan (BG)
-
-
Unauer Porzellan (BG)
-
-
Unsichtbarkeitselixier (BG)
-
-
Verwandlungselixier (BG)
-
-
Waffenbalsam (BG)
-
-
Willenstrunk (BG)
-
-
Zaubertrank (BG)
-
-
-
-
-
-
-
-
-
-
Boote & Schiffe
-
-
-
-
Ja
-
B
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Navigation (AG)
-
-
Durch den Efferdwall und zurück (BG)
-
-
Weg durch die Sargasso-See (BG)
-
-
-
-
-
-
-
-
-
-
Fahrzeuge
-
-
-
-
Ja
-
A
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Landsegler (BG)
-
-
-
-
-
-
-
-
-
-
Handel
-
-
-
-
Nein
-
B
-
-
-
-
-
-
-
- Sozialer Stand (-)
-
-
Basiliskentöter (-)
-
-
Drachentöter (-)
-
-
Bine Maschores (AG)
-
-
Hehlerei (AG)
-
-
Rosstäuscher (EM)
-
-
Verwalten (EM)
-
-
Gutaussehend (+)
-
-
Vertrauenerweckend (+)
-
-
Hässlich (-)
-
-
Sprachfehler (-)
-
-
-
-
-
-
-
-
-
-
Heilkunde Gift
-
-
-
-
Ja
-
B
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Arax (BG)
-
-
Kelmon (BG)
-
-
Kukris (BG)
-
-
Mandragora (BG)
-
-
Omrais (BG)
-
-
Sunsura (BG)
-
-
Tulmadron (BG)
-
-
Wurara (BG)
-
-
-
-
-
-
-
-
-
-
Heilkunde Krankheiten
-
-
-
-
Ja
-
B
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Aussatz (BG)
-
-
Blaue Keuche (BG)
-
-
Blutiger Rotz (BG)
-
-
Dumpfschädel (BG)
-
-
Efferd- und Kerkersieche (BG)
-
-
Flinker Difar (BG)
-
-
Gilbe (BG)
-
-
Jahresfieber (BG)
-
-
Lutanas (BG)
-
-
Rascher Wahn (BG)
-
-
Schwarze Wut (BG)
-
-
Sumpffieber (BG)
-
-
Tollwut (BG)
-
-
Wundfieber (BG)
-
-
Zorganpocken (BG)
-
-
-
-
-
-
-
-
-
-
Heilkunde Seele
-
-
-
-
Nein
-
B
-
-
-
-
-
-
-
-
-
-
-
Heilkunde Wunden
-
-
-
-
Ja
-
D
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
-
-
-
-
-
-
-
-
Holzbearbeitung
-
-
-
-
Ja
-
B
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Boote bauen (AG)
-
-
Kutschen bauen (AG)
-
-
Instrumente bauen (AG)
-
-
Räder herstellen (AG)
-
-
Rüstungsherstellung (AG)
-
-
Schiffe bauen (AG)
-
-
Schmuck herstellen (AG)
-
-
Waffenherstellung (AG)
-
-
Drehleier (BG)
-
-
Elfenbogen (BG)
-
-
Spinett (BG)
-
-
Standharfe (BG)
-
-
-
-
-
-
-
-
-
-
Lebensmittelbearbeitung
-
-
-
-
Ja
-
A
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Smutje (+)
-
-
Schnapsbrennen (AG)
-
-
Konditor (EM)
-
-
Meister der Brabacudaküche (BG)
-
-
Schaumkuss (BG)
-
-
Schokolade (BG)
-
-
-
-
-
-
-
-
-
-
Lederbearbeitung
-
-
-
-
Ja
-
B
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Rüstungsherstellung (AG)
-
-
Drachenschuppen (BG)
-
-
Iryanleder (BG)
-
-
-
-
-
-
-
-
-
-
Malen & Zeichnen
-
-
-
-
Ja
-
A
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Dokumente fälschen (AG)
-
-
Drucken (AG)
-
-
Kalligraphie (AG)
-
-
Kohlezeichnungen (AG)
-
-
Kupferstich anfertigen (AG)
-
-
Ölgemälde malen (AG)
-
-
Tätowieren (AG)
-
-
Wandmalerei (AG)
-
-
Zauberzeichen malen (AG)
-
-
-
-
-
-
-
-
-
-
Metallbearbeitung
-
-
-
-
Ja
-
C
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Instrumente bauen (AG)
-
-
Rüstungsherstellung (AG)
-
-
Schmuck herstellen (AG)
-
-
Waffenherstellung (AG)
-
-
Drehleier (BG)
-
-
Fätelungstechnik (BG)
-
-
Filigranes Kettenknüpfen (BG)
-
-
Lehmbacktechnik (BG)
-
-
Spinett (BG)
-
-
Uhrwerk (BG)
-
-
-
-
-
-
-
-
-
-
Musizieren
-
-
-
-
Ja
-
A
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Dirigieren (AG)
-
-
-
-
-
-
-
-
-
-
Schlösserknacken
-
-
-
-
Ja
-
C
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Fallen entschärfen (AG)
-
-
-
-
-
-
-
-
-
-
Steinbearbeitung
-
-
-
-
Ja
-
A
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Glasbläserei (AG)
-
-
Kristalle züchten (AG)
-
-
Schmuck herstellen (AG)
-
-
Töpferarbeiten (AG)
-
-
Waffenherstellung (AG)
-
-
Bildhauerei (EM)
-
-
Tulmadron-Abbau (BG)
-
-
-
-
-
-
-
-
-
-
Stoffbearbeitung
-
-
-
-
Ja
-
A
-
-
-
-
-
-
-
- Werkzeuge (-)
-
-
Meister der Improvisation (+)
-
-
Prunkkleider herstellen (AG)
-
-
Rüstungsherstellung (AG)
-
-
Drôler Spitze (BG)
-
-
-
-
-
-
-
-
-
-
-
+
Anpeitscher (EM)
+
+
Drohgebärden (EM)
+
+
Provozieren (EM)
+
+
Guter Gardist, böser Gardist (QS)
+
+
+
+
+
+
+
+
+
+
+
Willenskraft
+
+
+
+
Nein
+
+
+
+
+
Kulturkunde (+/-)
+
+
Gestählter Wille (QS)
+
+
+
+
+
+
+
+
+
-
-
Gaben und inoffizielle Talente
-
hier können eigene/inoffizielle Talente nach eigenen Vorgaben eingegeben werden welche man haben möchte, aber im Grundregelwerk von DSA5 aber nicht existieren
-
- Talent
- Probe
- BE
- Stg.
- FW
- R
- Anmerkung
- Roll
-
-
-
-
-
-
Sprachen
-
-
-
-
Schriften
-
-
-
-
-
-
+
+
+
+
Talent
+
Eigenschaften
+
BE
+
Stg.
+
Fw
+
Anmerkung
+
Mod
+
InfoWeitere Mod. & Regeln +: Erleichterung -: Erschwernis AG: Neues Anwendungsgebiet EM: Neue Einsatzmöglichkeit QS: Erhöhung der QS BG: Berufsgeheimnis
+
Proben
+
+
Fliegen
+
+
+
+
+
+
Ja
+
B
+
+
+
+
Werkzeuge (-)
+
+
+
+
+
+
+
Gaukeleien
+
+
+
+
+
Ja
+
A
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Bauchreden (AG)
+
+
Feuer schlucken (AG)
+
+
Feuerwerk (AG)
+
+
+
+
+
+
+
+
+
+
Klettern
+
+
+
+
Ja
+
B
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Fettleibig (-) (automatisch berechnet)
+
+
Freiklettern (+)
+
+
+
+
+
+
+
+
+
+
Körperbeherrschung
+
+
+
+
Ja
+
D
+
+
+
+
+
+
+
+
+
Schlangenmensch (+)
+
+
Fettleibig (-) (automatisch berechnet)
+
+
Skifahren (AG)
+
+
Abrollen (QS)
+
+
Athlet (QS)
+
+
+
+
+
+
+
+
+
+
+
Kraftakt
+
+
+
+
Ja
+
B
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Athlet (QS)
+
+
+
+
+
+
+
+
+
+
Reiten
+
+
+
+
Ja
+
B
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Raubtiergeruch (max. 1 QS)
+
+
+
+
+
+
+
+
+
+
Schwimmen
+
+
+
+
Ja
+
B
+
+
+
+
+
+
+
+
+
+
+
Selbstbeherrschung
+
+
+
+
Nein
+
D
+
+
+
+
+
+
+
+
+
Schmerzen unterdrücken (EM)
+
+
Hart im Nehmen (+)
+
+
+
+
+
+
+
+
+
+
Singen
+
+
+
+
Evtl.
+
A
+
+
+
+
+
+
+
+
+
Wohlklang (+)
+
+
Opferngesang (AG)
+
+
Zweistimmiger Gesang (AG)
+
+
Ermutigender Gesang (EM)
+
+
Faszinierender Gesang (EM)
+
+
+
+
+
+
+
+
+
+
Sinnesschärfe
+
+
+
+
Evtl.
+
D
+
+
+
+
+
+
+
+
+
Lippenlesen (AG)
+
+
Fuchssinn (AG)
+
+
Herausragender Sinn: Gehör (+)
+
+
Herausragender Sinn: Geruch & Geschmack (+)
+
+
Herausragender Sinn: Sicht (+)
+
+
Herausragender Sinn: Tastsinn (+)
+
+
Zwergennase (+)
+
+
Eingeschränkter Sinn Gehör (-)
+
+
Eingeschränkter Sinn Geruch & Geschmack (-)
+
+
Eingeschränkter Sinn Sicht (-)
+
+
Eingeschränkter Sinn Tastsinn (-)
+
+
Verstümmelt: Einäugig (-)
+
+
Verstümmelt: Einohrig (-)
+
+
+
+
+
+
+
+
+
+
Tanzen
+
+
+
+
Ja
+
A
+
+
+
+
+
+
+
+
+
Fettleibig (-) (automatisch berechnet)
+
+
+
+
+
+
+
+
+
+
Taschendiebstahl
+
+
+
+
Ja
+
B
+
+
+
+
Werkzeuge (-)
+
+
+
+
+
+
+
Verbergen
+
+
+
+
Ja
+
D
+
+
+
+
+
+
+
+
+
Fettleibig (-) (automatisch berechnet)
+
+
+
+
+
+
+
+
+
+
Zechen
+
+
+
+
Nein
+
A
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
+
+
Talent
+
Eigenschaften
+
BE
+
Stg.
+
Fw
+
Anmerkung
+
Mod
+
InfoWeitere Mod. & Regeln +: Erleichterung -: Erschwernis AG: Neues Anwendungsgebiet EM: Neue Einsatzmöglichkeit QS: Erhöhung der QS BG: Berufsgeheimnis
+
Proben
+
+
Bekehren & Überzeugen
+
+
+
+
Nein
+
B
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+ Sozialer Stand (+)
+
+
Basiliskentöter (+)
+
+
Drachentöter (+)
+
+
Geborener Redner (+)
+
+
Vertrauenerweckend (+)
+
+
Sprachfehler (-)
+
+
Stigma (-)
+
+
Übler Geruch (-)
+
+
Liebling der Massen (QS)
+
+
+
+
+
+
+
+
+
+
Betören
+
+
+
+
Evtl.
+
B
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+ Sozialer Stand (+)
+
+
Angenehmer Geruch (+)
+
+
Basiliskentöter (+)
+
+
Drachentöter (+)
+
+
Gutaussehend (+)
+
+
Hässlich (-)
+
+
Sprachfehler (-)
+
+
Stigma (-)
+
+
Übler Geruch (-)
+
+
Rahjasutra-Kenntnisse (QS)
+
+
Verführungskunst (QS)
+
+
+
+
+
+
+
+
+
+
+
Einschüchtern
+
+
+
+
Nein
+
B
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+ Sozialer Stand (+)
+
+
Basiliskentöter (+)
+
+
Drachentöter (+)
+
+
Sprachfehler (-)
+
+
Anpeitscher (EM)
+
+
Drohgebärden (EM)
+
+
Provozieren (EM)
+
+
Guter Gardist, böser Gardist (QS)
+
+
+
+
+
+
+
+
+
+
Etikette
+
+
+
+
Evtl.
+
B
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+ Sozialer Stand (+)
+
+
Basiliskentöter (+)
+
+
Drachentöter (+)
+
+
Heraldik (EM)
+
+
Farbenblind (-)
+
+
Sprachfehler (-)
+
+
Stigma (-)
+
+
Übler Geruch (-)
+
+
Dienen & Gehorchen (AG)
+
+
Leibdiener (EM)
+
+
+
+
+
+
+
+
+
+
+
Gassenwissen
+
+
+
+
Evtl.
+
C
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+ Sozialer Stand (-)
+
+
Basiliskentöter (-)
+
+
Drachentöter (-)
+
+
Soziale Anpassungsfähigkeit (+)
+
+
Ortskenntnis (+)
+
+
Unscheinbar (+)
+
+
Sprachfehler (-)
+
+
Stigma (-)
+
+
Übler Geruch (-)
+
+
+
+
+
+
+
+
+
+
Menschenkenntnis
+
+
+
+
Nein
+
C
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+
+
+
+
+
+
+
+
+
+
Überreden
+
+
+
+
Nein
+
C
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+ Sozialer Stand (+)
+
+
Anführer (EM)
+
+
Basiliskentöter (+)
+
+
Drachentöter (+)
+
+
Feenfreund (QS)
+
+
Gutaussehend (+)
+
+
Vertrauenerweckend (+)
+
+
Hässlich (-)
+
+
Sprachfehler (-)
+
+
Stigma (-)
+
+
Übler Geruch (-)
+
+
+
+
+
+
+
+
+
+
Verkleiden
+
+
+
+
Evtl.
+
B
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+ Werkzeuge (-)
+
+
Sprachfehler (-)
+
+
Stigma (-)
+
+
Übler Geruch (-)
+
+
+
+
+
+
+
+
+
+
Willenskraft
+
+
+
+
Nein
+
D
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+
+
Gestählter Wille (QS)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Talent
+
Eigenschaften
+
BE
+
Stg.
+
Fw
+
Anmerkung
+
Mod
+
InfoWeitere Mod. & Regeln +: Erleichterung -: Erschwernis AG: Neues Anwendungsgebiet EM: Neue Einsatzmöglichkeit QS: Erhöhung der QS
+
Proben
+
+
Fährtensuchen
+
+
+
+
Ja
+
C
+
+
+
+
+
+
+
+
+
Dschungelkundig (+)
+
+
Eis- und Schneekundig (+)
+
+
Gebirgskundig (+)
+
+
Höhlenkundig (+)
+
+
Kulturlandkundig (+)
+
+
Meereskundig (+)
+
+
Steppenkundig (+)
+
+
Sumpfkundig (+)
+
+
Waldkundig (+)
+
+
Wüstenkundig (+)
+
+
+
+
+
+
+
+
+
+
Fesseln
+
+
+
+
Evtl.
+
A
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Seile herstellen (AG)
+
+
+
+
+
+
+
+
+
+
Fischen & Angeln
+
+
+
+
Evtl.
+
A
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Fischer (QS)
+
+
Brabacudagift (BG)
+
+
+
+
+
+
+
+
+
+
Orientierung
+
+
+
+
Nein
+
B
+
+
+
+
+
+
+
+
+
Dschungelkundig (+)
+
+
Eis- und Schneekundig (+)
+
+
Gebirgskundig (+)
+
+
Höhlenkundig (+)
+
+
Kulturlandkundig (+)
+
+
Meereskundig (+)
+
+
Orientierung unter Tage (+)
+
+
Ortskenntnis (+)
+
+
Richtungssinn (+)
+
+
Steppenkundig (+)
+
+
Sumpfkundig (+)
+
+
Waldkundig (+)
+
+
Wüstenkundig (+)
+
+
Farbenblind (-)
+
+
+
+
+
+
+
+
+
+
Pflanzenkunde
+
+
+
+
Evtl.
+
C
+
+
+
+
+
+
+
+
+
Dschungelkundig (+)
+
+
Eis- und Schneekundig (+)
+
+
Gebirgskundig (+)
+
+
Höhlenkundig (+)
+
+
Kulturlandkundig (+)
+
+
Meereskundig (+)
+
+
Sammler (QS)
+
+
Steppenkundig (+)
+
+
Sumpfkundig (+)
+
+
Waldkundig (+)
+
+
Wüstenkundig (+)
+
+
Ackerbau (EM)
+
+
+
+
+
+
+
+
+
+
Tierkunde
+
+
+
+
Ja
+
C
+
+
+
+
+
+
+
+
+
Dschungelkundig (+)
+
+
Eis- und Schneekundig (+)
+
+
Gebirgskundig (+)
+
+
Höhlenkundig (+)
+
+
Kulturlandkundig (+)
+
+
Meereskundig (+)
+
+
Steppenkundig (+)
+
+
Sumpfkundig (+)
+
+
Waldkundig (+)
+
+
Wüstenkundig (+)
+
+
Jäger (QS)
+
+
Tierfreund (QS)
+
+
Abrichten (EM)
+
+
Gift melken (Land - und Lufttiere) (EM)
+
+
Gift melken (Wassertiere) (EM)
+
+
Tierstimmen imitieren (EM)
+
+
Mantikorgift (BG)
+
+
Morfugift (BG)
+
+
Raubtiergeruch (max. 1 QS)
+
+
+
+
+
+
+
+
+
+
Wildnisleben
+
+
+
+
+
Ja
+
C
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Dschungelkundig (+)
+
+
Eis- und Schneekundig (+)
+
+
Gebirgskundig (+)
+
+
Höhlenkundig (+)
+
+
Kulturlandkundig (+)
+
+
Meereskundig (+)
+
+
Steppenkundig (+)
+
+
Sumpfkundig (+)
+
+
Waldkundig (+)
+
+
Wüstenkundig (+)
+
+
Wettervorhersage (AG)
+
+
Iglubau (EM)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Talent
+
Eigenschaften
+
BE
+
Stg.
+
Fw
+
Anmerkung
+
Mod
+
InfoWeitere Mod. & Regeln +: Erleichterung -: Erschwernis AG: Neues Anwendungsgebiet EM: Neue Einsatzmöglichkeit QS: Erhöhung der QS BG: Berufsgeheimnis
+
Proben
+
+
Brett- & Glücksspiel
+
+
+
+
Nein
+
A
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+ Werkzeuge (-)
+
+
Falschspielen (EM)
+
+
Boltan (BG)
+
+
Die böse Eins (BG)
+
+
Garadan (BG)
+
+
Inrahspiel (BG)
+
+
Rote und Weiße Kamele (BG)
+
+
Pelura (BG)
+
+
Pentagramm (BG)
+
+
Schlacht von Jergan (BG)
+
+
+
+
+
+
+
+
+
+
Geographie
+
+
+
+
Nein
+
B
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+
+
Kartographie (AG)
+
+
Myranor-Geographie (BG)
+
+
Uthuria-Geographie (BG)
+
+
+
+
+
+
+
+
+
+
Geschichtswissen
+
+
+
+
Nein
+
B
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+
+
Vorfahren der Mittelländer (BG)
+
+
Zeitalterforschung (BG)
+
+
+
+
+
+
+
+
+
+
Götter & Kulte
+
+
+
+
Nein
+
B
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+
+
Magierphilosophie (BG)
+
+
+
+
+
+
+
+
+
+
Kriegskunst
+
+
+
+
Nein
+
B
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+
+
+
+
+
+
+
+
+
+
Magiekunde
+
+
+
+
Nein
+
C
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+
+
Analytiker (EM)
+
+
Dunkle Pforten (BG)
+
+
Gefäße des Rohal (BG)
+
+
+
+
+
+
+
+
+
+
+
Mechanik
+
+
+
+
Nein
+
B
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+
+
Uhrwerk (BG)
+
+
Vinsalter Ei (BG)
+
+
Zwergische Tresore (BG)
+
+
+
+
+
+
+
+
+
+
Rechnen
+
+
+
+
Nein
+
A
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+
+
Zahlenmystik (AG)
+
+
Algebra (BG)
+
+
Geometrie (BG)
+
+
Wahrscheinlichkeitsrechnung (BG)
+
+
+
+
+
+
+
+
+
+
Rechtskunde
+
+
+
+
Nein
+
A
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+
+
Gildenrecht (AG)
+
+
+
+
+
+
+
+
+
+
Sagen & Legenden
+
+
+
+
Nein
+
B
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+
+
+
+
+
+
+
+
+
+
Sphärenkunde
+
+
+
+
Nein
+
B
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+
+
Inseln im Nebel (BG)
+
+
Menacoriten (BG)
+
+
+
+
+
+
+
+
+
+
Sternkunde
+
+
+
+
Nein
+
A
+
+
+
+
+
+
+
+
+
Kulturkunde (+/-)
+
+
Orkischer Kalender (BG)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Talent
+
Eigenschaften
+
BE
+
Stg.
+
Fw
+
Anmerkung
+
Mod
+
InfoWeitere Mod. & Regeln +: Erleichterung -: Erschwernis AG: Neues Anwendungsgebiet EM: Neue Einsatzmöglichkeit QS: Erhöhung der QS BG: Berufsgeheimnis
+
Proben
+
+
Alchimie
+
+
+
+
Ja
+
C
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Farbenblind (-)
+
+
Antidot (BG)
+
+
Feuerwerk (BG)
+
+
Glas (BG)
+
+
Heiltrank (BG)
+
+
Liebestrunk (BG)
+
+
Porzellan (BG)
+
+
Unauer Porzellan (BG)
+
+
Unsichtbarkeitselixier (BG)
+
+
Verwandlungselixier (BG)
+
+
Waffenbalsam (BG)
+
+
Willenstrunk (BG)
+
+
Zaubertrank (BG)
+
+
+
+
+
+
+
+
+
+
Boote & Schiffe
+
+
+
+
Ja
+
B
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Navigation (AG)
+
+
Durch den Efferdwall und zurück (BG)
+
+
Weg durch die Sargasso-See (BG)
+
+
+
+
+
+
+
+
+
+
Fahrzeuge
+
+
+
+
Ja
+
A
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Landsegler (BG)
+
+
+
+
+
+
+
+
+
+
Handel
+
+
+
+
Nein
+
B
+
+
+
+
+
+
+
+ Sozialer Stand (-)
+
+
Basiliskentöter (-)
+
+
Drachentöter (-)
+
+
Bine Maschores (AG)
+
+
Hehlerei (AG)
+
+
Rosstäuscher (EM)
+
+
Verwalten (EM)
+
+
Gutaussehend (+)
+
+
Vertrauenerweckend (+)
+
+
Hässlich (-)
+
+
Sprachfehler (-)
+
+
+
+
+
+
+
+
+
+
Heilkunde Gift
+
+
+
+
Ja
+
B
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Arax (BG)
+
+
Kelmon (BG)
+
+
Kukris (BG)
+
+
Mandragora (BG)
+
+
Omrais (BG)
+
+
Sunsura (BG)
+
+
Tulmadron (BG)
+
+
Wurara (BG)
+
+
+
+
+
+
+
+
+
+
Heilkunde Krankheiten
+
+
+
+
Ja
+
B
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Aussatz (BG)
+
+
Blaue Keuche (BG)
+
+
Blutiger Rotz (BG)
+
+
Dumpfschädel (BG)
+
+
Efferd- und Kerkersieche (BG)
+
+
Flinker Difar (BG)
+
+
Gilbe (BG)
+
+
Jahresfieber (BG)
+
+
Lutanas (BG)
+
+
Rascher Wahn (BG)
+
+
Schwarze Wut (BG)
+
+
Sumpffieber (BG)
+
+
Tollwut (BG)
+
+
Wundfieber (BG)
+
+
Zorganpocken (BG)
+
+
+
+
+
+
+
+
+
+
Heilkunde Seele
+
+
+
+
Nein
+
B
+
+
+
+
+
+
+
+
+
+
+
Heilkunde Wunden
+
+
+
+
Ja
+
D
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
+
+
+
+
+
+
+
+
Holzbearbeitung
+
+
+
+
Ja
+
B
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Boote bauen (AG)
+
+
Kutschen bauen (AG)
+
+
Instrumente bauen (AG)
+
+
Räder herstellen (AG)
+
+
Rüstungsherstellung (AG)
+
+
Schiffe bauen (AG)
+
+
Schmuck herstellen (AG)
+
+
Waffenherstellung (AG)
+
+
Drehleier (BG)
+
+
Elfenbogen (BG)
+
+
Spinett (BG)
+
+
Standharfe (BG)
+
+
+
+
+
+
+
+
+
+
Lebensmittelbearbeitung
+
+
+
+
Ja
+
A
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Smutje (+)
+
+
Schnapsbrennen (AG)
+
+
Konditor (EM)
+
+
Meister der Brabacudaküche (BG)
+
+
Schaumkuss (BG)
+
+
Schokolade (BG)
+
+
+
+
+
+
+
+
+
+
Lederbearbeitung
+
+
+
+
Ja
+
B
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Rüstungsherstellung (AG)
+
+
Drachenschuppen (BG)
+
+
Iryanleder (BG)
+
+
+
+
+
+
+
+
+
+
Malen & Zeichnen
+
+
+
+
Ja
+
A
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Dokumente fälschen (AG)
+
+
Drucken (AG)
+
+
Kalligraphie (AG)
+
+
Kohlezeichnungen (AG)
+
+
Kupferstich anfertigen (AG)
+
+
Ölgemälde malen (AG)
+
+
Tätowieren (AG)
+
+
Wandmalerei (AG)
+
+
Zauberzeichen malen (AG)
+
+
+
+
+
+
+
+
+
+
Metallbearbeitung
+
+
+
+
Ja
+
C
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Instrumente bauen (AG)
+
+
Rüstungsherstellung (AG)
+
+
Schmuck herstellen (AG)
+
+
Waffenherstellung (AG)
+
+
Drehleier (BG)
+
+
Fätelungstechnik (BG)
+
+
Filigranes Kettenknüpfen (BG)
+
+
Lehmbacktechnik (BG)
+
+
Spinett (BG)
+
+
Uhrwerk (BG)
+
+
+
+
+
+
+
+
+
+
Musizieren
+
+
+
+
Ja
+
A
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Dirigieren (AG)
+
+
+
+
+
+
+
+
+
+
Schlösserknacken
+
+
+
+
Ja
+
C
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Fallen entschärfen (AG)
+
+
+
+
+
+
+
+
+
+
Steinbearbeitung
+
+
+
+
Ja
+
A
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Glasbläserei (AG)
+
+
Kristalle züchten (AG)
+
+
Schmuck herstellen (AG)
+
+
Töpferarbeiten (AG)
+
+
Waffenherstellung (AG)
+
+
Bildhauerei (EM)
+
+
Tulmadron-Abbau (BG)
+
+
+
+
+
+
+
+
+
+
Stoffbearbeitung
+
+
+
+
Ja
+
A
+
+
+
+
+
+
+
+ Werkzeuge (-)
+
+
Meister der Improvisation (+)
+
+
Prunkkleider herstellen (AG)
+
+
Rüstungsherstellung (AG)
+
+
Drôler Spitze (BG)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Sprachen
+
+
+
+
Schriften
+
+
+
+
+
+
Gaben und inoffizielle Talente
+
hier können eigene/inoffizielle Talente nach eigenen Vorgaben eingegeben werden welche man haben möchte, aber im Grundregelwerk von DSA5 aber nicht existieren
+
+ Talent
+ Probe
+ BE
+ Stg.
+ FW
+ R
+ Anmerkung
+ Roll
+
+
+
+
+ Regel: Wenn die AT des Wesens gelingt und die Verteidigung des Ziels misslingt, kann Rüstungsschutz, der durch Kleidung und Rüstungen zustande gekommen ist, ignoriert werden. Gegen diesen Angriff kann man sich normal verteidigen. Die Attacke ist um 2 erschwert. Magischer, karmaler oder natürlicher Rüstungsschutz kann nicht umgangen werden und schützt weiterhin.
+ Erschwernis: -2
+ Publikation: VS01 - Aventurisches Bestiarium I S. 9
+
+
+
+
+
+
+ Regel: Gegen diesen Angriff kann man sich normal verteidigen. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Der Angriff verursacht 1W3 TP anstelle des eigentlichen Schadens. Die Kreatur sitzt zudem auf ihrem Opfer und genießt eine Vorteilhafte Position (siehe Regelwerk Seite 238). Um das Wesen herunterzubekommen, ist eine Vergleichsprobe auf Kraftakt (Heben & Stemmen) notwendig, die um je volle 50 Stein Gewicht der Kreatur um 1 erschwert ist. Dies kostet eine Aktion. Will der Held gleichzeitig auch noch aufstehen, so ist die Probe um zusätzlich 3 Punkte erschwert. Ein misslungener Angriff bedeutet, dass dem Gegner ein Passierschlag zusteht. Die Attacke ist um 4 erschwert.
+ Erschwernis: -4
+ Publikation: VS01 - Aventurisches Bestiarium I S. 9
+
+
+
+
+
+
+ Regel: Gelingt die um 2 erschwerte AT und misslingt die Verteidigung, richtet der Angriff 1W3 TP an. Außerdem muss der Getroffene eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um die Anzahl der angerichteten TP ablegen (egal ob Schaden verursacht wurde oder nicht). Bei Misslingen erleidet er 1 Stufe Betäubung. Das Manöver lässt sich nur gegen Kulturschaffende und Tiere der Größenkategorie des Helden oder kleiner anwenden. Ja, das bedeutet, dass ein Betäubungsschlag gegen Ungeheuer wirkungslos ist.
+ Erschwernis: -2
+ Kampftechnik: Hiebwaffen, Schwerter, Stangenwaffen
+ Publikation: VR02 - Aventurisches Kompendium I S. 152
+
+
+
+
+
+
+
+ Regel: Um dem Gegner mit diesem Manöver eine Waffe (ausgenommen Schilde) aus der Hand zu schlagen, ist eine um 4, gegen Zweihandwaffen sogar um 6 erschwerte Attacke nötig. Gegen diesen Angriff kann eine reguläre Verteidigung durchgeführt werden. Misslingt diese, wird die Waffe fallen gelassen. Der Angriff verursacht 1W3 TP. Um eine Waffe wieder aufzuheben, muss der Held die Regeln für Aufheben von Gegenständen im Kampf befolgen.
+ Erschwernis: –4/–6
+ Kampftechnik: Fechtwaffen, Hiebwaffen, Raufen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
+ Publikation: VR01 - Regelwerk S. 247
+
+
+
+
+
+
+
+
+ Regel: Ein Festnageln-Manöver kann nur gegen Gegner durchgeführt werden, die den Status Liegend aufweisen. Gelingt die um 4 erschwerte AT und misslingt die Verteidigung, so ist das Opfer festgenagelt. Die Heldin kann mit der verwendeten Waffe nicht mehr parieren, sie kann nur noch ausweichen. In den nachfolgenden KR gelingt die AT automatisch, ohne dass die Spielerin würfeln muss. Jede KR richtet der Angriff +1 TP an (in der 1. KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Gegner erhält den Status Fixiert und behält den Status Liegend. Solange das Opfer festgenagelt ist, kann es sich nicht verteidigen. Die Angreiferin kann am Ende einer KR entscheiden loszulassen. Um sich zu befreien, muss das Opfer eine Vergleichsprobe auf Kraftakt (Drücken & Verbiegen) gegen die Heldin gewinnen. Jede Probe kostet 1 Aktion. Das Festnageln-Manöver kann nur gegen Ziele der Größenkategorie klein oder mittel angewandt werden.
+ Erschwernis: –4
+ Kampftechnik: Stangenwaffen
+ Publikation: VR02 - Aventurisches Kompendium I S. 152
+
+
+
+
+
+
+ Regel: Ist der Flugangriff erfolgreich, steigen die TP um 2. Das Manöver Flugangriff kann nur durchgeführt werden, wenn der Angreifer eine Anflugstrecke von mindestens 8 Schritt hat und über eine GS von mindestens 4 verfügt. Gegen diesen Angriff kann man sich normal verteidigen. Misslingt der Flugangriff, darf der Verteidiger einen Passierschlag ausführen. Sollte der Flugangriff gelungen sein, so ist eine Attacke gegen das Flugwesen durch den Angegriffenen in dieser KR um 6 erschwert, da das Wesen am Gegner vorbeifliegt. Am Ende der KR hat sich das Flugwesen, wenn es dies will, bis zu GS/2 Schritt von seinem Opfer entfernt, unabhängig davon, ob es mit dem Flugangriff getroffen hat oder nicht. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden. Die Attacke ist um 2 erschwert.
+ Erschwernis: -2
+ Publikation: VS01 - Aventurisches Bestiarium I S. 9
+
+
+
+
+
+
+
+ Regel: Mit diesem Manöver kann man gezielt eine Trefferzone angreifen. Dazu ist eine Attacke nötig, die entsprechend dem Zonenaufschlag erschwert ist.
+ Erschwernis: je nach Zone
+ Kampftechnik: alle Nahkampftechniken
+ Publikation: VR02 - Aventurisches Kompendium I S. 152
+
+
+
+
+
+
+
+ Regel: Hierzu ist eine erfolgreiche Raufenattacke nötig. Kann der Gegner sich nicht verteidigen, hält der Angreifer ihn fest. So lange der Gegner festgehalten wird, leidet er unter dem Status Fixiert und Eingeengt. Um sich aus dem Haltegriff zu lösen, ist eine vergleichende Probe auf Kraftakt (Ziehen & Zerren) nötig. Der Haltende kann sich nicht verteidigen, so lange er seinen Gegner festhält. Für den Haltegriff muss der Angreifer beide Hände frei haben. Der Haltegriff kann nur gegen Gegner gleicher oder kleinerer Größenkategorie verwendet werden.
+ Kampftechnik: Raufen
+ Publikation: VR01 - Regelwerk S. 248
+
+
+
+
+
+
+
+
+ Regel: Die Attacke für den Hammerschlag ist um 2 erschwert. Dafür wird zur Bestimmung des Schadens ein weiterer W6 zu den Trefferpunkten hinzuaddiert. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
+ Erschwernis: -2
+ Kampftechnik: Hiebwaffen, Kettenwaffen, Schwerter, Zweihandhiebwaffen, Zweihandschwerter
+ Publikation: VR01 - Regelwerk S. 248
+
+
+
+
+
+
+
+ Regel: Gelingt dem Helden eine um 4 erschwerte Attacke und misslingt die Verteidigung des Gegners, erleidet dieser minimalen Waffenschaden (wie gewürfelt 1 bei den TP, Bonus durch Schadensschwelle zählt mit) und droht vom Reittier zu stürzen. Er muss sofort eine Probe auf Reiten (Kampfmanöver) erschwert um 2 ablegen, bei Misslingen stürzt der Reiter von seinem Reittier und erleidet Sturzschaden (siehe Regelwerk Seite 340).
+ Erschwernis: -4
+ Kampftechnik: Stangenwaffen
+ Publikation: VR02 - Aventurisches Kompendium I S. 153
+
+
+
+
+
+
+
+
+
+ Regel: Dem Wesen muss eine AT mit seinem Fangarm (Tentakel, Arm, Körper, etc.) gelingen. Kann der Gegner sich nicht verteidigen, hält der Angreifer ihn fest. Solange der Gegner festgehalten wird, leidet er unter den Status Fixiert und Eingeengt. Ab der nächsten KR muss das Wesen keine AT mehr würfeln, sondern erzeugt durch Quetschen SP in Höhe der ausgewürfelten TP des Angriffs. Alternativ kann das Wesen 1 Aktion aufwenden, um das Opfer zu seinem Maul zu heben. In der folgenden KR kann das Wesen dann zubeißen, so es über eine Biss-Attacke verfügt. Diese Biss-Attacke gelingt gegen einen festgehaltenen Gegner. Die Verteidigung des Angreifers sinkt für den Rest der KR, in welcher der Biss stattfindet, auf 0. Der Klammergriff kann nur gegen Gegner kleinerer Größenkategorien eingesetzt werden. Um sich aus dem Klammergriff zu lösen, ist eine gelungene Vergleichsprobe auf Kraftakt (Ziehen & Zerren) nötig. Mittels einer freien Aktion kann der Klammernde den Gehaltenen loslassen. Sollte der Klammernde sein Opfer angehoben haben, stürzt es und erleidet den Status Liegend, sofern ihm nicht eine Probe auf Körperbeherrschung (Kampfmanöver) gelingt. Der Angriff ist um 4 erschwert.
+ Erschwernis: -4
+ Publikation: VS01 - Aventurisches Bestiarium I S. 9
+
+
+
+
+
+
+ Regel: Die Abenteurerin vermag in 1 Aktion zwei einzelne Attacken zu schlagen. Beide Attacken sind um jeweils 2 erschwert. Der zweite Angriff bekommt einen Malus von –2 TP. Das ausgewürfelte Minimum beträgt aber immer mindestens 1 TP. Die Angriffe können sich gegen verschiedene Ziele innerhalb der Angriffsdistanz richten. Wird ein Klingensturm mit einem Basismanöver kombiniert, muss dieses für beide Attacken identisch sein. Sollte der Heldin während der ersten AT ein Patzer unterlaufen, verfällt die zweite AT. Das Klingensturm-Manöver kann nicht zusammen mit einem Schild, einer Parierwaffe oder einer weiteren Einhandwaffe kombiniert werden. Der Bonus durch die SF Einhändiger Kampf kann beim Einsatz des Klingensturm benutzt werden.
+ Erschwernis: -2
+ Kampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Schwerter
+ Publikation: VR02 - Aventurisches Kompendium I S. 154
+
+
+
+
+
+
+
+
+
+
+ Regel: Möchte der Reiter einen Gegner mit einer Lanze angreifen, muss dazu der Befehl Lanzenangriff erteilt werden. Der Lanzenangriff kann nur im Galopp ausgeführt werden. Nach der Probe auf Reiten wird eine Attacke auf Lanzen ausgeführt (dies kostet keine zusätzliche Aktion, sondern ist Teil des Befehls). Pferd und Reiter verringern ihre Geschwindigkeit nach erfolgtem Angriff nicht automatisch. Außerdem kann ein solcher Angriff nicht mit einer Waffe pariert werden, nur eine Parade mit einem Schild oder Ausweichen sind möglich. Bei einer gelungenen Attacke und einer gelungenen Parade mit dem Schild oder einem unverteidigten Treffer lässt der Angreifer die Lanze los, um nicht vom Aufprall aus dem Sattel gehoben zu werden. Ist der Lanzenangriff erfolgreich, steigen die TP um 2 + GS/2 des Reittiers.
+ Kampftechnik: Lanzen
+ Publikation: VR01 - Regelwerk S. 248
+
+
+
+
+
+
+
+
+ Regel: Nach einer erfolgreichen Parade, die für den Kämpfer um 2 erschwert ist, kann er sofort einen Passierschlag gegen seinen Angreifer ausführen. Das Manöver Riposte muss vor dem Attackewurf des Angreifers angesagt werden. Nach der Riposte kann der Kämpfer keine weiteren Verteidigungen in dieser KR mehr durchführen. Eine Riposte kann nicht mit einem Basismanöver kombiniert werden.
+ Erschwernis: –2 (für die Parade)
+ Kampftechnik: Dolche, Fechtwaffen
+ Publikation: VR01 - Regelwerk S. 249
+
+
+
+
+
+
+ Regel: Die angegriffenen Gegner dürfen auf den Angriff getrennt reagieren. Die erste Attacke ist um 2, die zweite um 6 und die dritte um 10 erschwert. Wenn die Verteidigung der Gegner misslingt, wird für jeden Gegner einzeln Schaden ausgewürfelt. Rundumschlag I erlaubt den Angriff auf zwei Gegner, Rundumschlag II den Angriff auf drei Gegner. Ein Patzer bei einem der Angriffe bedeutet, dass keine weiteren Attacken des Rundumschlags in dieser KR ausgeführt werden können.
+ Erschwernis: –2 (erste Attacke); –6 (zweite Attacke); –10 (dritte Attacke)
+ Kampftechnik: Hiebwaffen, Kettenwaffen, Schilde, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
+ Publikation: VR01 - Regelwerk S. 249
+
+
+
+
+
+
+
+
+
+
+ Regel: Hierzu wird eine Attacke gegen den Schild durchgeführt, gegen die der Gegner mit einer Parade mit dem Schild oder Ausweichen verteidigen darf. Für eine Parade mit dem Schild kann der Parade-Bonus des Schildes nicht genutzt werden. Misslingt die Parade oder das Ausweichen, wird der Schaden von den Strukturpunkten des Schildes abgezogen. Fallen diese auf 0, ist der Schild zerstört. Dieses Spezialmanöver kann nur gegen Schildkämpfer eingesetzt werden.
+ Kampftechnik: Hiebwaffen, Kettenwaffen, Zweihandhiebwaffen, Zweihandschwerter
+ Publikation: VR01 - Regelwerk S. 249
+
+
+
+
+
+
+ Regel: Ist das angreifende Wesen mindestens eine Größenkategorie größer als seine Ziele, kann es mit einem Schwanz- oder Tentakelschwung mehrere Gegner zu Fall bringen. Diesem Angriff kann man nur ausweichen. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Durch den Fall erleidet man 1W3 SP. Ein solcher Angriff kann nur gegen Ziele neben oder hinter (Schwanz) bzw. vor (Tentakel) dem angreifenden Wesen ausgeführt werden. Die Attacke ist um 2 pro Ziel erschwert.
+ Erschwernis: –2 pro Ziel
+ Publikation: VS01 - Aventurisches Bestiarium I S. 10
+
+
+
+
+
+
+
+
+ Regel: Um einen Feind in den Schwitzkasten zu nehmen, muss die Heldin ihren Widersacher zuvor im Haltegriff haben. In der nächsten KR würfelt die Spielerin eine Raufen-AT. Gelingt sie und es wird nicht erfolgreich verteidigt, ist der Gegner im Schwitzkasten. Misslingt sie, endet der Haltegriff. Ist der Widersacher im Schwitzkasten, erleidet er jede KR 1 SP. Der Gegner muss jede KR eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) ablegen, die erschwert ist um die SP, die in dieser KR verursacht wurden. Bei Misslingen erleidet er 1 Stufe Betäubung. Während der Gegner im Schwitzkasten ist, stehen ihm zwei Optionen offen:
+ • Schwitzkasten aufsprengen: Er kann versuchen, den Schwitzkasten zu sprengen. Dazu muss ihm eine Vergleichsprobe auf Kraftakt (Ziehen & Zerren) gelingen. War der Widersacher erfolgreich, enden der Schwitzkasten und der Haltegriff.
+ • Angreifen: Er kann die Heldin angreifen.
+ Solange der Schwitzkasten aufrechterhalten wird, leidet der Feind unter den Status Fixiert und Eingeengt.
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 154
+
+
+
+
+
+
+
+ Regel: Das Manöver Sturmangriff kann nur durchgeführt werden, wenn der Angreifer eine Anlaufstrecke von mindestens 4 Schritt hat und über eine GS von mindestens 4 verfügt. Die Bewegung ist Teil der Aktion, mit der man angreift. Ist der Sturmangriff erfolgreich, steigen die TP um 2 und die halbe GS des Angreifers. Dieser Angriff kann regulär abgewehrt werden. Sollte der Sturmangriff misslingen, erhält der Verteidiger die Gelegenheit für einen Passierschlag. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden.
+ Erschwernis: –2
+ Kampftechnik: Hiebwaffen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
+ Publikation: VR01 - Regelwerk S. 249
+
+
+
+
+
+
+
+ Regel: Die Attacke für den Todesstoß ist um 2 erschwert. Dafür wird zur Bestimmung des Schadens ein weiterer W6 zu den Trefferpunkten hinzuaddiert. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
+ Erschwernis: –2
+ Kampftechnik: Dolche, Fechtwaffen
+ Publikation: VR01 - Regelwerk S. 250
+
+
+
+
+
+
+
+ Regel: Nur Wesen, die im Vergleich zum Gegner eine höhere Größenkategorie aufweisen, können einen Trampel-Angriff durchführen. Ausschließlich Gegner mit dem Status Liegend oder Wesen, deren Größenkategorie kleiner ist als die des angreifenden Wesens, können zertrampelt werden. Der Angreifer kann eine Trampel-Attacke durchführen. Hierdurch erleidet er jedoch einen zusätzlichen Abzug von 2 Punkten auf seine Verteidigung in der laufenden KR.
+ Publikation: VS01 - Aventurisches Bestiarium I S. 10
+
+
+
+
+
+
+ Regel: Das Manöver Überrennen kann nur durchgeführt werden, wenn der Angreifer eine Anlaufstrecke von mindestens 8 Schritt hat und über eine GS von mindestens 4 verfügt. Dieser Angriff kann regulär abgewehrt werden. Sollte das Überrennen misslingen, erhält der Verteidiger Gelegenheit für einen Passierschlag, dieser ist aber zusätzlich um 4 erschwert. Ist das Überrennen-Manöver erfolgreich, so ist eine Attacke gegen das Wesen durch den Angegriffenen in dieser KR um 2 erschwert. Am Ende der KR ist das Wesen, wenn es dies will, bis zu GS/2 Schritt von seinem Opfer entfernt, unabhängig davon es mit dem Angriff getroffen hat oder nicht. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden.
+ Publikation: VS01 - Aventurisches Bestiarium I S. 10
+
+
+
+
+
+
+ Regel: Das Wesen führt einen Biss-Angriff aus. Kann der gelungene Angriff nicht verteidigt werden, so hat sich die Kreatur festgebissen. In den nachfolgenden KR gelingt die Biss-Attacke des Wesens automatisch, ohne dass der Meister würfeln muss. Jede weitere KR richtet der Verbeißen-Angriff +1 TP an (in der ersten KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Gegner erhält den Status Fixiert, es sei denn, bei der Kreaturenbeschreibung steht extra dabei, dass der Status entfällt. Die Verteidigung des Angreifers sinkt, während es durch den Biss am Gegner hängt, auf 0. Das Wesen kann am Ende einer KR entscheiden loszulassen (was eine freie Aktion kostet). Dieser Angriff ist um 2 erschwert.
+ Erschwernis: –2
+ Publikation: VS01 - Aventurisches Bestiarium I S. 10
+
+
+
+
+
+
+ Regel: Mit dieser Sonderfertigkeit kann man seinen Attackewert für die aktuelle Kampfrunde um 2 erhöhen. Dafür kann man diese Kampfrunde keine Verteidigung mehr ausführen. Ein Vorstoß muss am Anfang der Runde angesagt werden. Der Vorstoß kann nicht im Status Liegend ausgeführt werden.
+ Erleichterung: +2
+ Kampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Kettenwaffen, Raufen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
+ Publikation: VR01 - Regelwerk S. 250
+
+
+
+
+
+
+ Regel: Hierzu muss er ihn zuerst in einen Haltegriff bekommen (siehe Sonderfertigkeit Haltegriff). So lange der Gegner festgehalten wird, leidet er unter den Status Fixiert und Eingeengt. Hält er seinen Gegner, muss er eine um 2 erschwerte Raufenattacke ausführen. Gelingt diese und kann der Gegner sich nicht erfolgreich verteidigen, geht der Gegner zu Boden und erleidet den Status Liegend. Der Wurf selbst verursacht 1W3 TP, ein möglicher darauf folgender Sturz beispielsweise von einer Klippe oder in ein Feuer unter Umständen deutlich mehr.
+ Erschwernis: –2
+ Kampftechnik: Raufen
+ Publikation: VR01 - Regelwerk S. 250
+
+
+
+
+
+
+
+
+ Regel: Die Attacke ist um 4 erschwert. Gegen diesen Angriff kann verteidigt werden. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Der Angriff verursacht 1W3 TP.
+ Erschwernis: –4
+ Kampftechnik: Stangenwaffen
+ Publikation: VR01 - Regelwerk S. 250
+
+
+
+
+
+
+
+
+
+
+
+
+
Kampfstile
+
+
+
+
+
+ Regel: Der Gegner des Schwertgesellen ist durch den ständigen Wechsel zwischen Ein- und Zweihandnutzung der Waffe so überrascht, dass seine Verteidigung um 1 gesenkt wird. Obwohl der Anderthalbhänder bei diesem Stil gelegentlich in nur einer Hand geführt wird, kann er nicht zusammen mit einem Schild, einer Parierwaffe oder einer Einhandwaffe kombiniert werden. Selbst wenn der Anderthalbhänder teilweise einhändig geführt wird, kann die SF Einhändiger Kampf nicht genutzt werden.
+ Kampftechnik: Zweihandschwerter (nur Anderthalbhänder)
+ Publikation: VR02 - Aventurisches Kompendium I S. 156
+ Adersin-Stil:
+
+
+
+
+
+ Regel: Eine Kriegerin aus Baburin kann mittels 1 freien Aktion im Kampf eine Probe auf Kriegskunst ablegen. Sie muss vor dem Ablegen der Probe einen Gegner in Sichtreichweite bestimmen. Gelingt die Probe, so bekommt sie für die laufende KR einen Bonus von +1 AT, +1 Verteidigung und +1 Fernkampf gegen den benannten Widersacher.
+ Kampftechnik: alle
+ Publikation: VR02 - Aventurisches Kompendium I S. 156
+ Baburin-Stil
+
+
+
+
+
+
+
+
+
+ Regel: Kämpft der Held beritten gegen Fußkämpfer, erhöht sich die aus der vorteilhaften Position resultierende Erleichterung auf AT und Verteidigung um jeweils 1 (siehe Regelwerk Seite 238/240). Außerdem bekommt der Abenteurer noch einen Bonus von +1 TP bei Nahkampfangriffen, wenn er sich auf dem Rücken eines Reittiers befindet.
+ Kampftechnik: alle Nahkampftechniken
+ Publikation: VR02 - Aventurisches Kompendium I S. 156
+ Baliho-Stil
+
+
+
+
+
+
+ Regel: Kennerinnen der SF Bornländisches Raufen erhöhen ihren Schaden bei allen waffenlosen Angriffen um +1 TP.
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 157
+ Bornländisches Raufen
+
+
+
+
+
+
+ Regel: Gegen Gegner der Größenkategorie groß und riesig erhalten Krieger des Cendrasch-Stils einen Bonus von +1 auf ihre Verteidigung.
+ Kampftechnik: Hiebwaffen, Zweihandhiebwaffen
+ Publikation: VR02 - Aventurisches Kompendium I S. 157
+ Cendrasch-Stil
+
+
+
+
+
+
+ Regel: Sollte der Dajin-Buskur auf seiner Position verharren (sprich: er hat keine Aktion oder freie Aktion in dieser KR für Bewegung aufgewendet) und greift er den Feind an, der ihn in dieser KR zuerst angegriffen hat, so erhält er gegen diesen einen Bonus von +1 AT und +1 TP.
+ Kampftechnik: Zweihandschwerter
+ Publikation: VR02 - Aventurisches Kompendium I S. 157
+ Dajin-Stil
+
+
+
+
+
+
+
+ Regel: Bei der SF Anführer muss die Elenviner Kriegerin nur 1 freie Aktion statt einer regulären Aktion aufwenden.
+ Kampftechnik: alle
+ Publikation: VR02 - Aventurisches Kompendium I S. 157
+ Elenvina-Stil
+
+
+
+
+
+ Regel: In KR, in denen der Held keine Spezialmanöver einsetzt, verfügt er über eine um 2 erhöhte Verteidigung. Will der Abenteurer von dem Bonus auf seine Verteidigung profitieren und eine Verteidigung einsetzen, so darf er in dieser KR auch weiterhin keine Spezialmanöver einsetzen. Der Bonus ist mit dem der Verteidigungshaltung kumulativ.
+ Kampftechnik: Dolche, Fechtwaffen
+ Publikation: VR02 - Aventurisches Kompendium I S. 158
+ Fedorino-Stil
+
+
+
+
+
+
+ Regel: Wer den Gladiatoren-Stil beherrscht, kann immer, wenn er mittels Raufen-AT Trefferpunkte verursacht, versuchen, die Zuschauer für sich zu gewinnen. Die Spielerin legt dazu eine Probe auf Überreden (Manipulieren) ab. Gelingt die Probe, so erhält ihre Heldin einen Bonus von +2 AT für die laufende und die folgende KR. Die Wirkung der gelungenen Probe ist nicht kumulativ, die Abenteurerin bekommt also nicht einen Bonus von +4, wenn sie die Probe nochmals ablegt, und auch der Zeitraum der Wirkung verlängert sich nicht. Die Heldin bekommt den Bonus nur, wenn eine ausreichende Menge an Zuschauern vorhanden ist. Zuschauer dürfen nicht selbst in den Kampf involviert sein. Was eine ausreichende Menge an Zuschauern ist, entscheidet der Meister. Dies kann je nach Situation unterschiedlich sein und reicht von 2 Zuschauern in einer Gasse bis hin zu hunderten Menschen in einer Arena. Wer den Gladiatoren-Stil einsetzt, richtet allerdings –2 TP bei Raufen-AT an. Das ausgewürfelte Minimum beträgt aber immer mindestens 1 TP.
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 158
+ Gladiatoren-Stil
+
+
+
+
+
+
+
+
+ Regel: Der Held, der diesen Stil beherrscht, richtet bei Lebewesen +1 TP an. Waffenlose Angriffe verdoppeln ihre TP gegen Objekte. Sollte ein Kenner dieser SF also 7 TP Strukturschaden auswürfeln, so richtet er stattdessen 14 TP Strukturschaden an.
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 158
+ Hammerfaust-Stil
+
+
+
+
+
+
+ Regel: Bei einem erfolgreichen Angriff mit Raufen würfelt die Spielerin für die Trefferpunkte statt 1W6 mit 2W6. Das höhere Ergebnis der einzelnen Würfel wird gewertet. Sollte der Spieler einen Pasch gewürfelt haben, so werden die Ergebnisse der beiden Würfel addiert und bilden zusammen die TP.
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 158
+ Hruruzat
+
+
+
+
+
+
+ Regel: Ein Krieger von Hylailos vermag selbst wuchtige Waffen schnell und präzise zu führen. Dadurch verbessern sich PA-Abzüge von AT/PA-Modifikatoren bei Waffen der Kampftechnik Stangenwaffen um 1. Maximal ist dadurch ein Abzug von 0 erreichbar.
+ Kampftechnik: Stangenwaffen
+ Publikation: VR02 - Aventurisches Kompendium I S. 159
+ Hylailos-Stil
+
+
+
+
+
+ Regel: Marwan Sahib-Balayanim können es ihren Feinden in enger Umgebung noch schwerer machen: Gegner mit dem Status Eingeengt die gegen einen Balayan kämpfen, erleiden jeweils eine Erschwernis von 2 auf AT und PA zusätzlich zu den übrigen Erschwernissen durch Eingeengt. Dies gilt auch für Schilde. Widersacher, die den Marwan Sahib-Stil verwenden, erleiden die Erschwernis nicht. Ein Kämpfer mit kurzer Waffe würde gegen den Balayan also eine Erschwernis von –2 auf AT/PA erleiden, ein Kämpfer mit mittlerer Waffe –6 auf AT/PA, vorausgesetzt, er hat den Status Eingeengt erlitten.
+ Kampftechnik: Dolche, Raufen, Schwerter
+ Publikation: VR02 - Aventurisches Kompendium I S. 159
+ Marwan Sahib-Stil
+
+
+
+
+
+ Regel: Diese SF sorgt dafür, dass die Heldin die Auswirkungen der höchsten Stufe des Zustands Furcht ignorieren darf. Sie erleidet lediglich die Auswirkungen der nächstniedrigeren Stufe. Wenn die Abenteurerin also beispielsweise drei Stufen Furcht erlitten hat, gelten für sie nur die Auswirkungen von Stufe II. Bei Furcht Stufe IV wird die Heldin dennoch Handlungsunfähig.
+ Kampftechnik: Hiebwaffen, Schwerter
+ Publikation: VR02 - Aventurisches Kompendium I S. 159
+ Mengbilla-Stil
+
+
+
+
+
+ Regel: Anwender des Mercenario-Stils können einen Schwertknauf, eine Dolchscheide oder einen anderen vergleichbaren Gegenstand im waffenlosen Kampf nutzen und diesen mit ihren Angriffen und ihrer Abwehr kombinieren. Der Feind erleidet bei jeder gelungenen Raufen-PA 1 SP, egal ob er selbst oder der Mercenario-Anwender erfolgreich pariert hat. Beim Ausweichen entsteht dieser Schaden nicht.
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 159
+ Mercenario-Stil
+
+
+
+
+
+ Regel: Für eine Kriegerin aus Prem sinken die Erschwernisse beim Kampf im Wasser (siehe Regelwerk Seite 239) um bis zu 4. Bei bestätigten Patzern im Nahkampf erleidet sie nur 1W6 SP.
+ • Spielst du mit der Optionalregel der Patzertabelle, dann können Krieger mit diesem Stil stattdessen das Ergebnis des Wurfs auf die Tabelle um eine Auswirkungskategorie nach oben oder unten verändern (bis hin zum Tabellenergebnis 2 bzw. 12).
+ Kampftechnik: alle
+ Publikation: VR02 - Aventurisches Kompendium I S. 159
+ Prem-Stil
+
+
+
+
+
+ Regel: Kämpft der Held beritten gegen Fußkämpfer, erhöht sich die aus der vorteilhaften Position resultierende Erleichterung auf AT um 2 (siehe Regelwerk Seite 238/240). Außerdem bekommt der Abenteurer noch einen Bonus von +1 TP bei Nahkampfangriffen, wenn er sich auf dem Rücken eines Reittiers befindet.
+ Kampftechnik: alle Nahkampftechniken
+ Publikation: VR02 - Aventurisches Kompendium I S. 160
+ Ritter des Alten Wegs
+
+
+
+
+
+
+ Regel: Ein Rondrageweihter vermag Rondrakämme schnell und präzise zu führen. Dadurch verbessert sich der PA-Abzug von AT/PA-Modifikatoren bei diesen Waffen um 1. Bei einem Bestätigungswurf für einen Paradepatzer kann der Geweihte zudem 2 von seinem Wurf abziehen und so die Wahrscheinlichkeit eines Patzers senken.
+ Kampftechnik: Zweihandschwerter (nur Rondrakamm)
+ Publikation: VR02 - Aventurisches Kompendium I S. 160
+ Rondras Trutz
+
+
+
+
+
+ Regel: Ein Kämpfer der Unauer Schule erhält einen Bonus von +2 auf seine Verteidigung. Allerdings muss er an Ort und Stelle verharren und darf sich nicht von seiner Position wegbewegen (sprich: Er hat keine Aktion oder freie Aktion in dieser KR für Bewegung aufgewendet). Wer Unauer Schule mit Verteidigungshaltung kombiniert, kann seinen Verteidigungswert um insgesamt +6 erhöhen, aber er darf sich nicht bewegen.
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 160
+ Unauer Schule
+
+
+
+
+
+
+ Regel: Wendet die Heldin das Manöver Haltegriff an, ist eine Verteidigung des Gegners gegen diesen Angriff um 2 erschwert.
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 160
+ Zyklopäisches Ringen
+
+
+
erw. Kampf-SF
+
+
+
+
+
+ Regel: Gelingt die um 6 erschwerte AT und misslingt die Verteidigung, so ist das Opfer zu Boden geworfen worden und wurde festgenagelt. Der übliche Schaden von 1W3 TP durch die SF Zu Fall bringen kommt beim Aufspießen nicht zu tragen. In den nachfolgenden KR gelingt die AT automatisch, ohne dass der Spieler würfeln muss. Jede KR richtet der Angriff +1 TP mehr an (in der ersten KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Feind erhält den Status Fixiert und Liegend. Der Angreifer kann am Ende einer KR entscheiden loszulassen. Um sich zu befreien, muss das Opfer eine Vergleichsprobe auf Kraftakt (Drücken & Verbiegen) gegen den Angreifer gewinnen. Jede Probe kostet 1 Aktion. Das Festnageln- Manöver kann nur gegen gleichgroße oder die nächstkleinere Größenkategorie angewandt werden. Misslingt die AT, so steht dem Gegner ein Passierschlag zu.
+ Erschwernis: –6
+ Kampftechnik: Stangenwaffen
+ Publikation: VR02 - Aventurisches Kompendium I S. 160
+
+
+
+
+
+
+ Regel: Gelingt der Heldin eine um 2 erschwerte PA, bekommt sie für ihre nächste Aktion einen Bonus von +4 AT gegen den Feind, gegen den sie das Binden-Manöver ausgeführt hat. Dieser Angriff muss in ihrer nächsten Aktion, also entweder in dieser oder der nachfolgenden KR ausgeführt werden. Diese Aktion darf nicht hinausgezögert werden. Der Bonus entfällt, wenn die Abenteurerin einen anderen Gegner angreift oder zu parieren versucht. Das gleiche gilt, wenn der Widersacher nicht mit der gebundenen Waffe, sondern mit einer anderen angreift. Das Binden einer zweihändig geführten Waffe ist um 4 erschwert, nicht um 2. Nach dem Binden kann der Held keine weiteren Verteidigungen in dieser KR ausführen.
+ Erschwernis: –2 (einhändige Waffe); –4 (zweihändige Waffe)
+ Kampftechnik: Dolche, Fechtwaffen, Schwerter, Stangenwaffen
+ Publikation: VR02 - Aventurisches Kompendium I S. 161
+
+
+
+
+
+
+
+
+
+ Regel: Durch diese SF ist der Held in der Lage, den Befehl Breschenangriff mit seinem Reittier durchzuführen. Dabei werden bis zu drei Ziele getroffen, solange diese maximal einen halben Schritt auseinander stehen. Die Attacken sind für jedes Ziel um 2 erschwert (für den ersten Gegner also um 2, für den zweiten Gegner um 4 und für den dritten Gegner um 6). Die Trefferpunkte werden für jeden Feind einzeln ausgewürfelt und jeder Angegriffene kann sich einzeln gegen den Breschenangriff verteidigen. Sollte während der ersten oder zweiten AT ein Patzer unterlaufen, verfallen die restlichen Attacken.
+ Erschwernis: –2 (erste Attacke); –4 (zweite Attacke); –6 (dritte Attacke)
+ Kampftechnik: –
+ Publikation: VR02 - Aventurisches Kompendium I S. 161
+
+
+
+
+
+
+
+
+
+
+ Regel: Der Frontalangriff ist ein eigener Befehl, der den Befehl Niederreiten mit einem normalen Lanzenangriff kombiniert. Der ausgewählte Gegner muss sich sowohl gegen die Attacke durch das Niederreiten des Pferds als auch anschließend mit der Attacke durch den Lanzenangriff des Reiters auseinandersetzen. Beide AT sind um 4 erschwert. Dieser Angriff lässt sich nur gegen Gegner mit der Größenkategorie des Reiters oder kleiner einsetzen.
+ Erschwernis: -4
+ Kampftechnik: Lanzen
+ Publikation: VR02 - Aventurisches Kompendium I S. 161
+
Frontalangriff:
+
+
+
+
+
+
+
+ Regel: Gelingt der Heldin eine um 4 erschwerte AT und misslingt die Verteidigung des Gegners, fällt dieser zu Boden und erhält den Status Liegend. Schaden wird dabei nicht angerichtet.
+ Erschwernis: –4
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 162
+
+
+
+
+
+
+ Regel: Verfügt der Abenteurer über die Sonderfertigkeit Haltegriff brechen, so kann er sich leichter aus einem Haltegriff und allen Manövern befreien, die ihre Wirkung über einen Haltegriff beziehen, etwa den Schwitzkasten und den Würgegriff. Vergleichsproben auf Kraftakt (Ziehen & Zerren), um sich aus dem Griff zu befreien, sind für den Helden um 2 erleichtert.
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 162
+
+
+
+
+
+
+
+ Regel: Um einen Handkantenschlag auszuführen, muss der Held zunächst in der KR 1 freie Aktion nutzen, um sich zu konzentrieren. Danach kann er einen Handkantenschlag gegen einen Gegner oder ein Objekt ausführen. Sollte der Angriff erfolgreich sein, so erhöht sich der Schaden um +2 TP gegen Lebewesen und um +4 TP gegen Objekte. Die AT ist um 2 erschwert.
+ Erschwernis: –2
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 162
+
+
+
+
+
+
+ Regel: Das Manöver Hohe Klinge muss am Anfang der KR angesagt werden. Der Abenteurer bekommt einen Bonus von +1 AT und +1 TP, allerdings ist seine Verteidigung bis zum Ende der KR halbiert.
+ Kampftechnik: Fechtwaffen, Schwerter, Zweihandschwerter
+ Publikation: VR02 - Aventurisches Kompendium I S. 162
+
+
+
+
+
+
+ Regel: Der Gegner muss bei einer gelungenen und unverteidigten AT des Helden eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um 1 ablegen. Bei Misslingen erleidet er 1 Stufe Betäubung. Dafür erleidet der Widersacher nur die halben TP des Angriffs. Ist der Angriff gelungen und unverteidigt, erleidet der Angreifer 1 SP. Das Manöver lässt sich nur gegen Kulturschaffende der Größenkategorie mittel anwenden.
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 162
+
+
+
+
+
+
+
+
+ Regel: Mit dem Mächtigen Lanzenangriff kann die Heldin +2 TP gegen Wesen erzielen, die als Ungeheuer klassifiziert sind, sofern sie die Größenkategorie groß oder riesig aufweisen. Ansonsten funktioniert dieses Manöver wie der normale Lanzenangriff.
+ Kampftechnik: Lanzen
+ Publikation: VR02 - Aventurisches Kompendium I S. 162
+
+
+
+
+
+
+
+
+ Regel: Wer über den Mächtigen Rundumschlag verfügt, bekommt folgende Boni bei der Ausführung eines gewöhnlichen Rundumschlags dazu: Bei der ersten Attacke +1 TP; bei der zweiten Attacke nur noch eine Erschwernis von 4; bei der dritten Attacke nur noch eine Erschwernis von 8. Zusätzlich kann der Rundumschlag (wie der Mächtige Rundumschlag) mit Stangenwaffen ausgeführt werden.
+ Erschwernis: 0 (erster Gegner), -4 (zweiter Gegner), -8 (dritter Gegner)
+ Kampftechnik: Hiebwaffen, Kettenwaffen, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
+ Publikation: VR02 - Aventurisches Kompendium I S. 162
+
+
+
+
+
+
+
+ Regel: Die Heldin kann gegen eine Raufen-AT eine Raufen-PA einsetzen, um einen meisterlichen Wurf anzusetzen. Diese PA ist um 4 erschwert. Gelingt sie, dann erhält der Feind den Status Liegend, aber keinen Schaden. Ein meisterlicher Wurf kann nur gegen Gegner der Größenkategorie der Heldin oder kleiner eingesetzt werden. Die Abenteurerin muss beim Einsatz des meisterlichen Wurfs unbewaffnet sein, sie darf also keine Waffen in den Händen tragen.
+ Erschwernis: –4 (für die Parade)
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 163
+
+
+
+
+
+
+ Regel: Nach einer erfolgreichen und unparierten Schild-AT stolpert der Getroffene 1W3 Schritte zurück. Für den Verteidiger ist eine gelungene Vergleichsprobe auf Körperbeherrschung (Balance) gegen Kraftakt (Drücken & Verbiegen) notwendig, um nicht den Status Liegend zu erhalten. Jede Netto-QS des Angreifers treibt zudem den Verteidiger um 1 Schritt nach hinten. Der Verteidiger erhält bei einer unverteidigten Attacke mit dem Schildstoß TP/2 des Schilds als Schaden.
+ Kampftechnik: Schilde
+ Publikation: VR02 - Aventurisches Kompendium I S. 163
+
+
+
+
+
+
+ Regel: Der Held muss eine um 2 erschwerte AT ausführen. Bei einem Treffer erleidet der Gegner +1 TP. Entstehen so 4 oder mehr SP, muss der Gegner eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) erschwert um 1 ablegen. Bei deren Misslingen erleidet er eine Stufe Betäubung. In jedem Fall gilt, dass bis zum Ende der nächsten KR der Abenteurer eine Erschwernis von 2 auf seine Verteidigung bekommt.
+ Erschwernis: –2
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 163
+
+
+
+
+
+
+ Regel: Mit 1 freien Aktion kann ein Spieler vor einer AT eine Probe auf Körperbeherrschung (Springen) ablegen. Der Abenteurer braucht für das Manöver einen Abstand zum Gegner von Mindestens 2 Schritt und kann bis zu GS/2 Schritt auf ihn zuspringen. Jede QS, die der Spieler dabei erzielt, kann er auf AT und TP verteilen. Dabei darf kein Bonus mehr als +3 betragen. Ein weiterer Sprungangriff kann erst zwei KR später wieder ausgeführt werden. Der Held muss also eine KR auf dieses Manöver verzichten. Sollte die AT misslingen, steht dem Verteidiger ein Passierschlag zu.
+ Kampftechnik: Schwerter, Stangenwaffen
+ Publikation: VR02 - Aventurisches Kompendium I S. 164
+
+
+
+
+
+
+
+
+ Regel: Die AT für einen Sprungtritt ist für die Heldin um 2 erschwert, dafür erhöhen sich die TP um 1W6. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
+ Erschwernis: –2
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 164
+
+
+
+
+
+
+
+ Regel: Um einen Tiefschlag auszuführen, muss dem Abenteurer eine um 4 erschwerte AT gelingen. Bei einem unverteidigten gelungenen Angriff bekommt er einen Bonus von +2 TP. Erleidet der Gegner mindestens 5 SP, so muss er eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren), erschwert um 2 ablegen, sonst bekommt er 1 Stufe Betäubung.
+ Erschwernis: –4
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 165
+
+
+
+
+
+
+ Regel: Mit der SF Tod von Links verfällt der PA-Bonus einer Parierwaffe, dafür bekommt die Heldin einen Bonus von +2 TP für die Parierwaffe. Zu Beginn jeder KR kann entschieden werden, ob Tod von Links genutzt wird oder der übliche Bonus der Parierwaffe zählt.
+ Kampftechnik: alle Nahkampftechniken, die mit einhändigen Waffen ausgeführt werden
+ Publikation: VR02 - Aventurisches Kompendium I S. 164
+
Tod von Links:
+
+
-
Vorbeiziehen:
-
+
+
+ Regel: Um an einem Gegner vorbeizuziehen, muss eine um 4 erschwerte AT gelingen. Gelingt sie, gleich ob verteidigt oder nicht, so genießt der Held bis zum Ende der nächsten KR die vorteilhafte Position gegenüber dem Feind (siehe Regelwerk Seite 238), gegen den er das Manöver eingesetzt hat. Eine gelungene und unverteidigte AT verursacht wie üblich Schaden. Bei einer unverteidigten AT kann sein Gegner außerdem bis zum Ende der nächsten KR keine Manöver einsetzen.
+ Erschwernis: –4
+ Kampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Schwerter
+ Publikation: VR02 - Aventurisches Kompendium I S. 164
+
-
+
+
+
+ Regel: Mit dieser SF kann eine Abenteurerin eine Nahkampfwaffe, die sich eigentlich nicht als Wurfwaffe eignet, auf einen Gegner werfen und ihn erheblich verletzen. Der Angriff wird wie ein regulärer Fernkampfangriff ausgeführt. Als Kampftechnik kommt dabei Wurfwaffen zum Einsatz. Neben allen üblichen Modifikatoren eines solchen Angriffs gilt für die geworfene Nahkampfwaffe eine zusätzliche Erschwernis von 4. Die geworfene Waffe muss einer der folgenden Kampftechniken angehören: Dolche, Fechtwaffen, Hiebwaffen, Schwerter, Stangenwaffen. Der Schaden entspricht dem regulären Schaden der Waffe. Ein Bonus durch die Schadensschwelle kommt aber nicht hinzu.
+ Erschwernis: –4
+ Kampftechnik: Wurfwaffen
+ Publikation: VR02 - Aventurisches Kompendium I S. 165
Waffenwurf:
-
Weiter Schwung:
-
+
+
+ Regel: Bei Einsatz des um 2 erschwerten Manövers gilt der Held bis zum Ende der KR in einer Nahkampfreichweite, die eine Stufe höher ist, als die eigentliche Reichweite seiner Waffe. Zudem erhält er einen Bonus von +1 TP.
+ Erschwernis: –2
+ Kampftechnik: Zweihandhiebwaffen, Zweihandschwerter
+ Publikation: VR02 - Aventurisches Kompendium I S. 165
+
-
Windmühle:
-
-
-
-
-
Wuchtiger Wurf:
-
-
+
+
+ Regel: Die Spielerin sagt vor der Reaktion ihrer Heldin an, dass sie ein Windmühlen-Manöver durchführen will. Die PA ist dabei um 2 erschwert. Die Abenteurerin muss in dieser KR noch 1 Aktion zur Verfügung haben, die im Anschluss an das Manöver direkt für eine AT eingesetzt wird. Es macht also bei diesem Manöver Sinn, bei hoher Initiative abzuwarten, bis der Gegner angreift. Gelingt der Heldin die PA, so führt sie sofort eine AT gegen den gleichen Gegner mit einem Bonus von +4 TP aus. Alle weiteren Verteidigungen in dieser KR entfallen für die Abenteurerin. Die nach der PA folgende AT kann nicht mit einem Spezialmanöver, wohl aber mit einem Basismanöver kombiniert werden. Das Windmühlen-Manöver kann nur gegen Angriffe mit Kampftechniken ausgeführt werden, mit denen man das Manöver auch ausführen kann (also beispielsweise nicht gegen Dolche oder Fechtwaffen).
+ Erschwernis: –2 (für die Parade)
+ Kampftechnik: Hiebwaffen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
+ Publikation: VR02 - Aventurisches Kompendium I S. 165
+
+
+
+
-
Würgegriff:
-
+
+
+ Regel: Um einen Gegner in den Würgegriff zu nehmen, muss die Heldin ihren Widersacher zuvor im Haltegriff haben. In der nächsten KR würfelt die Spielerin eine Raufen-AT. Gelingt sie und es wird nicht erfolgreich verteidigt, ist der Gegner im Würgegriff. Misslingt sie, endet der Haltegriff. Ist der Widersacher im Würgegriff, erleidet er jede KR 1W6 SP. Der Gegner muss jede KR eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) ablegen, erschwert um die halben SP, die in dieser KR verursacht wurden. Bei Misslingen erleidet er 1 Stufe Betäubung. Während der Gegner im Würgegriff ist, stehen ihm zwei Optionen offen:
+ • Würgegriff aufsprengen: Er kann versuchen, den Würgegriff zu sprengen. Dazu muss ihm eine Vergleichsprobe auf Kraftakt (Ziehen & Zerren) gelingen. Ist der Gegner erfolgreich enden der Würgegriff und der Haltegriff.
+ • Angreifen: Er kann die Heldin angreifen. Solange der Würgegriff aufrechterhalten wird, leidet der Feind unter den Status Fixiert und Eingeengt.
+ Kampftechnik: Raufen
+ Publikation: VR02 - Aventurisches Kompendium I S. 166
+
+
+
-
Zertrümmern:
-
+
+
+ Regel: Bei Angriffen gegen Objekte erhält der Held +1W6 TP zu seinem üblichen Schaden hinzu.
+ Erschwernis: –2
+ Kampftechnik: Hiebwaffen, Kettenwaffen, Zweihandhiebwaffen
+ Publikation: VR02 - Aventurisches Kompendium I S. 166
+ Ruf des Bienenstocks
+ Ruhe Körper
+ Unberührt von Satinav
+ Widerwille
+ Wirbelform
+
+
+ Xenographus
+ Zauberklinge Geisterspeer
+
+
+
+
+
-
-
-
Stabzauber
-
Volumen
-
AsP-Kosten
-
Merkmal
-
-
-
-
Bindung des Stabes
-
0 Pkte
-
2 pAsP
-
Objekt
-
-
-
-
Doppeltes Maß
-
2 Pkte
-
1 AsP
-
Objekt
-
-
-
-
Ewige Flamme
-
2 Pkte
-
1 AsP
-
Elementar
-
-
-
-
Flammenschwert
-
7 Pkte
-
3 AsP + 1 o. 2 / KR
-
Elementar
-
-
-
-
Kraftfokus
-
6 Pkte
-
-
-
Objekt
-
-
-
-
Merkmalsfokus
-
8 Pkte
-
-
-
spez.
-
-
-
-
Seil des Adepten
-
2 Pkte
-
1 AsP
-
Objekt
-
-
-
-
Stab-Apport
-
3 Pkte
-
1 AsP
-
Telekinese
-
-
-
-
Aktivierung
-
-
-
-
Aktiv
-
Stabzauber
-
-
-
-
Bindung des Stabes
-
-
-
-
Doppeltes Maß
-
-
-
-
Ewige Flamme
-
-
-
-
Flammenschwert
-
-
-
-
Kraftfokus
-
-
-
-
Merkmalsfokus
-
-
-
-
Seil des Adepten
-
-
-
-
Stab-Apport
-
-
-
-
-
+
+
+
Allgemeine Magie-SF
+
+
Name
+
Aktiv
+
+
+
Aura verbergen
+
+
+
+
+
Publikation: VR01 - Regelwerk S.284
+
+
+
+
Abgeschwächter Zauber
+
+
+
+
+
Publikation: VR03 - Aventurische Magie I S.91
+
+
+
+
Adaption (Zauber)
+
+
+
+
+
Publikation: VR03 - Aventurische Magie I S.91
+
+
+
+
Alchimieverstärkung
+
+
+
+
+
Publikation: VR03 - Aventurische Magie I S.91
+
+
+
+
Astrale Meditation
+
+
+
+
+
Publikation: VR03 - Aventurische Magie I S.91
+
+
+
+
Aurapanzer
+
+
+
+
+
Publikation: VR03 - Aventurische Magie I S.91
+
+
+
+
Eisen- und Stahlverzauberung
+
+
+
+
+
Publikation: VR03 - Aventurische Magie I S.92
+
+
+
+
Entschwörung (Dämonen)
+
+
+
+
+
Publikation: VR03 - Aventurische Magie I S.92
+
+
+
+
Entschwörung (Elementare)
+
+
+
+
+
Publikation: VR03 - Aventurische Magie I S.92
+
+
+
+
Entschwörung (Geister)
+
+
+
+
+
Publikation: VR03 - Aventurische Magie I S.92
+
+
+
+
Flugsalbe
+
+
+
+
+
Publikation: VR01 - Regelwerk S.281
+
+
+
+
Merkmalskenntnis
+
+
+
+
+
Publikation: VR01 - Regelwerk S.285
+
+
+
+
Starke Zaubertricks
+
+
+
+
+
Publikation: VR01 - Regelwerk S.285
+
+
+
+
Verbotene Pforten
+
+
+
+
+
Publikation: VR01 - Regelwerk S.285
+
+
+
+
Vertrautenbindung
+
+
+
+
+
Publikation: VR01 - Regelwerk S.279
+
+
+
+
Zauberzeichen
+
+
+
+
+
Publikation: VR01 - Regelwerk S.285
+
+
+
+
-
-
-
-
Fluch
-
Probe
-
AsP-Kosten
-
Wirkungsdauer
-
Merkmal
-
FW
-
-
-
-
Beiß auf Granit!
-
KL/IN/FF +ZK
-
14
-
QS x 3 Tage
-
Objekt
-
-
-
-
-
-
Beute!
-
KL/IN/CH +SK
-
14
-
QS x 3 Tage
-
Einfluss
-
-
-
-
-
-
Hagelschlag
-
MU/IN/CH
-
21
-
QS x 15 Min
-
Elementar
-
-
-
-
-
-
Hexenschuss
-
IN/FF/KO +ZK
-
14
-
QS x 3 Std
-
Verwandlung
-
-
-
-
-
-
Juckreiz verursachen
-
MU/KL/IN +SK
-
14
-
QS x 3 Std
-
Illusion
-
-
-
-
-
-
Pech an den Hals wünschen
-
KL/IN/CH +SK
-
7
-
QS x 3 Tage
-
Einfluss
-
-
-
-
-
-
Pestilenz
-
MU/CH/GE +ZK
-
spez.
-
max. QS x 3 Tage
-
Dämonisch
-
-
-
-
-
-
Schlaf rauben
-
KL/IN/CH +SK
-
14
-
QS x 3 Tage
-
Einfluss
-
-
-
-
-
-
Unfruchtbarkeit
-
IN/FF/KO +ZK
-
14
-
QS x 3 Wochen
-
Verwandlung
-
-
-
-
-
-
Warzen sprießen
-
IN/FF/KO +ZK
-
7
-
QS x 3 Tage
-
Verwandlung
-
-
-
-
-
-
Zunge lähmen
-
KL/IN/CH +ZK
-
14
-
QS x 3 Std
-
Einfluss
-
-
-
-
-
-
Aktivierung
-
-
-
-
Aktiv
-
Flüche
-
-
-
-
Beiß auf Granit!
-
-
-
-
Beute!
-
-
-
-
Hagelschlag
-
-
-
-
Hexenschuss
-
-
-
-
Juckreiz verursachen
-
-
-
-
Pech an den Hals wünschen
-
-
-
-
Pestilenz
-
-
-
-
Schlaf rauben
-
-
-
-
Unfruchtbarkeit
-
-
-
-
Warzen sprießen
-
-
-
-
Zunge lähmen
-
-
-
-
-
+
+
+
Stabzauber
+
Volumen
+
AsP-Kosten
+
Merkmal
+
+
+
+
Bindung des Stabes
+
0 Pkte
+
2 pAsP
+
Objekt
+
+
+
+
Doppeltes Maß
+
2 Pkte
+
1 AsP
+
Objekt
+
+
+
+
Ewige Flamme
+
2 Pkte
+
1 AsP
+
Elementar
+
+
+
+
Flammenschwert
+
7 Pkte
+
3 AsP + 1 o. 2 / KR
+
Elementar
+
+
+
+
Kraftfokus
+
6 Pkte
+
-
+
Objekt
+
+
+
+
Merkmalsfokus
+
8 Pkte
+
-
+
spez.
+
+
+
+
Seil des Adepten
+
2 Pkte
+
1 AsP
+
Objekt
+
+
+
+
Stab-Apport
+
3 Pkte
+
1 AsP
+
Telekinese
+
+
+
+
Aktivierung
+
+
+
+
Aktiv
+
Stabzauber
+
+
+
+
Bindung des Stabes
+
+
+
+
Doppeltes Maß
+
+
+
+
Ewige Flamme
+
+
+
+
Flammenschwert
+
+
+
+
Kraftfokus
+
+
+
+
Merkmalsfokus
+
+
+
+
Seil des Adepten
+
+
+
+
Stab-Apport
+
+
+
+
+
-
-
-
-
Elfenlied
-
Probe
-
AsP-Kosten
-
Talent
-
Merkmal
-
FW
-
-
-
-
Erinnerungsmelodie
-
KL/IN/IN
-
1 / 5 Min
-
Musizieren
-
Einfluss
-
-
+
+
+
+
Fluch
+
Probe
+
AsP-Kosten
+
Wirkungsdauer
+
Merkmal
+
FW
+
+
+
+
Beiß auf Granit!
+
KL/IN/FF +ZK
+
14
+
QS x 3 Tage
+
Objekt
+
+
+
+
+
+
Beute!
+
KL/IN/CH +SK
+
14
+
QS x 3 Tage
+
Einfluss
+
+
+
+
+
+
Hagelschlag
+
MU/IN/CH
+
21
+
QS x 15 Min
+
Elementar
+
+
+
+
+
+
Hexenschuss
+
IN/FF/KO +ZK
+
14
+
QS x 3 Std
+
Verwandlung
+
+
+
+
+
+
Juckreiz verursachen
+
MU/KL/IN +SK
+
14
+
QS x 3 Std
+
Illusion
+
+
+
+
+
+
Pech an den Hals wünschen
+
KL/IN/CH +SK
+
7
+
QS x 3 Tage
+
Einfluss
+
+
+
+
+
+
Pestilenz
+
MU/CH/GE +ZK
+
spez.
+
max. QS x 3 Tage
+
Dämonisch
+
+
+
+
+
+
Schlaf rauben
+
KL/IN/CH +SK
+
14
+
QS x 3 Tage
+
Einfluss
+
+
+
+
+
+
Unfruchtbarkeit
+
IN/FF/KO +ZK
+
14
+
QS x 3 Wochen
+
Verwandlung
+
+
+
+
+
+
Warzen sprießen
+
IN/FF/KO +ZK
+
7
+
QS x 3 Tage
+
Verwandlung
+
+
+
+
+
+
Zunge lähmen
+
KL/IN/CH +ZK
+
14
+
QS x 3 Std
+
Einfluss
+
+
+
+
+
+
Aktivierung
+
+
+
+
Aktiv
+
Flüche
+
+
+
+
Beiß auf Granit!
+
+
+
+
Beute!
+
+
+
+
Hagelschlag
+
+
+
+
Hexenschuss
+
+
+
+
Juckreiz verursachen
+
+
+
+
Pech an den Hals wünschen
+
+
+
+
Pestilenz
+
+
+
+
Schlaf rauben
+
+
+
+
Unfruchtbarkeit
+
+
+
+
Warzen sprießen
+
+
+
+
Zunge lähmen
+
+
+
+
+
-
-
-
-
Friedenslied
-
MU/IN/CH
-
2 / 5 Min
-
Musizieren
-
Einfluss
-
-
-
-
-
-
Freundschaftslied
-
IN/CH/CH
-
4 / Std + 1 pAsP
-
Musizieren
-
Einfluss
-
-
-
-
-
-
Melodie der Kunstfertigkeit
-
IN/IN/CH
-
4 / Std
-
Singen
-
Heilung
-
-
-
-
-
-
Sorgenlied
-
MU/IN/IN
-
2 / 5 Min
-
Singen
-
Hellsicht
-
-
-
-
-
-
Zaubermelodie
-
MU/IN/CH
-
8
-
Musizieren o. Singen
-
Heilung
-
-
-
-
-
-
Aktivierung
-
-
-
-
Aktiv
-
Elfenlieder
-
-
-
-
Erinnerungsmelodie
-
-
-
-
Friedenslied
-
-
-
-
Freundschaftslied
-
-
-
-
Melodie der Kunstfertigkeit
-
-
-
-
Sorgenlied
-
-
-
-
Zaubermelodie
-
-
-
-
-
+
+
+
+
Elfenlied
+
Probe
+
AsP-Kosten
+
Talent
+
Merkmal
+
FW
+
+
+
+
Erinnerungsmelodie
+
KL/IN/IN
+
1 / 5 Min
+
Musizieren
+
Einfluss
+
+
-
+
+
+
+
Friedenslied
+
MU/IN/CH
+
2 / 5 Min
+
Musizieren
+
Einfluss
+
+
+
+
+
+
Freundschaftslied
+
IN/CH/CH
+
4 / Std + 1 pAsP
+
Musizieren
+
Einfluss
+
+
+
+
+
+
Melodie der Kunstfertigkeit
+
IN/IN/CH
+
4 / Std
+
Singen
+
Heilung
+
+
+
+
+
+
Sorgenlied
+
MU/IN/IN
+
2 / 5 Min
+
Singen
+
Hellsicht
+
+
+
+
+
+
Zaubermelodie
+
MU/IN/CH
+
8
+
Musizieren o. Singen
+
Heilung
+
+
+
+
+
+
Aktivierung
+
+
+
+
Aktiv
+
Elfenlieder
+
+
+
+
Erinnerungsmelodie
+
+
+
+
Friedenslied
+
+
+
+
Freundschaftslied
+
+
+
+
Melodie der Kunstfertigkeit
+
+
+
+
Sorgenlied
+
+
+
+
Zaubermelodie
+
+
+
+
+
-
-
-
Bann-/Schutzkreis gegen Elementargeister
-
4 AsP
-
+
-
Aktivierung
-
-
-
-
Erworben
-
Zauberzeichen
-
Kosten
-
-
-
-
Bann-/Schutzkreis gegen Elementargeister
-
4
-
-
-
-
Bann-/Schutzkreis gegen Dschinne
-
8
-
-
-
-
Bann-/Schutzkreis gegen niedere Dämonen
-
4
-
-
-
-
Bann-/Schutzkreis gegen Gehörnte Dämonen
-
8
-
-
-
-
Verschluss
-
16
-
-
-
-
+
+
+
Bann-/Schutzkreis gegen Elementargeister
+
4 AsP
+
-
+
Aktivierung
+
+
+
+
Erworben
+
Zauberzeichen
+
Kosten
+
+
+
+
Bann-/Schutzkreis gegen Elementargeister
+
4
+
+
+
+
Bann-/Schutzkreis gegen Dschinne
+
8
+
+
+
+
Bann-/Schutzkreis gegen niedere Dämonen
+
4
+
+
+
+
Bann-/Schutzkreis gegen Gehörnte Dämonen
+
8
+
+
+
+
Verschluss
+
16
+
+
+
+
-
+
+
+
Allgemein
@@ -11989,123 +14265,123 @@
-
-
Tradition:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Tradition:
-
-
-
-
-
-
-
-
-
-
-
Segnung
RW
WD
ZK
Aspekt
Erworben
-
-
-
Eidsegen
4 S
1 J
K
allgemein
-
-
-
-
Feuersegen
s
5 Min
K
allgemein
-
-
-
-
Geburtssegen
B
12. LJ
K
allgemein
-
-
-
-
Glückssegen
B
12 Std
K
allgemein
-
-
-
-
Grabsegen
B
12 Mon
Z
allgemein
-
-
-
-
Harmoniesegen
B
12 Std
K
allgemein
-
-
-
-
Kleiner Heilsegen
B
s
K
allgemein
-
-
-
-
Kleiner Schutzsegen
4 S
4 KR
Z
allgemein
-
-
-
-
Speisesegen
B
s
O
allgemein
-
-
-
-
Stärkungssegen
s
12 KR
K
allgemein
-
-
-
-
Tranksegen
B
s
O
allgemein
-
-
-
-
Weisheitssegen
B
12 Std
K
allgemein
-
-
-
-
-
-
-
-
Sonderfertigkeit
-
Erworben
-
Zusatz
-
-
-
Aspektkenntnis
-
-
-
-
-
Fokussierung
-
-
-
-
-
Stärke des Glaubens
-
-
-
-
-
Starke Segnungen
-
-
-
-
-
-
-
+
+
Tradition:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Tradition:
+
+
+
+
+
+
+
+
+
+
+
Segnung
RW
WD
ZK
Aspekt
Erworben
+
+
+
Eidsegen
4 S
1 J
K
allgemein
+
+
+
+
Feuersegen
s
5 Min
K
allgemein
+
+
+
+
Geburtssegen
B
12. LJ
K
allgemein
+
+
+
+
Glückssegen
B
12 Std
K
allgemein
+
+
+
+
Grabsegen
B
12 Mon
Z
allgemein
+
+
+
+
Harmoniesegen
B
12 Std
K
allgemein
+
+
+
+
Kleiner Heilsegen
B
s
K
allgemein
+
+
+
+
Kleiner Schutzsegen
4 S
4 KR
Z
allgemein
+
+
+
+
Speisesegen
B
s
Objekt
allgemein
+
+
+
+
Stärkungssegen
s
12 KR
K
allgemein
+
+
+
+
Tranksegen
B
s
Objekt
allgemein
+
+
+
+
Weisheitssegen
B
12 Std
K
allgemein
+
+
+
+
+
+
+
+
Sonderfertigkeit
+
Erworben
+
Zusatz
+
+
+
Aspektkenntnis
+
+
+
+
+
Fokussierung
+
+
+
+
+
Stärke des Glaubens
+
+
+
+
+
Starke Segnungen
+
+
+
+
+
+
+
-
-
-
-
-
+
+
+
+
+
Liturgiemodifikationen (1 je 4 in FW)
-
@@ -12132,2951 +14408,2690 @@
16
32
64
-
+
-
Kosten
-
1
-
2
-
4
-
8
-
16
-
32
-
-
-
-
-
-
-
-
Speziell
-
Gebete weglassen
-
Gesten weglassen
-
Aufrechterhalten
-
Liturgienpatzer:
-
-
-
-
Summe
-
Liturgiemodifikationen
-
Speziell
-
Zustände
-
Gesamt
-
-
-
-
-
-
-
Liturgie
-
Probe
-
ZD
-
KaP-Kosten
-
RW
-
Wirkungsdauer
-
ZK
-
Merkmal
-
FW
-
-
-
-
Bann der Dunkelheit
-
MU/KL/CH
-
1 A
-
4 + 2 / 1 Min
-
s
-
aufrechterhaltend
-
L
-
PRA
-
-
-
-
-
-
Bann der Furcht
-
IN/CH/CH
-
2 A
-
8
-
B
-
s
-
K
-
BOR
-
-
-
-
-
-
Bann des Lichts
-
MU/KL/CH
-
4 A
-
16 + 8 / 5 Min
-
s
-
aufrechterhaltend
-
Z
-
BOR, PHE
-
-
-
-
-
-
Blendstrahl
-
MU/KL/IN(+SK)
-
1 A
-
4
-
8 S
-
QS in KR
-
L
-
PRA
-
-
-
-
-
-
D. Einen bez. Sphärenklang
-
IN/CH/CH
-
1 A
-
8
-
8 S
-
QS x 3 Min
-
K
-
NL
-
-
-
-
-
-
Ehrenhaftigkeit
-
MU/IN/CH(+SK)
-
4 A
-
8
-
8 S
-
QS x 3 Min
-
K
-
RON
-
-
-
-
-
-
Entzifferung
-
KL/KL/IN
-
8 A
-
4
-
s
-
QS x 3 Min
-
K
-
HES
-
-
-
-
-
-
Ermutigung
-
MU/IN/CH
-
4 A
-
8
-
B
-
Q x 3 Min
-
K,Ü
-
RON
-
-
-
-
-
-
Fall ins nichts
-
MU/IN/GE
-
1 A
-
8
-
s
-
QS x 3 KR
-
K
-
PHE
-
-
-
-
-
-
Friedvolle Aura
-
MU/IN/CH
-
1 A
-
8
-
w
-
QS x 3 KR
-
K
-
HES, PER
-
-
-
-
-
-
Giftbann
-
KL/IN/CH
-
4 A
-
2 KaP x Stufe
-
B
-
s
-
L
-
PER
-
-
-
-
-
-
Göttlicher Fingerzeig
-
KL/IN/IN
-
4 A
-
8
-
s
-
s
-
K
-
allgemein
-
-
-
-
-
-
Göttliches Zeichen
-
IN/IN/CH
-
4 A
-
4
-
4 S
-
QS x 3 KR
-
Z
-
allgemein
-
-
-
-
-
-
Heilsegen
-
KL/IN/CH
-
16 A
-
1 / LeP, min 4
-
B
-
s
-
K,Ü
-
PER
-
-
-
-
-
-
Herb. d. Herrsch. d. Rattenk.
-
MU/IN/CH
-
1 A
-
8
-
32 S
-
QS x 3 Tage
-
T
-
NL
-
-
-
-
-
-
Kleiner Bann wider Untote
-
MU/MU/CH(+ZK)
-
1 A
-
4
-
8 S
-
s
-
U
-
BOR
-
-
-
-
-
-
Kleiner Bannstrahl
-
MU/IN/CH
-
2 A
-
8
-
16 S
-
s
-
D
-
PRA
-
-
-
-
-
-
Krankheitsbann
-
KL/IN/CH
-
16 A
-
2 x Stufe
-
B
-
s
-
L
-
PER
-
-
-
-
-
-
Lautlos
-
IN/IN/GE
-
4 A
-
4 + 2 / min
-
s
-
aufrechterhaltend
-
K
-
PHE
-
-
-
-
-
-
Magieschutz
-
MU/IN/CH
-
4 A
-
8 + 4 / 10 min
-
s
-
aufrechterhaltend
-
K
-
PRA, HES
-
-
-
-
-
-
Magiesicht
-
KL/IN/IN
-
2 A
-
4
-
8 S
-
1 Min
-
L,O
-
PRA, HES
-
-
-
-
-
-
Mondsicht
-
KL/KL/IN
-
4 A
-
2 + 1 / 10 Min
-
s
-
aufrechterhaltend
-
K
-
PHE
-
-
-
-
-
-
Mondsilberzunge
-
KL/IN/CH
-
1 A
-
8
-
s
-
QS x 3 Min
-
K
-
PHE
-
-
-
-
-
-
Namenlose Zweifel
-
MU/IN/CH
-
4 A
-
16
-
16 S
-
QS x 3 Tage
-
K
-
NL
-
-
-
-
-
-
Namenloses Vergessen
-
KL/IN/CH
-
2 A
-
8
-
B
-
QS x 3 Tage
-
K
-
NL
-
-
-
-
-
-
Objektsegen
-
MU/IN/CH
-
4 A
-
4
-
B
-
QS x 3 Std
-
O
-
allgemein
-
-
-
-
-
-
Ort der Ruhe
-
MU/KL/IN
-
8 A
-
4
-
4 S
-
QS x 3 Std
-
Z
-
BOR
-
-
-
-
-
-
Pflanzenwuchs
-
KL/IN/CH
-
16 A
-
8
-
B
-
1 Jahr
-
P
-
PER
-
-
-
-
-
-
Rabenruf
-
MU/KL/IN
-
16 A
-
8
-
QS x 3 Meilen
-
QS x 3 Std
-
T
-
BOR
-
-
-
-
-
-
Schlaf
-
KL/IN/CH(+SK)
-
2 A
-
8
-
8 S
-
QS x 3 Min
-
K
-
BOR
-
-
-
-
-
-
Schlangenstab
-
MU/KL/IN
-
2 A
-
8
-
4 S
-
QS x 3 Min
-
O
-
HES
-
-
-
-
-
-
Schlangenzunge
-
MU/KL/IN
-
8 A
-
8
-
4 S
-
QS x 3 Min
-
T
-
HES
-
-
-
-
-
-
Schmerzresistenz
-
MU/IN/KO
-
1 A
-
8
-
s
-
QS x 3 Min
-
K
-
RON
-
-
-
-
-
-
Schutz der Wehrlosen
-
MU/IN/CH(+SK)
-
1 A
-
8
-
16 S
-
QS x 3 Min
-
K
-
RON
-
-
-
-
-
-
Sternenglanz
-
KL/IN/CH
-
2 A
-
8
-
8 S
-
QS x 15 Min
-
O
-
PHE
-
-
-
-
-
-
Wahrheit
-
MU/KL/IN(+SK)
-
8 A
-
16
-
B
-
QS x 3 Min
-
K
-
PRA
-
-
-
-
-
-
Wieselflink
-
IN/IN/GE
-
2 A
-
8
-
s
-
QS x 3 Min
-
K
-
PHE
-
-
-
-
-
-
Wundersame Verständigung
-
KL/KL/IN
-
2 A
-
8
-
s
-
QS x 3 Min
-
L
-
HES, PHE
-
-
-
-
-
-
!!!
-
!!!
-
!!!
-
!!!
-
!!!
-
!!!
-
!!!
-
!!!
-
-
-
-
-
-
-
Aktivierung
-
-
-
-
- Bann der Dunkelheit
- Bann der Furcht
- Bann des Lichts
- Blendstrahl
- Des Einen bez. Sphärenklang
- Ehrenhaftigkeit
- Entzifferung
- Ermutigung
- Fall ins nichts
- Friedvolle Aura
-
+ Bann der Dunkelheit
+ Bann der Furcht
+ Bann des Lichts
+ Blendstrahl
+ Des Einen bez. Sphärenklang
+ Ehrenhaftigkeit
+ Entzifferung
+ Ermutigung
+ Fall ins nichts
+ Friedvolle Aura
+
- DSA5 Character Sheet German Ver. 1.1.0
- Created by Patrick Gebhardt, enhanced by Sönke Holsten
- DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA und RIESLAND sind eingetragene Marken der Significant Fantasy Medienrechte GbR. Ohne vorherige schriftliche Genehmigung der Ulisses Medien und Spiel Distribution GmbH ist eine Verwendung der genannten Markenzeichen nicht gestattet.
+
+
+ DSA5 Character Sheet German Ver. 1.2.0
+ Created by Patrick Gebhardt, enhanced by Sönke Holsten, Adam Fedor
+
+ DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA und RIESLAND sind eingetragene Marken der Significant Fantasy Medienrechte GbR. Ohne vorherige schriftliche Genehmigung der Ulisses Medien und Spiel Distribution GmbH ist eine Verwendung der genannten Markenzeichen nicht gestattet.
-
-
{{name}}
-
Eigenschaft
-
-
Probe:{{Probe}}
-
+
+
{{name}}
+
Eigenschaft
+
+
Probe:{{Probe}}
+
+
+
+
+
+
{{Name}}´s Initiative
+
+
Wert: {{Wert}}
+
-
-
{{name}}
-
{{subtags}}
-
-
Attackewurf: {{wurf}}
- {{#rollGreater() mod 0}}
-
Modifikator: {{mod}}
- {{/rollGreater() mod 0}}
- {{#rollLess() mod 0}}
-
Modifikator: {{mod}}
- {{/rollLess() mod 0}}
- {{#rollGreater() wurf wert}}
-
\ No newline at end of file
diff --git a/Das_Schwarze_Auge_5/readme.md b/Das_Schwarze_Auge_5/readme.md
index 46c33b57c9..8b9a055d56 100644
--- a/Das_Schwarze_Auge_5/readme.md
+++ b/Das_Schwarze_Auge_5/readme.md
@@ -6,7 +6,15 @@ Aktuell findet Ihr hier eine Erklärung der kürzlich eingeführten Features sow
### Neue Features
-
+
+ * **Nebenhandwaffen**: Nebenhandwaffen wurden hinzugefügt. Diese können wie Schilde und Fernkampfwaffen unter den Anzeige Optionen eingeblendet werden. Die Aktivierung erfolgt wie bei Schilden. Berechnungen für falsche Hand und den Vorteil Beidhändigkeit sind hinterlegt. Parierwaffen sind aktuell noch nicht abbildbar.
+ * **Beidhändiger Kampf:** Sobald eine Nebenwaffe ausgerüstet ist besteht die Möglichkeit mit der Schaltfläche 'Beidhändiger Kampf' eben jenen zu aktivieren. Abzüge durch Angriff mit 2 Waffen und Sonderfertigkeiten die dies Modifizieren werden berücksichtigt.
+
+
+ * **Spezialmanöver:** Spezialmanöver haben nun (fast) alle ein eigenes Makro für die Chatausgabe. Dabei werden automatisch Erschwernisse bei der Berechnung berücksichtigt. Außerdem sind diese mit Basismanövern sofern dies Regeltechnisch geht kombinierbar. Spezialmanöver mit besonderen TP Berechnungen haben dafür auch ein eigenes Makro erhalten. Dieses Feature wird in Zukunft auch auf andere Teile des Bogens erweitert.
+ * **Tooltips:** Spezialmanöver haben Tooltips mit den Informationen aus der Regelwiki erhalten.
+
+
* **Changelog/Anleitung/Bugtracker:** Mit einem Click wird euch der Link für den Changelog / Readme / Bugtracker im Chat angezeigt
* **Chatausgabe:** Je nach Auswahl werden eure Proben im Chat für alle, dich und den GM oder nur für dich sichtbar
* **Modifikator:** Alle Proben die zuvor nach einem Modifikator gefragt haben können mit der Wahl 'nein' sofort unmodifiziert gewürfelt werden ohne das sich ein Eingabefeld öffnet, entsprechende doppelte Würfelfelder wurden entfernt
diff --git a/Das_Schwarze_Auge_5/sheet.json b/Das_Schwarze_Auge_5/sheet.json
index adb22e1020..150a942651 100644
--- a/Das_Schwarze_Auge_5/sheet.json
+++ b/Das_Schwarze_Auge_5/sheet.json
@@ -1,8 +1,8 @@
{
"html": "dsa5_character_sheet_roll20.html",
"css": "dsa5_character_sheet_roll20.css",
- "authors": "Patrick Gebhardt (gebhardthbs@web.de) and Sönke Holsten (dsahalo@gmx.net)",
- "roll20userid": "592673,115261",
+ "authors": "Patrick Gebhardt (gebhardthbs@web.de), Sönke Holsten (dsahalo@gmx.net) und Adam Fedor",
+ "roll20userid": "592673,115261,1411115",
"preview": "dsa5_character_sheet_roll20.png",
"instructions": "Charakterbogen fuer Das Schwarze Auge Regelwerk 5"
}
diff --git a/Das_Schwarze_Auge_5/todo.md b/Das_Schwarze_Auge_5/todo.md
new file mode 100644
index 0000000000..f70ea3ef09
--- /dev/null
+++ b/Das_Schwarze_Auge_5/todo.md
@@ -0,0 +1,34 @@
+## Todo
+
+ * Grundregelwerk
+ * Aventurisches Kompendium
+ * Aventurische Magie I
+ * Aventurisches Bestiarium I
+
+### Dokumentation
+ *
+
+### Features
+ * Kampf zu Pferd / Streitwagen (eigenen Tab erstellen?)
+
+### Inhalte
+ * Nutzung von Parierwaffen
+ * Waffenwurf einbauen ... wie auf die Mods eingehen? Verweis auf FK Tab?
+ * Frontalangriff einbauen - Niederrennen + Lanzenangriff
+ * zufällige Trefferzonen Treffer
+ * Befehlssonderfertigkeiten
+ * Zauberzeichen prüfen
+ * Sichtmod Stufe IV fehlt
+ * Scharfschütze (JS Array?)
+
+### Verbesserungen
+ * Spezialmanöver die auf Raufen AT basieren Raufen statt Waffe als Basiswert einstellen.
+
+### Bugfixes
+ * L+S Mod wird nicht berücksichtigt
+
+### Aventurische Magie II
+ * einige wenige Zauber wurden bereits hinzugefügt, auf Korrekheit überprüfen und ergänzen
+
+### Testen von eingebauten Inhalten
+ * aktuell muss nichts getestet werden ♪~
diff --git a/Ellipses/Ellipses.css b/Ellipses/Ellipses.css
new file mode 100644
index 0000000000..003de414ba
--- /dev/null
+++ b/Ellipses/Ellipses.css
@@ -0,0 +1,319 @@
+textarea
+{
+ outline: none;
+ resize: none;
+}
+
+h1
+{
+ color: black;
+}
+
+.charsheet
+{
+ width: 844px;
+ background-color: white;
+}
+
+.sheet-info
+{
+ display: flex;
+ justify-content: space-around;
+ margin: 10px;
+ margin-right: 40px;
+}
+
+.sheet-part1
+{
+ margin-left: 30px;
+}
+
+.sheet-part2
+{
+ margin-left: 20px;
+}
+
+.sheet-justifyleft
+{
+ justify-content: flex-start !important;
+ margin-left: 32px;
+ margin-top: 5px;
+}
+
+.sheet-info input[type="text"],input[type="number"]
+{
+ outline: none;
+ border: none;
+ border-bottom: 1px solid black;
+ border-radius: 0px;
+ width: 280px;
+}
+.sheet-info textarea
+{
+ margin: auto;
+ resize: vertical;
+}
+
+.sheet-grow2
+{
+ flex-grow: 2;
+}
+
+.sheet-grow1
+{
+ flex-grow: 1;
+}
+
+.sheet-textbox
+{
+ margin: 10px;
+}
+
+hr
+{
+ border: 0;
+ height: 1px;
+ background: #000;
+ background-image: linear-gradient(to right, #fff, #000, #fff);
+}
+
+button[type=roll]::before
+{
+ content: '' !important
+
+}
+
+.sheet-attribute button
+{
+ background: none;
+ border: none;
+ font-weight: bold;
+ font-style: italic;
+ font-family: "Impact", sans-serif;
+ color: black;
+ font-size: 32px !important;
+ text-align: left;
+ position: relative;
+ left: 50px;
+ width: 220px;
+}
+
+.sheet-attribute button:hover
+{
+ color: #aaa;
+}
+
+.sheet-attribute button:first-letter
+{
+ font-size: 48px;
+}
+
+.sheet-attribute
+{
+ margin: 10px;
+ display: flex;
+ justify-content: space-between;
+}
+
+.sheet-attribute input[type="radio"] {
+ opacity: 0;
+ width: 40px;
+ height: 50px;
+ position: relative;
+ top: 0px;
+ left: 42px;
+ cursor: pointer;
+ z-index: 1;
+}
+
+/* Fake radio */
+.sheet-attribute input[type="radio"] + span::before {
+ margin-right: 4px;
+ border: solid 1px #a8a8a8;
+ line-height: 50px;
+ text-align: center;
+ display: inline-block;
+ vertical-align: middle;
+ background: #f6f6f6;
+ width: 40px;
+ height: 50px;
+ font-size: 18px;
+ border-radius: 50%;
+ background-color: red;
+ color: white;
+ font-family: "Impact", sans-serif;
+ border: 1px solid black;
+}
+
+.sheet-val0::before {
+ content: "0";
+}
+.sheet-val2::before {
+ content: "+2";
+}
+.sheet-val4::before {
+ content: "+4";
+}
+.sheet-val6::before {
+ content: "+6";
+}
+.sheet-val8::before {
+ content: "+8";
+}
+.sheet-val10::before {
+ content: "+10";
+}
+
+.sheet-radios
+{
+ position: relative;
+ left: -20px;
+}
+
+/* Remove dot from all radios _after_ selected one */
+.sheet-attribute input[type="radio"]:checked ~ input[type="radio"] + span::before {
+ background-color: white;
+ color: #a8a8a8;
+}
+
+h1
+{
+ text-align: center;
+}
+
+.sheet-eventlog
+{
+ padding: 5px;
+}
+
+div.sheet-logcolumns
+{
+ columns: 2;
+ column-rule: 1px solid #a8a8a8;
+ padding: 10px;
+ margin: 2px 0 0 5px;
+ height: 90px;
+ column-fill: balance;
+}
+
+textarea.sheet-logtext
+{
+ width: 350px;
+ height: 50px;
+ margin-left: 20px;
+ font-size: 12px;
+}
+
+.sheet-eventlog span
+{
+ margin-left: 20px;
+ margin-bottom: 0px;
+}
+
+.sheet-logbutton
+{
+ display: flex;
+ justify-content: flex-end;
+ position: relative;
+ top: -20px;
+ font-size: 16px;
+}
+
+.sheet-logbutton button
+{
+ font-family: "Pictos Three", "Pictos";
+ border: none;
+ background: none;
+ color: #a8a8a8;
+}
+
+.sheet-logbutton button:hover
+{
+ color: black;
+}
+
+.sheet-rolltemplate-ellipses
+{
+ border: 1px solid black;
+ border-radius: 4px;
+ background: white;
+ width: 90%;
+ box-shadow: 4px 4px 5px rgba(0,0,0,0.4);
+}
+
+.sheet-rolltemplate-ellipses table
+{
+ width: 100%;
+}
+
+.sheet-rolltemplate-ellipses th
+{
+ text-align: center;
+ font-family: "Impact", sans-serif;
+ font-size: 24px;
+ color: black;
+ font-style: italic;
+ margin: 10px;
+ padding-top: 10px;
+ padding-bottom: 2px;
+}
+
+.sheet-rolltemplate-ellipses th:first-letter
+{
+ font-size: 32px;
+}
+
+.sheet-rolltemplate-ellipses td
+{
+ padding: 0px 5px 5px 5px;
+}
+
+.sheet-rolltemplate-ellipses .inlinerollresult
+{
+ display: inline-block;
+ text-align: center;
+ font-family: "Impact", sans-serif;
+ font-size: 48px;
+ margin: 32px;
+ border: none;
+ background: none;
+ width: 100%;
+ margin: 32px auto 32px auto;
+ color: black;
+}
+
+.sheet-rolltemplate-ellipses .inlinerollresult.fullcrit
+{
+ text-shadow: 0px 0px 10px green, 0px 0px 20px green;
+ border: none !important;
+}
+
+.sheet-rolltemplate-ellipses .inlinerollresult.fullfail
+{
+ text-shadow: 0px 0px 10px red, 0px 0px 20px red;
+ border: none !important;
+}
+
+.sheet-rolltemplate-ellipses div
+{
+ border: 0;
+ height: 1px;
+ background: #000;
+ width: 100%;
+ background-image: linear-gradient(to right, #fff, #000, #fff);
+}
+
+.sheet-rolltemplate-ellipses span
+{
+ margin: 5px;
+ text-align: center;
+}
+
+.sheet-rolltemplate-ellipses h4
+{
+ font-size: 10px;
+ font-style: italic;
+ font-family: "Helvetica Neue", sans-serif;
+ color: #a8a8a8;
+ text-align: center;
+}
\ No newline at end of file
diff --git a/Ellipses/Ellipses.html b/Ellipses/Ellipses.html
new file mode 100644
index 0000000000..2084730c0b
--- /dev/null
+++ b/Ellipses/Ellipses.html
@@ -0,0 +1,181 @@
+
+
+
+
+
+ Name:
+
+
+
+ Current State:
+
+
+
+ Level:
+
+
+
+ Health:
+
+
+
+
+
+
+ Inventory:
+
+
+
+ Notes:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
LOG
+
+
+
+
+
+
+
+
{{name}}
+
+
+ {{#diceroll}}
+
{{diceroll}}
+ {{/diceroll}}
+
+ {{#event}}
+
Event:
+
{{event}}
+
+
Effect:
+
{{effect}}
+ {{/event}}
+
+
+
+
\ No newline at end of file
diff --git a/Ellipses/README.md b/Ellipses/README.md
new file mode 100644
index 0000000000..31b650f01b
--- /dev/null
+++ b/Ellipses/README.md
@@ -0,0 +1,9 @@
+# Ellipses RPG Character Sheet
+
+This is a character sheet for [Xalavier Nelson](https://twitter.com/WritNelson)'s excellent (and free) [Ellipses RPG system](https://xalaviermakeswords.itch.io/ellipses-rpg-tabletop-role-playing-system).
+
+It comes complete with roll templates for both standard rolls, as well as sharing events from the log.
+
+## Clearing attribute points
+
+To remove all points from an attribute, you'll need to click just to the left of the big 0 ellipse - this was done to mimic the look of the paper sheet, where any attribute that you don't have a point in is simply not filled in, and gives you a -2 modifier to your rolls.
\ No newline at end of file
diff --git a/Ellipses/ellipses.png b/Ellipses/ellipses.png
new file mode 100644
index 0000000000..96181995d8
Binary files /dev/null and b/Ellipses/ellipses.png differ
diff --git a/Ellipses/sheet.json b/Ellipses/sheet.json
new file mode 100644
index 0000000000..957a618048
--- /dev/null
+++ b/Ellipses/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "Ellipses.html",
+ "css": "Ellipses.css",
+ "authors": "Andreas Jörgensen",
+ "roll20userid": "25083",
+ "preview": "ellipses.png",
+ "instructions": "Character sheet for the Ellipses RPG by Xalavier Nelson.\n*\n*To remove all points from an attribute, click in the area to the left of the 0 ellipse."
+}
\ No newline at end of file
diff --git a/Fellowship/fellowship.html b/Fellowship/fellowship.html
index 1189e9d88a..40412ec4f7 100644
--- a/Fellowship/fellowship.html
+++ b/Fellowship/fellowship.html
@@ -148,7 +148,7 @@ on("sheet:opened", function(eventInfo){
setAttrs({
rollquery: "?{" + getTranslationByKey("hopeordespair") +"|" + getTranslationByKey("neither") + ",2d6|" + getTranslationByKey("hope") + ",3d6kh2[" + getTranslationByKey("withhope") + "]|" + getTranslationByKey("despair") + ",3d6kl2[" + getTranslationByKey("withdespair") + "]}",
- bondsquery: "?{" + getTranslationByKey("numberofbonds") + "}"
+ bondsquery: "?{" + getTranslationByKey("numberofbonds") + "}",
CHARACTERSHEET: "Fellowship"
});
@@ -1102,4 +1102,4 @@ Improve The World Around You
{{/rollLess() result 7}}
-
\ No newline at end of file
+
diff --git a/Free Spacer/FreeSpacer.html b/Free Spacer/FreeSpacer.html
index 4eda6c8bc7..3465abbb7d 100644
--- a/Free Spacer/FreeSpacer.html
+++ b/Free Spacer/FreeSpacer.html
@@ -1112,7 +1112,7 @@
BioChem Kit
Medical
-
Dmg: A Rng: Zone
+
Dmg: 1 Rng: Zone
Mods
@@ -1159,7 +1159,7 @@
Link
Comms / Dataflow / PAN / AI:
-
Dmg: AA Rng: SDV
+
Dmg: 2 Rng: SDV
Mods
@@ -1206,7 +1206,7 @@
Multitool
Tractor / Utility / Weapon
-
Dmg: AA Rng: Region
+
Dmg: 2 Rng: Region
Mods
@@ -1593,10 +1593,10 @@
-
+
-
Archaic Tools
+
Stuff
+
-
- Weapons
+
+
+
+ Quick Reference
-
Item
+
+
+
+
+ STR
+
+
+ AGI
+
+
+ END
+
+
+ HLT
+
+
+ WIL
+
+
+ PER
+
+
+ ADR
+
+
+ MOB
+
+
+ TOU
+
+
+ GRIT
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ HEALTH
+
+
+
+
+ CP POOL
+
+
+
+
+ Pain:
+
+
+
+
+
+
+
+ /
+
+
+
+
+
+ /
+
+
+
+
+ Blood Loss:
+
+
+
+
+
+
+
+
+
+
+ Melee Weapons
+
+
Weapon Name Wt. Special Def. Thrust
- Swing
- R/R
+ Swing
+ R
+ H
+ Weapon Type
{{/rollGreater() damage 0}} {{#allprops() charname title damage reaction desc info buttons}}
{{key}}
{{value}}
{{/allprops() charname title damage reaction desc info buttons}}
{{desc}}
{{buttons}}
{{charname}}
{{title}} {{#rollGreater() burst 0}}(){{/rollGreater() burst 0}} {{#rollLess() mod 0}}{{mod}}{{/rollLess() mod 0}}{{#rollGreater() mod 0}}+ {{mod}}{{/rollGreater() mod 0}}
{{/rollGreater() dice morale}} {{/morale}}
-
+
diff --git a/Stars_Without_Number_Revised/translation.json b/Stars_Without_Number_Revised/translation.json
index 8e9468a5ff..9fb9d23f2f 100644
--- a/Stars_Without_Number_Revised/translation.json
+++ b/Stars_Without_Number_Revised/translation.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation support",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -436,12 +495,14 @@
"LOW_LIGHT_GOGGLES_DESC": "These goggles provide a monochrome but serviceable view out to the wearer’s normal visual distance, provided that there is any illumination available at all. A type A power cell will operate these goggles for a week.",
"LUCK": "Luck",
"LUCK_SAVE": "Luck Save",
- "LUXURY_CABINS": "Luxury cCabins",
+ "LUXURY_CABINS": "Luxury Cabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,15 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
- "ROBOT": "Robot","PEACEFUL_HUMAN": "Peaceful Human",
+ "ROBOT": "Robot",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -662,39 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
- "SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/af.json b/Stars_Without_Number_Revised/translations/af.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/af.json
+++ b/Stars_Without_Number_Revised/translations/af.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/cs.json b/Stars_Without_Number_Revised/translations/cs.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/cs.json
+++ b/Stars_Without_Number_Revised/translations/cs.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/da.json b/Stars_Without_Number_Revised/translations/da.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/da.json
+++ b/Stars_Without_Number_Revised/translations/da.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/de.json b/Stars_Without_Number_Revised/translations/de.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/de.json
+++ b/Stars_Without_Number_Revised/translations/de.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/el.json b/Stars_Without_Number_Revised/translations/el.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/el.json
+++ b/Stars_Without_Number_Revised/translations/el.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/en.json b/Stars_Without_Number_Revised/translations/en.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/en.json
+++ b/Stars_Without_Number_Revised/translations/en.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/es.json b/Stars_Without_Number_Revised/translations/es.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/es.json
+++ b/Stars_Without_Number_Revised/translations/es.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/fr.json b/Stars_Without_Number_Revised/translations/fr.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/fr.json
+++ b/Stars_Without_Number_Revised/translations/fr.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/he.json b/Stars_Without_Number_Revised/translations/he.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/he.json
+++ b/Stars_Without_Number_Revised/translations/he.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/it.json b/Stars_Without_Number_Revised/translations/it.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/it.json
+++ b/Stars_Without_Number_Revised/translations/it.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/ja.json b/Stars_Without_Number_Revised/translations/ja.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/ja.json
+++ b/Stars_Without_Number_Revised/translations/ja.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/ko.json b/Stars_Without_Number_Revised/translations/ko.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/ko.json
+++ b/Stars_Without_Number_Revised/translations/ko.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/nl.json b/Stars_Without_Number_Revised/translations/nl.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/nl.json
+++ b/Stars_Without_Number_Revised/translations/nl.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/pt.json b/Stars_Without_Number_Revised/translations/pt.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/pt.json
+++ b/Stars_Without_Number_Revised/translations/pt.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/ru.json b/Stars_Without_Number_Revised/translations/ru.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/ru.json
+++ b/Stars_Without_Number_Revised/translations/ru.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/sv.json b/Stars_Without_Number_Revised/translations/sv.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/sv.json
+++ b/Stars_Without_Number_Revised/translations/sv.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/tr.json b/Stars_Without_Number_Revised/translations/tr.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/tr.json
+++ b/Stars_Without_Number_Revised/translations/tr.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/zh.json b/Stars_Without_Number_Revised/translations/zh.json
index 98655cc275..91c0d0c26f 100644
--- a/Stars_Without_Number_Revised/translations/zh.json
+++ b/Stars_Without_Number_Revised/translations/zh.json
@@ -1,13 +1,14 @@
{
"+SKILL": "+skill",
+ "+STR": "+str",
"ABILITIES": "Abilities",
"ABILITY": "Ability",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "AC",
- "AC_DESC": "Determined by armor in Gear section",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
"ACTIVE?": "Active?",
+ "AC_DESC": "Determined by armor in Gear section",
"ADD": "Add",
"ADD_EXTRA_SKILLS": "Add extra skills",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
+ "ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"ADVANCED_LAB": "Advanced lab",
"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
"ADVENTURER": "Adventurer",
"ADVENTURER_CLASS_ABILITY": "To define your Adventurer’s abilities, pick two of the following three partial classes.\nPartial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\nPartial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\nPartial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
+ "AI_COMPANION": "AI Companion",
+ "AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
+ "ALECTO": "Alecto",
"ALERT": "Alert",
"ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "Ammo & Power",
"AMMO_MISSILE": "Ammo, missile",
"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
+ "AMMO_UNIT": "Ammo Unit",
+ "AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
"AMPHIBIOUS_OPERATION": "Amphibious operation",
"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
"ANGUISHED_VISION": "Anguished Vision",
"ANGUISHED_VISION_DESC": "The adept’s precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet.\nThis ability is tremendously draining, and can be used only once per day.",
"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
+ "ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
"AP": "AP",
"ARMOR": "Armor",
- "ARMOR_CLASS": "Armor Class",
"ARMORED_UNDERSUIT": "Armored Undersuit",
+ "ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
"ARMORED_VACC_SUIT": "Armored Vacc Suit",
+ "ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
"ARMORY": "Armory",
"ARMORY_DESC": "Weapons and armor for the crew.",
+ "ARMOR_CLASS": "Armor Class",
"ARMSMAN": "Armsman",
"ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
+ "ARTIFACT": "Artifact",
"ARTIST": "Artist",
"ASK": "Ask",
"ASSASSIN": "Assassin",
"ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
"ASSAULT_SUIT": "Assault Suit",
+ "ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
"ATHLETICS": "Athletics",
"ATMOFILTER": "Atmofilter",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
"ATTACK": "Attack",
+ "ATTACKS": "Attacks",
"ATTACK_BONUS": "Attack Bonus",
"ATTACK_BONUS_SHORT": "AB",
- "ATTACKS": "Attacks",
"ATTRIBUTE": "Attribute",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Authority",
"AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
- "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"AUTOMATION_SUPPORT": "Automation Ssupport",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
+ "AUTO_TARGETING_SYSTEM": "Auto-targeting system",
+ "AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Background",
"BACKPACK": "Backpack",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
+ "BOMBER": "Bomber",
+ "BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BRAINWAVE": "Brainwave",
"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
@@ -151,17 +165,20 @@
"COMBAT": "Combat",
"COMBAT_ENERGY": "Combat/Energy Weapons",
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
+ "COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
"COMBAT_GUNNERY": "Combat/Gunnery",
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
"COMBAT_PSITECH": "Combat/Psitech",
"COMBAT_RIFLE": "Combat Rifle",
+ "COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
"COMBAT_SHOTGUN": "Combat Shotgun",
+ "COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
"COMBAT_UNARMED": "Combat/Unarmed",
- "COMM_SERVER": "Comm server",
- "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
+ "COMM_SERVER": "Comm server",
+ "COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
"COMPANION_BOT": "Companion Bot",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
"CONVERSION_BOW": "Conversion Bow",
+ "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
+ "CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"CRUISER": "Cruiser",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
"CULTURE": "Culture",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.",
"CUSTOM": "Custom",
"CUSTOM_AMOUNTS": "Custom amounts",
+ "CUTTLEFISH": "Cuttlefish",
"CYBERWARE": "Cyberware",
"DAMAGE": "Damage",
"DAMAGE_SHORT": "Dmg",
+ "DATASLAB": "Dataslab",
+ "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DATA_PHASE_TAB": "Data phase tab",
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
"DATA_PROTOCOL": "Data protocol",
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
- "DATASLAB": "Dataslab",
- "DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
"DAY": "Day",
"DEEP_INTRUSION": "Deep Intrusion",
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
"DEFENSES": "Defenses",
"DEFLECTOR_ARRAY": "Deflector Array",
+ "DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
+ "DEFYING_DOOM": "Defying Doom",
"DEFY_DOOM": "Defy Doom",
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
- "DEFYING_DOOM": "Defying Doom",
+ "DEMO_CHARGE": "Demo Charge",
+ "DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
"DERMAL_ARMOR": "Dermal Armor",
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
"DESCRIPTION": "Description",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\nLevel 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\nLevel 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
+ "DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
"DOOM_DAMAGE": "Doom damage",
"DRILL_COURSE_REGULATOR": "Drill course regulator",
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
+ "DRONE": "Drone",
+ "DRONES": "Drones",
"DRONE_CONTROL_LINK": "Drone Control Link",
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
+ "DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
+ "DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
"DROP_POD": "Drop pod",
"DROP_POD_DESC": "Stealthed landing pod for troops.",
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
"EFFECT": "Effect",
- "EFFORT_MODIFIER": "Effort modifier",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
+ "EFFORT_MODIFIER": "Effort modifier",
"ELITE_FIGHTER": "Elite Fighter",
"EMISSIONS_DAMPERS": "Emissions dampers",
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
"ENCUMBRANCE": "Encumbrance",
"ENCUMBRANCE_SHORT": "Enc",
+ "ENVIRONMENTAL_POWER": "Environmental Power",
+ "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Equipment",
"EVASION": "Evasion",
"EVASION_SAVE": "Evasion Save",
+ "EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT": "Exert",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
@@ -256,6 +288,10 @@
"EXPAND": "Expand",
"EXPERT": "Expert",
"EXPERT_CLASS_ABILITY": "You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\nOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.\nWhen you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.",
+ "EXPERT_SYSTEM": "Expert System",
+ "EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
+ "EXTENDED_FLIGHT": "Extended Flight",
+ "EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
"EXTENDED_LIFE_SUPPORT": "Extended life support",
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
"EXTENDED_MEDBAY": "Extended medbay",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
+ "FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
"FIELD_EQUIPMENT": "Field Equipment",
"FIELD_RADIO": "Field radio",
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "Foci location",
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
"FOCUS": "Focus",
- "FORCE_PAVIS": "Force Pavis",
- "FORCE_PUPPETRY": "Force Puppetry",
- "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FORCED_OUTCOME": "Forced Outcome",
"FORCED_OUTCOME_DESC": "Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn’t involve more than a few objects and doesn’t require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.",
+ "FORCE_PAVIS": "Force Pavis",
+ "FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
+ "FORCE_PUPPETRY": "Force Puppetry",
+ "FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
"FOXER_DRONES": "Foxer Drones",
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
"GENERAL SETTINGS": "General settings",
"GENERIC_HUMAN": "Generic human",
+ "GHOSTWALKER": "Ghostwalker",
+ "GHOST_MANTLE": "Ghost Mantle",
+ "GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
"GLOBAL_STATS": "Global stats",
@@ -322,15 +363,18 @@
"GOALS": "Goals",
"GRAPNEL_LAUNCHER": "Grapnel launcher",
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
+ "GRAVCANNON": "Gravcannon",
"GRAV_CHUTE": "Grav chute",
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
"GRAV_HARNESS": "Grav harness",
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
- "GRAVCANNON": "Gravcannon",
+ "GRAV_MUFFLES": "Grav Muffles",
+ "GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
"GRENADE": "Grenade",
+ "GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Gunslinger",
"GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
@@ -346,7 +390,10 @@
"HEALER": "Healer",
"HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
"HEAVY_FRIGATE": "Heavy Frigate",
+ "HEAVY_LIFT": "Heavy Lift",
+ "HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
+ "HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
"HENCHKEEPER": "Henchkeeper",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
+ "HOLOSKIN": "Holoskin",
+ "HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
"HOLOSKIN_EMITTER": "Holoskin Emitter",
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
- "HOME_PORT": "Home Port",
"HOMEBREW_OPTIONS": "Homebrew options",
"HOMEWORLD": "Homeworld",
+ "HOME_PORT": "Home Port",
"HOSTILE": "Hostile",
"HULL_TYPE": "Hull Type",
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
"HUSH": "Hush",
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
"HYDRA_ARRAY": "Hydra Array",
+ "HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
"HYDROPONIC_PRODUCTION": "Hydroponic production",
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
"ICARUS_HARNESS": "Icarus Harness",
+ "ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
@@ -392,6 +443,8 @@
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructor",
+ "INTEGRITY_STIMS": "Integrity Stims",
+ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education",
"INTELLIGENCE_SHORT": "INT",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
"ITEM": "Item",
"JANITOR_BOT": "Janitor Bot",
+ "JUGGERNAUT_STIMS": "Juggernaut Stims",
+ "JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW": "Know",
"LANGUAGE": "Language",
"LANGUAGES": "Languages",
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
+ "LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
"LARGE_PACK_HUNTER": "Large Pack Hunter",
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"LARGE_STATION": "Large Station",
"LASER_PISTOL": "Laser Pistol",
+ "LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LASER_RIFLE": "Laser Rifle",
+ "LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
@@ -438,10 +497,12 @@
"LUCK_SAVE": "Luck Save",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
- "MAG_PISTOL": "Mag Pistol",
- "MAG_RIFLE": "Mag Rifle",
- "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAGIC": "Magic",
+ "MAG_PISTOL": "Mag Pistol",
+ "MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_RIFLE": "Mag Rifle",
+ "MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
+ "MAG_SPIKE_ARRAY": "Mag Spike Array",
"MAINTENANCE COST": "Maintenance Cost",
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "Maximum of",
"MAXIMUM_HP_2": "and",
"MECH": "Mech",
+ "MEDICAL_SUPPORT": "Medical Support",
+ "MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"MEDKIT": "Medkit",
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
"MELEE_WEAPONS": "Melee weapons",
@@ -474,15 +539,20 @@
"METAPSIONICS": "Metapsionics",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
+ "MICROPURGATOR_STIMS": "Micropurgator Stims",
+ "MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
"MILITARY_ELITE": "Military Elite",
"MILITARY_SOLDIER": "Military Soldier",
"MINDTRACING": "Mindtracing",
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
+ "MINDWALL_HELMET": "Mindwall Helmet",
+ "MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
"MISCELLANEOUS": "Miscellaneous",
"MOBILE_EXTRACTOR": "Mobile extractor",
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
"MOBILE_FACTORY": "Mobile factory",
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
+ "MODEL": "Model",
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Mod",
"MONEY": "Money",
@@ -490,6 +560,7 @@
"MOVE": "Move",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
+ "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
"NAME": "Name",
"NAVCOMP": "Navcomp",
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
@@ -505,15 +576,18 @@
"NONE": "None",
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
- "NOT_MY_TIME": "Not My Time",
- "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NOTES": "Notes",
"NOTICE": "Notice",
+ "NOT_MY_TIME": "Not My Time",
+ "NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "NPC",
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
"NUCLEAR_MISSILES": "Nuclear Missiles",
- "NUM_ATTACKS": "# Attacks",
"NUMBER_OF_DICE": "Number of dice",
+ "NUM_ATTACKS": "# Attacks",
+ "NUM_FITTINGS": "# Fittings",
+ "OBSERVATION_SUITE": "Observation Suite",
+ "OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
"OFFENSIVE_APPORTATION": "Offensive Apportation",
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
"OPERATING_COST": "Operating Cost",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "Panspectral Optics",
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
"PATROL_BOAT": "Patrol Boat",
+ "PAX": "Pax",
"PC": "PC",
+ "PEACEFUL_HUMAN": "Peaceful Human",
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
"PLASMA_BEAM": "Plasma Beam",
"PLASMA_PROJECTOR": "Plasma Projector",
+ "PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
"POLICE_OFFICER": "Police Officer",
+ "POLYMORPHIC_NANITES": "Polymorphic Nanites",
+ "POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
+ "POLYPLAST_CARAPACE": "Polyplast Carapace",
+ "POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positive",
"POWER": "Power",
+ "POWERED": "Powered",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
"POWER_INIT": "P",
- "POWERED": "Powered",
"PRECOGNITION": "Precognition",
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitive",
"PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
+ "PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Proficient",
"PROFICIENT_APPORTATION": "Proficient Apportation",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
- "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
- "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSEUDONUKE": "Pseudonuke",
+ "PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
"PSIONICS": "Psionics",
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
+ "PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
+ "PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
+ "PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
+ "PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PSYCHIC": "Psychic",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
+ "PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH": "Punch",
"QUALITIES": "Qualities",
"QUERY": "Query",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "Quick Rolls",
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
+ "RACING_GRAVITICS": "Racing Gravitics",
+ "RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
"RAILGUN": "Railgun",
+ "RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Range",
"RANGED_WEAPONS": "Ranged weapons",
"RATIONS_1_DAY": "Rations, 1 day",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
+ "REDIVIVUS_SHEATH": "Redivivus Sheath",
+ "REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
"REACTION": "Reaction",
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "Reaper Battery",
"REFLEX_RESPONSE": "Reflex Response",
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
+ "REINFORCED_STRUCTURE": "Reinforced Structure",
+ "REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
"RELIGION": "Religion",
"REMOTE_LINK_UNIT": "Remote link unit",
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
"REVISED_EDITION": "Revised Edition",
"REVOLVER": "Revolver",
+ "REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
"RIFLE": "Rifle",
+ "RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
"RIFT_REDUPLICATION": "Rift Reduplication",
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
"RIGHT_COLUMN": "Right column",
"ROBOT": "Robot",
- "PEACEFUL_HUMAN": "Peaceful Human",
"ROCKET_LAUNCHER": "Rocket Launcher",
+ "ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
+ "ROLLS": "Rolls",
"ROLL_FULL_ATTACK": "Roll full attack",
"ROLL_HP": "Roll HP",
- "ROLLS": "Rolls",
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
"SECURE_CLOTHING": "Secure Clothing",
+ "SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
"SECURITY": "Security",
"SECURITY_ARMOR": "Security Armor",
+ "SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
+ "SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
"SENSE_THE_NEED": "Sense the Need",
"SENSE_THE_NEED_DESC": "At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who’s just passed through a weapons check couldn’t still have a loaded laser pistol.",
"SENSOR_MASK": "Sensor mask",
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
+ "SENSOR_TRANSPARENCY": "Sensor Transparency",
+ "SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
"SERIAL_KILLER": "Serial Killer",
"SHEAR_RIFLE": "Shear Rifle",
+ "SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
"SHIELD": "Shield",
+ "SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
"SHIP": "Ship",
- "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
- "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
- "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
- "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHIPS_LOCKER": "Ship's locker",
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
"SHIPTENDER_MOUNT": "Shiptender mount",
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
+ "SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
+ "SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
+ "SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
+ "SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Shock",
+ "SHOCKING_ASSAULT": "Shocking Assault",
+ "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
"SHOOT": "Shoot",
"SHOTGUN": "Shotgun",
+ "SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
"SHUTTLE": "Shuttle",
"SINGULARITY_GUN": "Singularity Gun",
"SIZE": "Size",
"SKILL": "Skill",
+ "SKILLED_PROFESSIONAL": "Skilled Professional",
+ "SKILLS": "Skills",
"SKILL_AB": "Skill AB",
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
- "SKILLED_PROFESSIONAL": "Skilled Professional",
- "SKILLS": "Skills",
+ "SLEEPER": "Sleeper",
"SLIP_FIELD": "Slip Field",
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
"SLOWTIME_WINDOW": "Slowtime Window",
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
+ "SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
"SMALL_PACK_HUNTER": "Small Pack Hunter",
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
"SMALL_STATION": "Small Station",
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
"SMART_CLOUD": "Smart Cloud",
@@ -722,6 +829,7 @@
"SNIPER": "Sniper",
"SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE": "Sniper Rifle",
+ "SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
"SOLDIER_BOT": "Soldier Bot",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
"SPIKE_THROWER": "Spike Thrower",
+ "SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STAB": "Stab",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STALKER": "Stalker",
"STARFARER": "Starfarer",
"STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAT_BLOCK": "Stat block",
+ "STAR_CAPTAIN": "Star Captain",
+ "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
"STATBLOCK": "Statblock",
+ "STATIONKEEPING": "Stationkeeping",
+ "STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
"STATUS": "Status",
+ "STAT_BLOCK": "Stat block",
"STEALTH": "Stealth",
"STEWARD": "Steward",
"STILETTO_CHARGE": "Stiletto charge",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "Storage unit",
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
"STORM_ARMOR": "Storm Armor",
+ "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
"STOWED": "Stowed",
- "STR_DEX": "STR/DEX",
"STRAIN": "Strain",
"STRAIN_COST": "Strain cost",
"STREET": "Street",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "STR",
"STRIKE_FIGHTER": "Strike Fighter",
+ "STR_DEX": "STR/DEX",
"STUN_BATON": "Stun baton",
+ "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
+ "STUTTERJUMP_SUIT": "Stutterjump Suit",
+ "STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
"SUBMACHINE_GUN": "Submachine Gun",
+ "SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
"SUCCESS!": "Success!",
+ "SUICIDE_CHARGE": "Suicide Charge",
+ "SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
+ "SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
"SUPPRESS_COGNITION": "Suppress Cognition",
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
"SURGE_MOMENTUM": "Surge Momentum",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
"SYSTEM_DRIVE": "System drive",
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
+ "SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
+ "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
"SYSTEM_STRAIN": "System Strain",
"TACTICS": "Tactics",
"TAGGER_NANITES": "Tagger Nanites",
@@ -816,13 +938,13 @@
"TALK": "Talk",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
+ "TECHNIQUE": "Technique",
"TECH_ASTRONAUTIC": "Tech/Astronautic",
"TECH_MALTECH": "Tech/Maltech",
"TECH_MEDICAL": "Tech/Medical",
"TECH_POSTECH": "Tech/Postech",
"TECH_PRETECH": "Tech/Pretech",
"TECH_PSITECH": "Tech/Psitech",
- "TECHNIQUE": "Technique",
"TELEKINESIS": "Telekinesis",
"TELEKINETIC_ARMORY": "Telekinetic Armory",
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
"TELESCOPING_POLE": "Telescoping pole",
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
+ "TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
"TERATIC_OVERLOAD": "Teratic Overload",
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
"TERMINAL_REFLECTION": "Terminal Reflection",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "Thermal flare",
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
"THERMAL_PISTOL": "Thermal Pistol",
+ "THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
"THERMOKINESIS": "Thermokinesis",
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
"THUNDER_GUN": "Thunder Gun",
+ "THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
"TINKER": "Tinker",
"TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
+ "TITAN_POWERED_ARMOR": "Titan Powered Armor",
+ "TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
"TOOLKIT_POSTECH": "Toolkit/Postech",
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
"TOOLKIT_PRETECH": "Toolkit/Pretech",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "Vehicle type",
"VEHICLE_WATER": "Vehicle/Water",
"VESTIMENTUM": "Vestimentum",
+ "VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
"VETERAN_FIGHTER": "Veteran Fighter",
"VOID_CARBINE": "Void Carbine",
+ "VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
+ "VOID_HAWK": "Void Hawk",
"VORTEX_CANNON": "Vortex Cannon",
+ "VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Wanderer",
"WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
"WARPAINT": "Warpaint",
+ "WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Warrior",
"WARRIOR_CLASS_ABILITY": "You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\nWarriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\nYou gain two extra maximum hit points at each character level.",
"WARRIOR_TYRANT": "Warrior Tyrant",
+ "WEAPON": "Weapon",
"WEAPONS": "Weapons",
+ "WHEATCUTTER_BELT": "Wheatcutter belt",
+ "WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
+ "WEAPON_FITTING": "Weapon Fitting",
+ "WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
+ "WIDEAWAKE_SERUM": "Wideawake Serum",
+ "WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
"WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
"WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
"WISDOM": "Wisdom",
@@ -937,6 +1077,7 @@
"WORKSHOP": "Workshop",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
+ "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "XP",
"XP_NEXT_LEVEL": "XP / Next Level",
"XP_SCHEME": "XP scheme",
diff --git a/Stars_Without_Number_Revised/translations/zu.json b/Stars_Without_Number_Revised/translations/zu.json
index 1b4bda1cbc..e98cfe2b6a 100644
--- a/Stars_Without_Number_Revised/translations/zu.json
+++ b/Stars_Without_Number_Revised/translations/zu.json
@@ -1,13 +1,14 @@
{
"+SKILL": "crwdns69571:0crwdne69571:0",
+ "+STR": "crwdns72181:0crwdne72181:0",
"ABILITIES": "crwdns69572:0crwdne69572:0",
"ABILITY": "crwdns69573:0crwdne69573:0",
"ABLATIVE_HULL_COMPARTMENTS": "crwdns69935:0crwdne69935:0",
"AC": "crwdns69574:0crwdne69574:0",
- "AC_DESC": "crwdns69575:0crwdne69575:0",
"ACCELERATED_SUCCOR": "crwdns70863:0crwdne70863:0",
"ACCELERATED_SUCCOR_DESC": "crwdns70864:0crwdne70864:0",
"ACTIVE?": "crwdns70865:0crwdne70865:0",
+ "AC_DESC": "crwdns69575:0crwdne69575:0",
"ADD": "crwdns70866:0crwdne70866:0",
"ADD_EXTRA_SKILLS": "crwdns69576:0crwdne69576:0",
"ADD_EXTRA_SKILLS_DESC": "crwdns69577:0crwdne69577:0",
@@ -17,12 +18,16 @@
"ADRENAL_SUPPRESSION_PUMP": "crwdns70867:0crwdne70867:0",
"ADRENAL_SUPPRESSION_PUMP_DESC": "crwdns70868:0crwdne70868:0",
"ADVANCED_BOW": "crwdns70869:0crwdne70869:0",
+ "ADVANCED_BOW_DESC": "crwdns72182:0crwdne72182:0",
"ADVANCED_LAB": "crwdns69936:0crwdne69936:0",
"ADVANCED_LAB_DESC": "crwdns69937:0crwdne69937:0",
"ADVANCED_NAV_COMPUTER": "crwdns69938:0crwdne69938:0",
"ADVANCED_NAV_COMPUTER_DESC": "crwdns69939:0crwdne69939:0",
"ADVENTURER": "crwdns70870:0crwdne70870:0",
"ADVENTURER_CLASS_ABILITY": "crwdns70871:0crwdne70871:0",
+ "AI_COMPANION": "crwdns72183:0crwdne72183:0",
+ "AI_COMPANION_DESC": "crwdns72184:0crwdne72184:0",
+ "ALECTO": "crwdns72185:0crwdne72185:0",
"ALERT": "crwdns70872:0crwdne70872:0",
"ALERT_DESC": "crwdns70873:0crwdne70873:0",
"ALTERNATE_OUTCOME": "crwdns70874:0crwdne70874:0",
@@ -34,25 +39,32 @@
"AMMO_AND_POWER": "crwdns70878:0crwdne70878:0",
"AMMO_MISSILE": "crwdns70879:0crwdne70879:0",
"AMMO_MISSILE_DESC": "crwdns70880:0crwdne70880:0",
+ "AMMO_UNIT": "crwdns72186:0crwdne72186:0",
+ "AMMO_UNIT_DESC": "crwdns72187:0crwdne72187:0",
"AMPHIBIOUS_OPERATION": "crwdns69940:0crwdne69940:0",
"AMPHIBIOUS_OPERATION_DESC": "crwdns69941:0crwdne69941:0",
"ANGUISHED_VISION": "crwdns70881:0crwdne70881:0",
"ANGUISHED_VISION_DESC": "crwdns70882:0crwdne70882:0",
"ANTI_VEHICLE_LASER": "crwdns70883:0crwdne70883:0",
+ "ANTI_VEHICLE_LASER_DESC": "crwdns72188:0crwdne72188:0",
"AP": "crwdns69942:0crwdne69942:0",
"ARMOR": "crwdns69583:0crwdne69583:0",
- "ARMOR_CLASS": "crwdns69584:0crwdne69584:0",
"ARMORED_UNDERSUIT": "crwdns70884:0crwdne70884:0",
+ "ARMORED_UNDERSUIT_DESC": "crwdns72189:0crwdne72189:0",
"ARMORED_VACC_SUIT": "crwdns70885:0crwdne70885:0",
+ "ARMORED_VACC_SUIT_DESC": "crwdns72190:0crwdne72190:0",
"ARMORY": "crwdns69943:0crwdne69943:0",
"ARMORY_DESC": "crwdns69944:0crwdne69944:0",
+ "ARMOR_CLASS": "crwdns69584:0crwdne69584:0",
"ARMSMAN": "crwdns70886:0crwdne70886:0",
"ARMSMAN_DESC": "crwdns70887:0crwdne70887:0",
+ "ARTIFACT": "crwdns72191:0crwdne72191:0",
"ARTIST": "crwdns69585:0crwdne69585:0",
"ASK": "crwdns69586:0crwdne69586:0",
"ASSASSIN": "crwdns70888:0crwdne70888:0",
"ASSASSIN_DESC": "crwdns70889:0crwdne70889:0",
"ASSAULT_SUIT": "crwdns70890:0crwdne70890:0",
+ "ASSAULT_SUIT_DESC": "crwdns72192:0crwdne72192:0",
"ASSISTED": "crwdns69587:0crwdne69587:0",
"ATHLETICS": "crwdns69588:0crwdne69588:0",
"ATMOFILTER": "crwdns70891:0crwdne70891:0",
@@ -60,17 +72,17 @@
"ATMOSPHERIC_CONFIGURATION": "crwdns69945:0crwdne69945:0",
"ATMOSPHERIC_CONFIGURATION_DESC": "crwdns69946:0crwdne69946:0",
"ATTACK": "crwdns69589:0crwdne69589:0",
+ "ATTACKS": "crwdns69592:0crwdne69592:0",
"ATTACK_BONUS": "crwdns69590:0crwdne69590:0",
"ATTACK_BONUS_SHORT": "crwdns69591:0crwdne69591:0",
- "ATTACKS": "crwdns69592:0crwdne69592:0",
"ATTRIBUTE": "crwdns69593:0crwdne69593:0",
"AUGMENTED_PLATING": "crwdns69947:0crwdne69947:0",
"AUTHORITY": "crwdns70893:0crwdne70893:0",
"AUTHORITY_DESC": "crwdns70894:0crwdne70894:0",
- "AUTO_TARGETING_SYSTEM": "crwdns69948:0crwdne69948:0",
- "AUTO_TARGETING_SYSTEM_DESC": "crwdns69949:0crwdne69949:0",
"AUTOMATION_SUPPORT": "crwdns70895:0crwdne70895:0",
"AUTOMATION_SUPPORT_DESC": "crwdns69951:0crwdne69951:0",
+ "AUTO_TARGETING_SYSTEM": "crwdns69948:0crwdne69948:0",
+ "AUTO_TARGETING_SYSTEM_DESC": "crwdns69949:0crwdne69949:0",
"BACKGROUND": "crwdns69594:0crwdne69594:0",
"BACKPACK": "crwdns70896:0crwdne70896:0",
"BACKPACK_DESC": "crwdns70897:0crwdne70897:0",
@@ -98,6 +110,8 @@
"BODY_ARSENAL_ARRAY_DESC": "crwdns70910:0crwdne70910:0",
"BODY_SCULPTING": "crwdns70911:0crwdne70911:0",
"BODY_SCULPTING_DESC": "crwdns70912:0crwdne70912:0",
+ "BOMBER": "crwdns72193:0crwdne72193:0",
+ "BOMBER_DESC": "crwdns72194:0crwdne72194:0",
"BONUS": "crwdns69600:0crwdne69600:0",
"BRAINWAVE": "crwdns70913:0crwdne70913:0",
"BRAINWAVE_DESC": "crwdns70914:0crwdne70914:0",
@@ -151,17 +165,20 @@
"COMBAT": "crwdns69616:0crwdne69616:0",
"COMBAT_ENERGY": "crwdns69617:0crwdne69617:0",
"COMBAT_FIELD_UNIFORM": "crwdns70934:0crwdne70934:0",
+ "COMBAT_FIELD_UNIFORM_DESC": "crwdns72195:0crwdne72195:0",
"COMBAT_GUNNERY": "crwdns69618:0crwdne69618:0",
"COMBAT_PRIMITIVE": "crwdns69619:0crwdne69619:0",
"COMBAT_PROJECTILE": "crwdns69620:0crwdne69620:0",
"COMBAT_PSITECH": "crwdns69621:0crwdne69621:0",
"COMBAT_RIFLE": "crwdns70935:0crwdne70935:0",
+ "COMBAT_RIFLE_DESC": "crwdns72196:0crwdne72196:0",
"COMBAT_SHOTGUN": "crwdns70936:0crwdne70936:0",
+ "COMBAT_SHOTGUN_DESC": "crwdns72197:0crwdne72197:0",
"COMBAT_UNARMED": "crwdns69622:0crwdne69622:0",
- "COMM_SERVER": "crwdns70937:0crwdne70937:0",
- "COMM_SERVER_DESC": "crwdns70938:0crwdne70938:0",
"COMMITTED_EFFORT": "crwdns69623:0crwdne69623:0",
"COMMUNICATIONS": "crwdns70939:0crwdne70939:0",
+ "COMM_SERVER": "crwdns70937:0crwdne70937:0",
+ "COMM_SERVER_DESC": "crwdns70938:0crwdne70938:0",
"COMPAD": "crwdns70940:0crwdne70940:0",
"COMPAD_DESC": "crwdns70941:0crwdne70941:0",
"COMPANION_BOT": "crwdns69624:0crwdne69624:0",
@@ -176,6 +193,7 @@
"CONSTITUTION_DESC": "crwdns69628:0crwdne69628:0",
"CONSTITUTION_SHORT": "crwdns69629:0crwdne69629:0",
"CONVERSION_BOW": "crwdns70947:0crwdne70947:0",
+ "CONVERSION_BOW_DESC": "crwdns72198:0crwdne72198:0",
"CORE_STATISTICS": "crwdns69630:0crwdne69630:0",
"CORE_TECHNIQUE": "crwdns70948:0crwdne70948:0",
"CORVETTE": "crwdns70949:0crwdne70949:0",
@@ -183,6 +201,7 @@
"CREDITS_OWED": "crwdns69632:0crwdne69632:0",
"CREW_MIN": "crwdns69633:0crwdne69633:0",
"CRUDE_PISTOL": "crwdns70950:0crwdne70950:0",
+ "CRUDE_PISTOL_DESC": "crwdns72199:0crwdne72199:0",
"CRUISER": "crwdns70951:0crwdne70951:0",
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "crwdns70952:0crwdne70952:0",
"CULTURE": "crwdns69634:0crwdne69634:0",
@@ -195,23 +214,27 @@
"CURSED_LUCK_DESC": "crwdns70954:0crwdne70954:0",
"CUSTOM": "crwdns70955:0crwdne70955:0",
"CUSTOM_AMOUNTS": "crwdns69640:0crwdne69640:0",
+ "CUTTLEFISH": "crwdns72200:0crwdne72200:0",
"CYBERWARE": "crwdns69641:0crwdne69641:0",
"DAMAGE": "crwdns69642:0crwdne69642:0",
"DAMAGE_SHORT": "crwdns70956:0crwdne70956:0",
+ "DATASLAB": "crwdns70961:0crwdne70961:0",
+ "DATASLAB_DESC": "crwdns70962:0crwdne70962:0",
"DATA_PHASE_TAB": "crwdns70957:0crwdne70957:0",
"DATA_PHASE_TAB_DESC": "crwdns70958:0crwdne70958:0",
"DATA_PROTOCOL": "crwdns70959:0crwdne70959:0",
"DATA_PROTOCOL_DESC": "crwdns70960:0crwdne70960:0",
- "DATASLAB": "crwdns70961:0crwdne70961:0",
- "DATASLAB_DESC": "crwdns70962:0crwdne70962:0",
"DAY": "crwdns69643:0crwdne69643:0",
"DEEP_INTRUSION": "crwdns70963:0crwdne70963:0",
"DEEP_INTRUSION_DESC": "crwdns70964:0crwdne70964:0",
"DEFENSES": "crwdns69644:0crwdne69644:0",
"DEFLECTOR_ARRAY": "crwdns70965:0crwdne70965:0",
+ "DEFLECTOR_ARRAY_DESC": "crwdns72201:0crwdne72201:0",
+ "DEFYING_DOOM": "crwdns69647:0crwdne69647:0",
"DEFY_DOOM": "crwdns69645:0crwdne69645:0",
"DEFY_DOOM_DIE_SIZE": "crwdns69646:0crwdne69646:0",
- "DEFYING_DOOM": "crwdns69647:0crwdne69647:0",
+ "DEMO_CHARGE": "crwdns72202:0crwdne72202:0",
+ "DEMO_CHARGE_DESC": "crwdns72203:0crwdne72203:0",
"DERMAL_ARMOR": "crwdns70966:0crwdne70966:0",
"DERMAL_ARMOR_DESC": "crwdns70967:0crwdne70967:0",
"DESCRIPTION": "crwdns69648:0crwdne69648:0",
@@ -227,28 +250,37 @@
"DIPLOMAT_DESC": "crwdns70973:0crwdne70973:0",
"DISCIPLINE": "crwdns70974:0crwdne70974:0",
"DISTORTION_CANNON": "crwdns70975:0crwdne70975:0",
+ "DISTORTION_CANNON_DESC": "crwdns72204:0crwdne72204:0",
"DOOM_DAMAGE": "crwdns69653:0crwdne69653:0",
"DRILL_COURSE_REGULATOR": "crwdns69969:0crwdne69969:0",
"DRILL_COURSE_REGULATOR_DESC": "crwdns69970:0crwdne69970:0",
+ "DRONE": "crwdns72205:0crwdne72205:0",
+ "DRONES": "crwdns72206:0crwdne72206:0",
"DRONE_CONTROL_LINK": "crwdns70976:0crwdne70976:0",
"DRONE_CONTROL_LINK_DESC": "crwdns70977:0crwdne70977:0",
+ "DRONE_FITTING_BLURB": "crwdns72207:0crwdne72207:0",
+ "DRONE_MODEL_BLURB": "crwdns72208:0crwdne72208:0",
"DROP_POD": "crwdns69971:0crwdne69971:0",
"DROP_POD_DESC": "crwdns69972:0crwdne69972:0",
"EDIT_MODE_ONLY": "crwdns69654:0crwdne69654:0",
"EELSKIN_CAPACITOR_MESH": "crwdns70978:0crwdne70978:0",
"EELSKIN_CAPACITOR_MESH_DESC": "crwdns70979:0crwdne70979:0",
"EFFECT": "crwdns69655:0crwdne69655:0",
- "EFFORT_MODIFIER": "crwdns69656:0crwdne69656:0",
"EFFORTLESS_APPORTATION": "crwdns70980:0crwdne70980:0",
"EFFORTLESS_APPORTATION_DESC": "crwdns70981:0crwdne70981:0",
+ "EFFORT_MODIFIER": "crwdns69656:0crwdne69656:0",
"ELITE_FIGHTER": "crwdns69657:0crwdne69657:0",
"EMISSIONS_DAMPERS": "crwdns69973:0crwdne69973:0",
"EMISSIONS_DAMPERS_DESC": "crwdns69974:0crwdne69974:0",
"ENCUMBRANCE": "crwdns69658:0crwdne69658:0",
"ENCUMBRANCE_SHORT": "crwdns69659:0crwdne69659:0",
+ "ENVIRONMENTAL_POWER": "crwdns72209:0crwdne72209:0",
+ "ENVIRONMENTAL_POWER_DESC": "crwdns72210:0crwdne72210:0",
"EQUIPMENT": "crwdns69660:0crwdne69660:0",
"EVASION": "crwdns69661:0crwdne69661:0",
"EVASION_SAVE": "crwdns69662:0crwdne69662:0",
+ "EXECUTIVE_SECURITY_SUIT": "crwdns72211:0crwdne72211:0",
+ "EXECUTIVE_SECURITY_SUIT_DESC": "crwdns72212:0crwdne72212:0",
"EXERT": "crwdns69663:0crwdne69663:0",
"EXODUS_BAY": "crwdns69975:0crwdne69975:0",
"EXODUS_BAY_DESC": "crwdns69976:0crwdne69976:0",
@@ -256,6 +288,10 @@
"EXPAND": "crwdns69665:0crwdne69665:0",
"EXPERT": "crwdns70982:0crwdne70982:0",
"EXPERT_CLASS_ABILITY": "crwdns70983:0crwdne70983:0",
+ "EXPERT_SYSTEM": "crwdns72213:0crwdne72213:0",
+ "EXPERT_SYSTEM_DESC": "crwdns72214:0crwdne72214:0",
+ "EXTENDED_FLIGHT": "crwdns72215:0crwdne72215:0",
+ "EXTENDED_FLIGHT_DESC": "crwdns72216:0crwdne72216:0",
"EXTENDED_LIFE_SUPPORT": "crwdns69977:0crwdne69977:0",
"EXTENDED_LIFE_SUPPORT_DESC": "crwdns69978:0crwdne69978:0",
"EXTENDED_MEDBAY": "crwdns69979:0crwdne69979:0",
@@ -270,6 +306,7 @@
"FAR_THOUGHT": "crwdns70986:0crwdne70986:0",
"FAR_THOUGHT_DESC": "crwdns70987:0crwdne70987:0",
"FIELD_EMITTER_PANOPLY": "crwdns70988:0crwdne70988:0",
+ "FIELD_EMITTER_PANOPLY_DESC": "crwdns72217:0crwdne72217:0",
"FIELD_EQUIPMENT": "crwdns70989:0crwdne70989:0",
"FIELD_RADIO": "crwdns70990:0crwdne70990:0",
"FIELD_RADIO_DESC": "crwdns70991:0crwdne70991:0",
@@ -288,11 +325,12 @@
"FOCI_LOCATION": "crwdns69674:0crwdne69674:0",
"FOCI_LOCATION_DESC": "crwdns69675:0crwdne69675:0",
"FOCUS": "crwdns69676:0crwdne69676:0",
- "FORCE_PAVIS": "crwdns70996:0crwdne70996:0",
- "FORCE_PUPPETRY": "crwdns70997:0crwdne70997:0",
- "FORCE_PUPPETRY_DESC": "crwdns70998:0crwdne70998:0",
"FORCED_OUTCOME": "crwdns70999:0crwdne70999:0",
"FORCED_OUTCOME_DESC": "crwdns71000:0crwdne71000:0",
+ "FORCE_PAVIS": "crwdns70996:0crwdne70996:0",
+ "FORCE_PAVIS_DESC": "crwdns72218:0crwdne72218:0",
+ "FORCE_PUPPETRY": "crwdns70997:0crwdne70997:0",
+ "FORCE_PUPPETRY_DESC": "crwdns70998:0crwdne70998:0",
"FOXER_DRONES": "crwdns69986:0crwdne69986:0",
"FOXER_DRONES_DESC": "crwdns69987:0crwdne69987:0",
"FRACTAL_IMPACT_CHARGE": "crwdns69988:0crwdne69988:0",
@@ -314,6 +352,9 @@
"GENEENGINEERED_MURDER_BEAST": "crwdns69683:0crwdne69683:0",
"GENERAL SETTINGS": "crwdns69684:0crwdne69684:0",
"GENERIC_HUMAN": "crwdns69685:0crwdne69685:0",
+ "GHOSTWALKER": "crwdns72219:0crwdne72219:0",
+ "GHOST_MANTLE": "crwdns72220:0crwdne72220:0",
+ "GHOST_MANTLE_DESC": "crwdns72221:0crwdne72221:0",
"GHOST_TALKER_TRANSCEIVER": "crwdns71006:0crwdne71006:0",
"GHOST_TALKER_TRANSCEIVER_DESC": "crwdns71007:0crwdne71007:0",
"GLOBAL_STATS": "crwdns69686:0crwdne69686:0",
@@ -322,15 +363,18 @@
"GOALS": "crwdns69687:0crwdne69687:0",
"GRAPNEL_LAUNCHER": "crwdns71010:0crwdne71010:0",
"GRAPNEL_LAUNCHER_DESC": "crwdns71011:0crwdne71011:0",
+ "GRAVCANNON": "crwdns69995:0crwdne69995:0",
"GRAV_CHUTE": "crwdns71012:0crwdne71012:0",
"GRAV_CHUTE_DESC": "crwdns71013:0crwdne71013:0",
"GRAV_EDDY_DISPLACER": "crwdns69993:0crwdne69993:0",
"GRAV_EDDY_DISPLACER_DESC": "crwdns69994:0crwdne69994:0",
"GRAV_HARNESS": "crwdns71014:0crwdne71014:0",
"GRAV_HARNESS_DESC": "crwdns71015:0crwdne71015:0",
- "GRAVCANNON": "crwdns69995:0crwdne69995:0",
+ "GRAV_MUFFLES": "crwdns72222:0crwdne72222:0",
+ "GRAV_MUFFLES_DESC": "crwdns72223:0crwdne72223:0",
"GREATER_LONE_PREDATOR": "crwdns69688:0crwdne69688:0",
"GRENADE": "crwdns71016:0crwdne71016:0",
+ "GRENADE_DESC": "crwdns72224:0crwdne72224:0",
"GROUND_SPEED": "crwdns71017:0crwdne71017:0",
"GUNSLINGER": "crwdns71018:0crwdne71018:0",
"GUNSLINGER_DESC": "crwdns71019:0crwdne71019:0",
@@ -346,7 +390,10 @@
"HEALER": "crwdns71023:0crwdne71023:0",
"HEALER_DESC": "crwdns71024:0crwdne71024:0",
"HEAVY_FRIGATE": "crwdns71025:0crwdne71025:0",
+ "HEAVY_LIFT": "crwdns72225:0crwdne72225:0",
+ "HEAVY_LIFT_DESC": "crwdns72226:0crwdne72226:0",
"HEAVY_MACHINE_GUN": "crwdns71026:0crwdne71026:0",
+ "HEAVY_MACHINE_GUN_DESC": "crwdns72227:0crwdne72227:0",
"HEAVY_WARBOT": "crwdns69693:0crwdne69693:0",
"HEAVY_WEAPONS": "crwdns71027:0crwdne71027:0",
"HENCHKEEPER": "crwdns71028:0crwdne71028:0",
@@ -362,20 +409,24 @@
"HOLDOUT_CAVITY_DESC": "crwdns71031:0crwdne71031:0",
"HOLISTIC_OPTIMIZATION_PATTERNING": "crwdns71032:0crwdne71032:0",
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "crwdns71033:0crwdne71033:0",
+ "HOLOSKIN": "crwdns72228:0crwdne72228:0",
+ "HOLOSKIN_DESC": "crwdns72229:0crwdne72229:0",
"HOLOSKIN_EMITTER": "crwdns71034:0crwdne71034:0",
"HOLOSKIN_EMITTER_DESC": "crwdns71035:0crwdne71035:0",
- "HOME_PORT": "crwdns69701:0crwdne69701:0",
"HOMEBREW_OPTIONS": "crwdns69702:0crwdne69702:0",
"HOMEWORLD": "crwdns69703:0crwdne69703:0",
+ "HOME_PORT": "crwdns69701:0crwdne69701:0",
"HOSTILE": "crwdns69704:0crwdne69704:0",
"HULL_TYPE": "crwdns69705:0crwdne69705:0",
"HULL_TYPE_BLURB": "crwdns71036:0crwdne71036:0",
"HUSH": "crwdns71037:0crwdne71037:0",
"HUSH_DESC": "crwdns71038:0crwdne71038:0",
"HYDRA_ARRAY": "crwdns71039:0crwdne71039:0",
+ "HYDRA_ARRAY_DESC": "crwdns72230:0crwdne72230:0",
"HYDROPONIC_PRODUCTION": "crwdns69998:0crwdne69998:0",
"HYDROPONIC_PRODUCTION_DESC": "crwdns69999:0crwdne69999:0",
"ICARUS_HARNESS": "crwdns71040:0crwdne71040:0",
+ "ICARUS_HARNESS_DESC": "crwdns72231:0crwdne72231:0",
"IDENTITY_SUBMERSION_TRIGGER": "crwdns71041:0crwdne71041:0",
"IDENTITY_SUBMERSION_TRIGGER_DESC": "crwdns71042:0crwdne71042:0",
"IMMUNOFILTRATION_SYSTEMS": "crwdns71043:0crwdne71043:0",
@@ -392,6 +443,8 @@
"INSTAPANEL": "crwdns71052:0crwdne71052:0",
"INSTAPANEL_DESC": "crwdns71053:0crwdne71053:0",
"INSTRUCTOR": "crwdns69709:0crwdne69709:0",
+ "INTEGRITY_STIMS": "crwdns72232:0crwdne72232:0",
+ "INTEGRITY_STIMS_DESC": "crwdns72233:0crwdne72233:0",
"INTELLIGENCE": "crwdns69710:0crwdne69710:0",
"INTELLIGENCE_DESC": "crwdns69711:0crwdne69711:0",
"INTELLIGENCE_SHORT": "crwdns69712:0crwdne69712:0",
@@ -403,18 +456,24 @@
"IRONHIDE_DESC": "crwdns71059:0crwdne71059:0",
"ITEM": "crwdns69713:0crwdne69713:0",
"JANITOR_BOT": "crwdns69714:0crwdne69714:0",
+ "JUGGERNAUT_STIMS": "crwdns72234:0crwdne72234:0",
+ "JUGGERNAUT_STIMS_DESC": "crwdns72235:0crwdne72235:0",
"KINETIC_TRANSVERSAL": "crwdns71060:0crwdne71060:0",
"KINETIC_TRANSVERSAL_DESC": "crwdns71061:0crwdne71061:0",
"KNOW": "crwdns69715:0crwdne69715:0",
"LANGUAGE": "crwdns69716:0crwdne69716:0",
"LANGUAGES": "crwdns69717:0crwdne69717:0",
"LARGE_ADVANCED_WEAPON": "crwdns71062:0crwdne71062:0",
+ "LARGE_ADVANCED_WEAPON_DESC": "crwdns72236:0crwdne72236:0",
"LARGE_AGGRESSIVE_PREY_ANIMAL": "crwdns69718:0crwdne69718:0",
"LARGE_PACK_HUNTER": "crwdns69719:0crwdne69719:0",
"LARGE_PRIMITIVE_WEAPON": "crwdns71063:0crwdne71063:0",
+ "LARGE_PRIMITIVE_WEAPON_DESC": "crwdns72237:0crwdne72237:0",
"LARGE_STATION": "crwdns71064:0crwdne71064:0",
"LASER_PISTOL": "crwdns71065:0crwdne71065:0",
+ "LASER_PISTOL_DESC": "crwdns72238:0crwdne72238:0",
"LASER_RIFLE": "crwdns71066:0crwdne71066:0",
+ "LASER_RIFLE_DESC": "crwdns72239:0crwdne72239:0",
"LAST_MAINTENANCE": "crwdns69720:0crwdne69720:0",
"LAZARUS_PATCH": "crwdns71067:0crwdne71067:0",
"LAZARUS_PATCH_DESC": "crwdns71068:0crwdne71068:0",
@@ -436,12 +495,14 @@
"LOW_LIGHT_GOGGLES_DESC": "crwdns71075:0crwdne71075:0",
"LUCK": "crwdns69727:0crwdne69727:0",
"LUCK_SAVE": "crwdns69728:0crwdne69728:0",
- "LUXURY_CABINS": "crwdns70003:0crwdne70003:0",
+ "LUXURY_CABINS": "crwdns72240:0crwdne72240:0",
"LUXURY_CABINS_DESC": "crwdns70004:0crwdne70004:0",
- "MAG_PISTOL": "crwdns71076:0crwdne71076:0",
- "MAG_RIFLE": "crwdns71077:0crwdne71077:0",
- "MAG_SPIKE_ARRAY": "crwdns70005:0crwdne70005:0",
"MAGIC": "crwdns69729:0crwdne69729:0",
+ "MAG_PISTOL": "crwdns71076:0crwdne71076:0",
+ "MAG_PISTOL_DESC": "crwdns72241:0crwdne72241:0",
+ "MAG_RIFLE": "crwdns71077:0crwdne71077:0",
+ "MAG_RIFLE_DESC": "crwdns72242:0crwdne72242:0",
+ "MAG_SPIKE_ARRAY": "crwdns70005:0crwdne70005:0",
"MAINTENANCE COST": "crwdns69730:0crwdne69730:0",
"MAJOR_ORGAN_RESTORATION": "crwdns71078:0crwdne71078:0",
"MAJOR_ORGAN_RESTORATION_DESC": "crwdns71079:0crwdne71079:0",
@@ -458,8 +519,12 @@
"MAXIMUM_HP_1": "crwdns70008:0crwdne70008:0",
"MAXIMUM_HP_2": "crwdns70009:0crwdne70009:0",
"MECH": "crwdns69736:0crwdne69736:0",
+ "MEDICAL_SUPPORT": "crwdns72243:0crwdne72243:0",
+ "MEDICAL_SUPPORT_DESC": "crwdns72244:0crwdne72244:0",
"MEDIUM_ADVANCED_WEAPON": "crwdns71084:0crwdne71084:0",
+ "MEDIUM_ADVANCED_WEAPON_DESC": "crwdns72245:0crwdne72245:0",
"MEDIUM_PRIMITIVE_WEAPON": "crwdns71085:0crwdne71085:0",
+ "MEDIUM_PRIMITIVE_WEAPON_DESC": "crwdns72246:0crwdne72246:0",
"MEDKIT": "crwdns71086:0crwdne71086:0",
"MEDKIT_DESC": "crwdns71087:0crwdne71087:0",
"MELEE_WEAPONS": "crwdns71088:0crwdne71088:0",
@@ -474,15 +539,20 @@
"METAPSIONICS": "crwdns69739:0crwdne69739:0",
"METATOOL": "crwdns71095:0crwdne71095:0",
"METATOOL_DESC": "crwdns71096:0crwdne71096:0",
+ "MICROPURGATOR_STIMS": "crwdns72247:0crwdne72247:0",
+ "MICROPURGATOR_STIMS_DESC": "crwdns72248:0crwdne72248:0",
"MILITARY_ELITE": "crwdns69740:0crwdne69740:0",
"MILITARY_SOLDIER": "crwdns69741:0crwdne69741:0",
"MINDTRACING": "crwdns71097:0crwdne71097:0",
"MINDTRACING_DESC": "crwdns71098:0crwdne71098:0",
+ "MINDWALL_HELMET": "crwdns72249:0crwdne72249:0",
+ "MINDWALL_HELMET_DESC": "crwdns72250:0crwdne72250:0",
"MISCELLANEOUS": "crwdns69742:0crwdne69742:0",
"MOBILE_EXTRACTOR": "crwdns70010:0crwdne70010:0",
"MOBILE_EXTRACTOR_DESC": "crwdns70011:0crwdne70011:0",
"MOBILE_FACTORY": "crwdns70012:0crwdne70012:0",
"MOBILE_FACTORY_DESC": "crwdns70013:0crwdne70013:0",
+ "MODEL": "crwdns72251:0crwdne72251:0",
"MODIFIER": "crwdns69743:0crwdne69743:0",
"MODIFIER_SHORT": "crwdns70014:0crwdne70014:0",
"MONEY": "crwdns69744:0crwdne69744:0",
@@ -490,6 +560,7 @@
"MOVE": "crwdns69746:0crwdne69746:0",
"MULTIFOCAL_LASER": "crwdns70015:0crwdne70015:0",
"MUSKET": "crwdns71099:0crwdne71099:0",
+ "MUSKET_DESC": "crwdns72252:0crwdne72252:0",
"NAME": "crwdns69747:0crwdne69747:0",
"NAVCOMP": "crwdns71100:0crwdne71100:0",
"NAVCOMP_DESC": "crwdns71101:0crwdne71101:0",
@@ -505,15 +576,18 @@
"NONE": "crwdns69753:0crwdne69753:0",
"NORMAL_HUMAN": "crwdns69754:0crwdne69754:0",
"NORMAL_XP": "crwdns69755:0crwdne69755:0",
- "NOT_MY_TIME": "crwdns71106:0crwdne71106:0",
- "NOT_MY_TIME_DESC": "crwdns71107:0crwdne71107:0",
"NOTES": "crwdns69756:0crwdne69756:0",
"NOTICE": "crwdns69757:0crwdne69757:0",
+ "NOT_MY_TIME": "crwdns71106:0crwdne71106:0",
+ "NOT_MY_TIME_DESC": "crwdns71107:0crwdne71107:0",
"NPC": "crwdns69758:0crwdne69758:0",
"NPC_DESC": "crwdns69759:0crwdne69759:0",
"NUCLEAR_MISSILES": "crwdns70016:0crwdne70016:0",
- "NUM_ATTACKS": "crwdns69760:0crwdne69760:0",
"NUMBER_OF_DICE": "crwdns69761:0crwdne69761:0",
+ "NUM_ATTACKS": "crwdns69760:0crwdne69760:0",
+ "NUM_FITTINGS": "crwdns72253:0crwdne72253:0",
+ "OBSERVATION_SUITE": "crwdns72254:0crwdne72254:0",
+ "OBSERVATION_SUITE_DESC": "crwdns72255:0crwdne72255:0",
"OFFENSIVE_APPORTATION": "crwdns71108:0crwdne71108:0",
"OFFENSIVE_APPORTATION_DESC": "crwdns71109:0crwdne71109:0",
"OPERATING_COST": "crwdns69762:0crwdne69762:0",
@@ -526,7 +600,9 @@
"PANSPECTRAL_OPTICS": "crwdns71114:0crwdne71114:0",
"PANSPECTRAL_OPTICS_DESC": "crwdns71115:0crwdne71115:0",
"PATROL_BOAT": "crwdns71116:0crwdne71116:0",
+ "PAX": "crwdns72256:0crwdne72256:0",
"PC": "crwdns69766:0crwdne69766:0",
+ "PEACEFUL_HUMAN": "crwdns69806:0crwdne69806:0",
"PERCEPTION": "crwdns69767:0crwdne69767:0",
"PERCEPTIVE_DISLOCATION": "crwdns71117:0crwdne71117:0",
"PERCEPTIVE_DISLOCATION_DESC": "crwdns71118:0crwdne71118:0",
@@ -544,20 +620,25 @@
"PLANETARY_DEFENSE_ARRAY_DESC": "crwdns70018:0crwdne70018:0",
"PLASMA_BEAM": "crwdns70019:0crwdne70019:0",
"PLASMA_PROJECTOR": "crwdns71122:0crwdne71122:0",
+ "PLASMA_PROJECTOR_DESC": "crwdns72257:0crwdne72257:0",
"POINT_DEFENSE_LASERS": "crwdns70020:0crwdne70020:0",
"POINT_DEFENSE_LASERS_DESC": "crwdns70021:0crwdne70021:0",
"POLICE_OFFICER": "crwdns69775:0crwdne69775:0",
+ "POLYMORPHIC_NANITES": "crwdns72258:0crwdne72258:0",
+ "POLYMORPHIC_NANITES_DESC": "crwdns72259:0crwdne72259:0",
+ "POLYPLAST_CARAPACE": "crwdns72260:0crwdne72260:0",
+ "POLYPLAST_CARAPACE_DESC": "crwdns72261:0crwdne72261:0",
"POLYSPECTRAL_MES_BEAM": "crwdns70022:0crwdne70022:0",
"PORTABOX": "crwdns71123:0crwdne71123:0",
"PORTABOX_DESC": "crwdns71124:0crwdne71124:0",
"POSITIVE": "crwdns69776:0crwdne69776:0",
"POWER": "crwdns69777:0crwdne69777:0",
+ "POWERED": "crwdns69778:0crwdne69778:0",
"POWER_CELL_TYPE_A": "crwdns71125:0crwdne71125:0",
"POWER_CELL_TYPE_A_DESC": "crwdns71126:0crwdne71126:0",
"POWER_CELL_TYPE_B": "crwdns71127:0crwdne71127:0",
"POWER_CELL_TYPE_B_DESC": "crwdns71128:0crwdne71128:0",
"POWER_INIT": "crwdns71129:0crwdne71129:0",
- "POWERED": "crwdns69778:0crwdne69778:0",
"PRECOGNITION": "crwdns69779:0crwdne69779:0",
"PRECOGNITIVE_NAV_CHAMBER": "crwdns70023:0crwdne70023:0",
"PRECOGNITIVE_NAV_CHAMBER_DESC": "crwdns70024:0crwdne70024:0",
@@ -572,6 +653,8 @@
"PRETECH_COSMETIC_DESC": "crwdns71137:0crwdne71137:0",
"PRIMITIVE": "crwdns69781:0crwdne69781:0",
"PRIMITIVE_BOW": "crwdns71138:0crwdne71138:0",
+ "PRIMITIVE_BOW_DESC": "crwdns72262:0crwdne72262:0",
+ "PRIMITIVE_DRONE": "crwdns72263:0crwdne72263:0",
"PROFESSION": "crwdns69782:0crwdne69782:0",
"PROFICIENT": "crwdns69783:0crwdne69783:0",
"PROFICIENT_APPORTATION": "crwdns71139:0crwdne71139:0",
@@ -581,12 +664,15 @@
"PROPHECY_DESC": "crwdns71142:0crwdne71142:0",
"PROSTHETIC_LIMB": "crwdns71143:0crwdne71143:0",
"PROSTHETIC_LIMB_DESC": "crwdns71144:0crwdne71144:0",
- "PSIONIC_ANCHORPOINT": "crwdns70025:0crwdne70025:0",
- "PSIONIC_ANCHORPOINT_DESC": "crwdns70026:0crwdne70026:0",
+ "PSEUDONUKE": "crwdns72264:0crwdne72264:0",
+ "PSEUDONUKE_DESC": "crwdns72265:0crwdne72265:0",
"PSIONICS": "crwdns69785:0crwdne69785:0",
"PSIONICS_AND_SPACE_MAGIC": "crwdns69786:0crwdne69786:0",
+ "PSIONIC_ANCHORPOINT": "crwdns70025:0crwdne70025:0",
+ "PSIONIC_ANCHORPOINT_DESC": "crwdns70026:0crwdne70026:0",
+ "PSITECH_COMBAT_SUIT": "crwdns72266:0crwdne72266:0",
+ "PSITECH_COMBAT_SUIT_DESC": "crwdns72267:0crwdne72267:0",
"PSYCH": "crwdns71145:0crwdne71145:0",
- "PSYCH_DESC": "crwdns71146:0crwdne71146:0",
"PSYCHIC": "crwdns71147:0crwdne71147:0",
"PSYCHIC_CLASS_ABILITY": "crwdns71148:0crwdne71148:0",
"PSYCHIC_REFINEMENT": "crwdns71149:0crwdne71149:0",
@@ -602,6 +688,7 @@
"PSYCHIC_TRAINING_DESC": "crwdns71156:0crwdne71156:0",
"PSYCHIC_TUTELAGE": "crwdns71157:0crwdne71157:0",
"PSYCHIC_TUTELAGE_DESC": "crwdns71158:0crwdne71158:0",
+ "PSYCH_DESC": "crwdns71146:0crwdne71146:0",
"PUNCH": "crwdns69790:0crwdne69790:0",
"QUALITIES": "crwdns69791:0crwdne69791:0",
"QUERY": "crwdns69792:0crwdne69792:0",
@@ -611,11 +698,16 @@
"QUICK_ROLLS": "crwdns69794:0crwdne69794:0",
"QUINTESSENTIAL_RECONSTRUCTION": "crwdns71159:0crwdne71159:0",
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "crwdns71160:0crwdne71160:0",
+ "RACING_GRAVITICS": "crwdns72268:0crwdne72268:0",
+ "RACING_GRAVITICS_DESC": "crwdns72269:0crwdne72269:0",
"RAILGUN": "crwdns71161:0crwdne71161:0",
+ "RAILGUN_DESC": "crwdns72270:0crwdne72270:0",
"RANGE": "crwdns69795:0crwdne69795:0",
"RANGED_WEAPONS": "crwdns71162:0crwdne71162:0",
"RATIONS_1_DAY": "crwdns71163:0crwdne71163:0",
"RATIONS_1_DAY_DESC": "crwdns71164:0crwdne71164:0",
+ "REDIVIVUS_SHEATH": "crwdns72271:0crwdne72271:0",
+ "REDIVIVUS_SHEATH_DESC": "crwdns72272:0crwdne72272:0",
"REACTION": "crwdns69796:0crwdne69796:0",
"REACTIVE_TELEKINESIS": "crwdns71165:0crwdne71165:0",
"REACTIVE_TELEKINESIS_DESC": "crwdns71166:0crwdne71166:0",
@@ -623,6 +715,8 @@
"REAPER_BATTERY": "crwdns70029:0crwdne70029:0",
"REFLEX_RESPONSE": "crwdns71167:0crwdne71167:0",
"REFLEX_RESPONSE_DESC": "crwdns71168:0crwdne71168:0",
+ "REINFORCED_STRUCTURE": "crwdns72273:0crwdne72273:0",
+ "REINFORCED_STRUCTURE_DESC": "crwdns72274:0crwdne72274:0",
"RELIGION": "crwdns69798:0crwdne69798:0",
"REMOTE_LINK_UNIT": "crwdns71169:0crwdne71169:0",
"REMOTE_LINK_UNIT_DESC": "crwdns71170:0crwdne71170:0",
@@ -639,16 +733,18 @@
"REVERIE_DESC": "crwdns71176:0crwdne71176:0",
"REVISED_EDITION": "crwdns69803:0crwdne69803:0",
"REVOLVER": "crwdns71177:0crwdne71177:0",
+ "REVOLVER_DESC": "crwdns72275:0crwdne72275:0",
"RIFLE": "crwdns71178:0crwdne71178:0",
+ "RIFLE_DESC": "crwdns72276:0crwdne72276:0",
"RIFT_REDUPLICATION": "crwdns71179:0crwdne71179:0",
"RIFT_REDUPLICATION_DESC": "crwdns71180:0crwdne71180:0",
"RIGHT_COLUMN": "crwdns69804:0crwdne69804:0",
"ROBOT": "crwdns69805:0crwdne69805:0",
- "PEACEFUL_HUMAN": "crwdns69806:0crwdne69806:0",
"ROCKET_LAUNCHER": "crwdns71181:0crwdne71181:0",
+ "ROCKET_LAUNCHER_DESC": "crwdns72277:0crwdne72277:0",
+ "ROLLS": "crwdns69809:0crwdne69809:0",
"ROLL_FULL_ATTACK": "crwdns69807:0crwdne69807:0",
"ROLL_HP": "crwdns69808:0crwdne69808:0",
- "ROLLS": "crwdns69809:0crwdne69809:0",
"ROPE_20_METERS": "crwdns71182:0crwdne71182:0",
"ROPE_20_METERS_DESC": "crwdns71183:0crwdne71183:0",
"SANDTHROWER": "crwdns70031:0crwdne70031:0",
@@ -663,38 +759,48 @@
"SCOUT_REPORT": "crwdns71186:0crwdne71186:0",
"SCOUT_REPORT_DESC": "crwdns71187:0crwdne71187:0",
"SECURE_CLOTHING": "crwdns71188:0crwdne71188:0",
+ "SECURE_CLOTHING_DESC": "crwdns72278:0crwdne72278:0",
"SECURITY": "crwdns69816:0crwdne69816:0",
"SECURITY_ARMOR": "crwdns71189:0crwdne71189:0",
+ "SECURITY_ARMOR_DESC": "crwdns72279:0crwdne72279:0",
"SEMI_AUTO_PISTOL": "crwdns71190:0crwdne71190:0",
+ "SEMI_AUTO_PISTOL_DESC": "crwdns72280:0crwdne72280:0",
"SENSE_THE_NEED": "crwdns71191:0crwdne71191:0",
"SENSE_THE_NEED_DESC": "crwdns71192:0crwdne71192:0",
"SENSOR_MASK": "crwdns70032:0crwdne70032:0",
"SENSOR_MASK_DESC": "crwdns70033:0crwdne70033:0",
+ "SENSOR_TRANSPARENCY": "crwdns72281:0crwdne72281:0",
+ "SENSOR_TRANSPARENCY_DESC": "crwdns72282:0crwdne72282:0",
"SERIAL_KILLER": "crwdns69817:0crwdne69817:0",
"SHEAR_RIFLE": "crwdns71193:0crwdne71193:0",
+ "SHEAR_RIFLE_DESC": "crwdns72283:0crwdne72283:0",
"SHIELD": "crwdns71194:0crwdne71194:0",
+ "SHIELD_DESC": "crwdns72284:0crwdne72284:0",
"SHIP": "crwdns69818:0crwdne69818:0",
- "SHIP_BAY_FIGHTER": "crwdns70034:0crwdne70034:0",
- "SHIP_BAY_FIGHTER_DESC": "crwdns70035:0crwdne70035:0",
- "SHIP_BAY_FRIGATE": "crwdns70036:0crwdne70036:0",
- "SHIP_BAY_FRIGATE_DESC": "crwdns70037:0crwdne70037:0",
"SHIPS_LOCKER": "crwdns70038:0crwdne70038:0",
"SHIPS_LOCKER_DESC": "crwdns70039:0crwdne70039:0",
"SHIPTENDER_MOUNT": "crwdns70040:0crwdne70040:0",
"SHIPTENDER_MOUNT_DESC": "crwdns70041:0crwdne70041:0",
+ "SHIP_BAY_FIGHTER": "crwdns70034:0crwdne70034:0",
+ "SHIP_BAY_FIGHTER_DESC": "crwdns70035:0crwdne70035:0",
+ "SHIP_BAY_FRIGATE": "crwdns70036:0crwdne70036:0",
+ "SHIP_BAY_FRIGATE_DESC": "crwdns70037:0crwdne70037:0",
"SHOCK": "crwdns69820:0crwdne69820:0",
+ "SHOCKING_ASSAULT": "crwdns71195:0crwdne71195:0",
+ "SHOCKING_ASSAULT_DESC": "crwdns71196:0crwdne71196:0",
"SHOCK_AC": "crwdns69821:0crwdne69821:0",
"SHOCK_DAMAGE": "crwdns69822:0crwdne69822:0",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "crwdns69823:0crwdne69823:0",
- "SHOCKING_ASSAULT": "crwdns71195:0crwdne71195:0",
- "SHOCKING_ASSAULT_DESC": "crwdns71196:0crwdne71196:0",
"SHOOT": "crwdns69824:0crwdne69824:0",
"SHOTGUN": "crwdns71197:0crwdne71197:0",
+ "SHOTGUN_DESC": "crwdns72285:0crwdne72285:0",
"SHOW_HIDE": "crwdns69825:0crwdne69825:0",
"SHUTTLE": "crwdns71198:0crwdne71198:0",
"SINGULARITY_GUN": "crwdns70042:0crwdne70042:0",
"SIZE": "crwdns71199:0crwdne71199:0",
"SKILL": "crwdns69826:0crwdne69826:0",
+ "SKILLED_PROFESSIONAL": "crwdns69836:0crwdne69836:0",
+ "SKILLS": "crwdns69837:0crwdne69837:0",
"SKILL_AB": "crwdns69827:0crwdne69827:0",
"SKILL_ATTRIBUTE_CHOICE": "crwdns69828:0crwdne69828:0",
"SKILL_BLURB": "crwdns69829:0crwdne69829:0",
@@ -704,15 +810,16 @@
"SKILL_ORDER_FIRST": "crwdns69833:0crwdne69833:0",
"SKILL_ORDER_PSIONIC": "crwdns69834:0crwdne69834:0",
"SKILL_ORDER_REVISED": "crwdns69835:0crwdne69835:0",
- "SKILLED_PROFESSIONAL": "crwdns69836:0crwdne69836:0",
- "SKILLS": "crwdns69837:0crwdne69837:0",
+ "SLEEPER": "crwdns72286:0crwdne72286:0",
"SLIP_FIELD": "crwdns71200:0crwdne71200:0",
"SLIP_FIELD_DESC": "crwdns71201:0crwdne71201:0",
"SLOWTIME_WINDOW": "crwdns71202:0crwdne71202:0",
"SLOWTIME_WINDOW_DESC": "crwdns71203:0crwdne71203:0",
"SMALL_ADVANCED_WEAPON": "crwdns71204:0crwdne71204:0",
+ "SMALL_ADVANCED_WEAPON_DESC": "crwdns72287:0crwdne72287:0",
"SMALL_PACK_HUNTER": "crwdns69838:0crwdne69838:0",
"SMALL_PRIMITIVE_WEAPON": "crwdns71205:0crwdne71205:0",
+ "SMALL_PRIMITIVE_WEAPON_DESC": "crwdns72288:0crwdne72288:0",
"SMALL_STATION": "crwdns71206:0crwdne71206:0",
"SMALL_VICIOUS_BEAST": "crwdns69839:0crwdne69839:0",
"SMART_CLOUD": "crwdns70043:0crwdne70043:0",
@@ -722,6 +829,7 @@
"SNIPER": "crwdns71207:0crwdne71207:0",
"SNIPER_DESC": "crwdns71208:0crwdne71208:0",
"SNIPER_RIFLE": "crwdns71209:0crwdne71209:0",
+ "SNIPER_RIFLE_DESC": "crwdns72289:0crwdne72289:0",
"SOLAR_RECHARGER": "crwdns71210:0crwdne71210:0",
"SOLAR_RECHARGER_DESC": "crwdns71211:0crwdne71211:0",
"SOLDIER_BOT": "crwdns69841:0crwdne69841:0",
@@ -751,19 +859,23 @@
"SPIKE_DRIVE_6_DESC": "crwdns70055:0crwdne70055:0",
"SPIKE_INVERSION_PROJECTOR": "crwdns70056:0crwdne70056:0",
"SPIKE_THROWER": "crwdns71220:0crwdne71220:0",
+ "SPIKE_THROWER_DESC": "crwdns72290:0crwdne72290:0",
"SPINAL_BEAM_CANNON": "crwdns70057:0crwdne70057:0",
"SQUEAL": "crwdns71221:0crwdne71221:0",
"SQUEAL_DESC": "crwdns71222:0crwdne71222:0",
"STAB": "crwdns69848:0crwdne69848:0",
"STABILIZATION_OVERRIDES": "crwdns71223:0crwdne71223:0",
"STABILIZATION_OVERRIDES_DESC": "crwdns71224:0crwdne71224:0",
- "STAR_CAPTAIN": "crwdns71225:0crwdne71225:0",
- "STAR_CAPTAIN_DESC": "crwdns71226:0crwdne71226:0",
+ "STALKER": "crwdns72291:0crwdne72291:0",
"STARFARER": "crwdns71227:0crwdne71227:0",
"STARFARER_DESC": "crwdns71228:0crwdne71228:0",
- "STAT_BLOCK": "crwdns69849:0crwdne69849:0",
+ "STAR_CAPTAIN": "crwdns71225:0crwdne71225:0",
+ "STAR_CAPTAIN_DESC": "crwdns71226:0crwdne71226:0",
"STATBLOCK": "crwdns69850:0crwdne69850:0",
+ "STATIONKEEPING": "crwdns72292:0crwdne72292:0",
+ "STATIONKEEPING_DESC": "crwdns72293:0crwdne72293:0",
"STATUS": "crwdns71229:0crwdne71229:0",
+ "STAT_BLOCK": "crwdns69849:0crwdne69849:0",
"STEALTH": "crwdns69851:0crwdne69851:0",
"STEWARD": "crwdns69852:0crwdne69852:0",
"STILETTO_CHARGE": "crwdns71230:0crwdne71230:0",
@@ -771,8 +883,8 @@
"STORAGE_UNIT": "crwdns71232:0crwdne71232:0",
"STORAGE_UNIT_DESC": "crwdns71233:0crwdne71233:0",
"STORM_ARMOR": "crwdns71234:0crwdne71234:0",
+ "STORM_ARMOR_DESC": "crwdns72294:0crwdne72294:0",
"STOWED": "crwdns69853:0crwdne69853:0",
- "STR_DEX": "crwdns71235:0crwdne71235:0",
"STRAIN": "crwdns69854:0crwdne69854:0",
"STRAIN_COST": "crwdns69855:0crwdne69855:0",
"STREET": "crwdns69856:0crwdne69856:0",
@@ -781,14 +893,22 @@
"STRENGTH_DESC": "crwdns69859:0crwdne69859:0",
"STRENGTH_SHORT": "crwdns69860:0crwdne69860:0",
"STRIKE_FIGHTER": "crwdns71236:0crwdne71236:0",
+ "STR_DEX": "crwdns71235:0crwdne71235:0",
"STUN_BATON": "crwdns71237:0crwdne71237:0",
+ "STUN_BATON_DESC": "crwdns72295:0crwdne72295:0",
"STUTTERJUMP": "crwdns71238:0crwdne71238:0",
"STUTTERJUMP_DESC": "crwdns71239:0crwdne71239:0",
+ "STUTTERJUMP_SUIT": "crwdns72296:0crwdne72296:0",
+ "STUTTERJUMP_SUIT_DESC": "crwdns72297:0crwdne72297:0",
"SUBMACHINE_GUN": "crwdns71240:0crwdne71240:0",
+ "SUBMACHINE_GUN_DESC": "crwdns72298:0crwdne72298:0",
"SUBSYSTEMS": "crwdns69861:0crwdne69861:0",
"SUBSYSTEMS_DESC": "crwdns69862:0crwdne69862:0",
"SUCCESS!": "crwdns69863:0crwdne69863:0",
+ "SUICIDE_CHARGE": "crwdns72299:0crwdne72299:0",
+ "SUICIDE_CHARGE_DESC": "crwdns72300:0crwdne72300:0",
"SUIT_RIPPER": "crwdns71241:0crwdne71241:0",
+ "SUIT_RIPPER_DESC": "crwdns72301:0crwdne72301:0",
"SUPPRESS_COGNITION": "crwdns71242:0crwdne71242:0",
"SUPPRESS_COGNITION_DESC": "crwdns71243:0crwdne71243:0",
"SURGE_MOMENTUM": "crwdns71244:0crwdne71244:0",
@@ -807,6 +927,8 @@
"SYNTHETIC_ADAPTATION_DESC": "crwdns71254:0crwdne71254:0",
"SYSTEM_DRIVE": "crwdns70060:0crwdne70060:0",
"SYSTEM_DRIVE_DESC": "crwdns70061:0crwdne70061:0",
+ "SYSTEM_RESET_INDUCTOR": "crwdns72302:0crwdne72302:0",
+ "SYSTEM_RESET_INDUCTOR_DESC": "crwdns72303:0crwdne72303:0",
"SYSTEM_STRAIN": "crwdns69866:0crwdne69866:0",
"TACTICS": "crwdns69867:0crwdne69867:0",
"TAGGER_NANITES": "crwdns71255:0crwdne71255:0",
@@ -816,13 +938,13 @@
"TALK": "crwdns69868:0crwdne69868:0",
"TANGIBLE_FORCE_CONSTRUCT": "crwdns71259:0crwdne71259:0",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "crwdns71260:0crwdne71260:0",
+ "TECHNIQUE": "crwdns69875:0crwdne69875:0",
"TECH_ASTRONAUTIC": "crwdns69869:0crwdne69869:0",
"TECH_MALTECH": "crwdns69870:0crwdne69870:0",
"TECH_MEDICAL": "crwdns69871:0crwdne69871:0",
"TECH_POSTECH": "crwdns69872:0crwdne69872:0",
"TECH_PRETECH": "crwdns69873:0crwdne69873:0",
"TECH_PSITECH": "crwdns69874:0crwdne69874:0",
- "TECHNIQUE": "crwdns69875:0crwdne69875:0",
"TELEKINESIS": "crwdns69876:0crwdne69876:0",
"TELEKINETIC_ARMORY": "crwdns71261:0crwdne71261:0",
"TELEKINETIC_ARMORY_DESC": "crwdns71262:0crwdne71262:0",
@@ -846,6 +968,8 @@
"TELEPORTATION_PADS_DESC": "crwdns70063:0crwdne70063:0",
"TELESCOPING_POLE": "crwdns71277:0crwdne71277:0",
"TELESCOPING_POLE_DESC": "crwdns71278:0crwdne71278:0",
+ "TEMPEST_ASSAULT_ARRAY": "crwdns72304:0crwdne72304:0",
+ "TEMPEST_ASSAULT_ARRAY_DESC": "crwdns72305:0crwdne72305:0",
"TERATIC_OVERLOAD": "crwdns71279:0crwdne71279:0",
"TERATIC_OVERLOAD_DESC": "crwdns71280:0crwdne71280:0",
"TERMINAL_REFLECTION": "crwdns71281:0crwdne71281:0",
@@ -854,15 +978,19 @@
"THERMAL_FLARE": "crwdns71283:0crwdne71283:0",
"THERMAL_FLARE_DESC": "crwdns71284:0crwdne71284:0",
"THERMAL_PISTOL": "crwdns71285:0crwdne71285:0",
+ "THERMAL_PISTOL_DESC": "crwdns72306:0crwdne72306:0",
"THERMOKINESIS": "crwdns71286:0crwdne71286:0",
"THERMOKINESIS_DESC": "crwdns71287:0crwdne71287:0",
"THUNDER_GUN": "crwdns71288:0crwdne71288:0",
+ "THUNDER_GUN_DESC": "crwdns72307:0crwdne72307:0",
"TIGHTBEAM_LINK_UNIT": "crwdns71289:0crwdne71289:0",
"TIGHTBEAM_LINK_UNIT_DESC": "crwdns71290:0crwdne71290:0",
"TINKER": "crwdns71291:0crwdne71291:0",
"TINKER_DESC": "crwdns71292:0crwdne71292:0",
"TISSUE_INTEGRITY_FIELD": "crwdns71293:0crwdne71293:0",
"TISSUE_INTEGRITY_FIELD_DESC": "crwdns71294:0crwdne71294:0",
+ "TITAN_POWERED_ARMOR": "crwdns72308:0crwdne72308:0",
+ "TITAN_POWERED_ARMOR_DESC": "crwdns72309:0crwdne72309:0",
"TOOLKIT_POSTECH": "crwdns71295:0crwdne71295:0",
"TOOLKIT_POSTECH_DESC": "crwdns71296:0crwdne71296:0",
"TOOLKIT_PRETECH": "crwdns71297:0crwdne71297:0",
@@ -915,19 +1043,31 @@
"VEHICLE_TYPE": "crwdns71331:0crwdne71331:0",
"VEHICLE_WATER": "crwdns69887:0crwdne69887:0",
"VESTIMENTUM": "crwdns71332:0crwdne71332:0",
+ "VESTIMENTUM_DESC": "crwdns72310:0crwdne72310:0",
"VETERAN_FIGHTER": "crwdns69888:0crwdne69888:0",
"VOID_CARBINE": "crwdns71333:0crwdne71333:0",
+ "VOID_CARBINE_DESC": "crwdns72311:0crwdne72311:0",
+ "VOID_HAWK": "crwdns72312:0crwdne72312:0",
"VORTEX_CANNON": "crwdns71334:0crwdne71334:0",
+ "VORTEX_CANNON_DESC": "crwdns72313:0crwdne72313:0",
"VORTEX_TUNNEL_INDUCTOR": "crwdns70070:0crwdne70070:0",
"VS": "crwdns69889:0crwdne69889:0",
"VS_AC_LEQ": "crwdns69890:0crwdne69890:0",
"WANDERER": "crwdns71335:0crwdne71335:0",
"WANDERER_DESC": "crwdns71336:0crwdne71336:0",
"WARPAINT": "crwdns71337:0crwdne71337:0",
+ "WARPAINT_DESC": "crwdns72314:0crwdne72314:0",
"WARRIOR": "crwdns71338:0crwdne71338:0",
"WARRIOR_CLASS_ABILITY": "crwdns71339:0crwdne71339:0",
"WARRIOR_TYRANT": "crwdns69891:0crwdne69891:0",
+ "WEAPON": "crwdns72315:0crwdne72315:0",
"WEAPONS": "crwdns69892:0crwdne69892:0",
+ "WHEATCUTTER_BELT": "crwdns72316:0crwdne72316:0",
+ "WHEATCUTTER_BELT_DESC": "crwdns72317:0crwdne72317:0",
+ "WEAPON_FITTING": "crwdns72318:0crwdne72318:0",
+ "WEAPON_FITTING_DESC": "crwdns72319:0crwdne72319:0",
+ "WIDEAWAKE_SERUM": "crwdns72320:0crwdne72320:0",
+ "WIDEAWAKE_SERUM_DESC": "crwdns72321:0crwdne72321:0",
"WILD_PSYCHIC_TALENT": "crwdns71340:0crwdne71340:0",
"WILD_PSYCHIC_TALENT_DESC": "crwdns71341:0crwdne71341:0",
"WISDOM": "crwdns69893:0crwdne69893:0",
@@ -937,6 +1077,7 @@
"WORKSHOP": "crwdns70071:0crwdne70071:0",
"WORKSHOP_DESC": "crwdns70072:0crwdne70072:0",
"WOVEN_BODY_ARMOR": "crwdns71342:0crwdne71342:0",
+ "WOVEN_BODY_ARMOR_DESC": "crwdns72322:0crwdne72322:0",
"XP": "crwdns69897:0crwdne69897:0",
"XP_NEXT_LEVEL": "crwdns69898:0crwdne69898:0",
"XP_SCHEME": "crwdns69899:0crwdne69899:0",
diff --git a/Tagmar/icons/agressao.png b/Tagmar/icons/agressao.png
new file mode 100644
index 0000000000..3a59789735
Binary files /dev/null and b/Tagmar/icons/agressao.png differ
diff --git a/Tagmar/icons/agressao.svg b/Tagmar/icons/agressao.svg
new file mode 100644
index 0000000000..ac6889353f
--- /dev/null
+++ b/Tagmar/icons/agressao.svg
@@ -0,0 +1,61 @@
+
+
+
+
diff --git a/Tagmar/icons/armadura.png b/Tagmar/icons/armadura.png
new file mode 100644
index 0000000000..e88ade29bf
Binary files /dev/null and b/Tagmar/icons/armadura.png differ
diff --git a/Tagmar/icons/armadura.svg b/Tagmar/icons/armadura.svg
new file mode 100644
index 0000000000..944f490fc2
--- /dev/null
+++ b/Tagmar/icons/armadura.svg
@@ -0,0 +1,66 @@
+
+
+
+
diff --git a/Tagmar/icons/ataque.png b/Tagmar/icons/ataque.png
new file mode 100644
index 0000000000..fc3274704f
Binary files /dev/null and b/Tagmar/icons/ataque.png differ
diff --git a/Tagmar/icons/ataque.svg b/Tagmar/icons/ataque.svg
new file mode 100644
index 0000000000..43e294584b
--- /dev/null
+++ b/Tagmar/icons/ataque.svg
@@ -0,0 +1,61 @@
+
+
+
+
diff --git a/Tagmar/icons/carga.png b/Tagmar/icons/carga.png
new file mode 100644
index 0000000000..aa18ba5ee2
Binary files /dev/null and b/Tagmar/icons/carga.png differ
diff --git a/Tagmar/icons/carga.svg b/Tagmar/icons/carga.svg
new file mode 100644
index 0000000000..d3c7c16b20
--- /dev/null
+++ b/Tagmar/icons/carga.svg
@@ -0,0 +1,64 @@
+
+
+
+
diff --git a/Tagmar/icons/elmo.png b/Tagmar/icons/elmo.png
new file mode 100644
index 0000000000..f39c5d0a7b
Binary files /dev/null and b/Tagmar/icons/elmo.png differ
diff --git a/Tagmar/icons/elmo.svg b/Tagmar/icons/elmo.svg
new file mode 100644
index 0000000000..3b6a779efe
--- /dev/null
+++ b/Tagmar/icons/elmo.svg
@@ -0,0 +1,64 @@
+
+
+
+
diff --git a/Tagmar/icons/postura.png b/Tagmar/icons/postura.png
new file mode 100644
index 0000000000..ba244c0392
Binary files /dev/null and b/Tagmar/icons/postura.png differ
diff --git a/Tagmar/icons/postura.svg b/Tagmar/icons/postura.svg
new file mode 100644
index 0000000000..0ab7da7af2
--- /dev/null
+++ b/Tagmar/icons/postura.svg
@@ -0,0 +1,61 @@
+
+
+
+
diff --git a/Tagmar/icons/precisao.png b/Tagmar/icons/precisao.png
new file mode 100644
index 0000000000..f0f6cb3b29
Binary files /dev/null and b/Tagmar/icons/precisao.png differ
diff --git a/Tagmar/icons/precisao.svg b/Tagmar/icons/precisao.svg
new file mode 100644
index 0000000000..241d0dff03
--- /dev/null
+++ b/Tagmar/icons/precisao.svg
@@ -0,0 +1,61 @@
+
+
+
+
diff --git a/Tagmar/icons/protecao.png b/Tagmar/icons/protecao.png
new file mode 100644
index 0000000000..61ba4cbc9c
Binary files /dev/null and b/Tagmar/icons/protecao.png differ
diff --git a/Tagmar/icons/protecao.svg b/Tagmar/icons/protecao.svg
new file mode 100644
index 0000000000..af499ca3c6
--- /dev/null
+++ b/Tagmar/icons/protecao.svg
@@ -0,0 +1,61 @@
+
+
+
+
diff --git a/Tagmar/icons/restrita.png b/Tagmar/icons/restrita.png
new file mode 100644
index 0000000000..ca362535d6
Binary files /dev/null and b/Tagmar/icons/restrita.png differ
diff --git a/Tagmar/icons/restrita.svg b/Tagmar/icons/restrita.svg
new file mode 100644
index 0000000000..7f119bba46
--- /dev/null
+++ b/Tagmar/icons/restrita.svg
@@ -0,0 +1,64 @@
+
+
+
+
diff --git a/Tagmar/icons/suporte.png b/Tagmar/icons/suporte.png
new file mode 100644
index 0000000000..f091e6aa87
Binary files /dev/null and b/Tagmar/icons/suporte.png differ
diff --git a/Tagmar/icons/suporte.svg b/Tagmar/icons/suporte.svg
new file mode 100644
index 0000000000..56f50ee40b
--- /dev/null
+++ b/Tagmar/icons/suporte.svg
@@ -0,0 +1,61 @@
+
+
+
+
diff --git a/Tagmar/tagmar.css b/Tagmar/tagmar.css
index 66235de43d..c3c4646fc4 100644
--- a/Tagmar/tagmar.css
+++ b/Tagmar/tagmar.css
@@ -156,8 +156,9 @@ input[type="checkbox"].sheet-ispcornpc:not(:checked) ~ .sheet-npccharsheet {
width:45px;
height:45px;
bottom:85px;
- left:500px;
+ left:485px;
margin-bottom:-45px;
+ z-index:3;
}
.sheet-buttonforgenericroll button[type="roll"],
@@ -300,6 +301,14 @@ input.sheet-tab-itens:checked ~ div.sheet-tab-itens {
display: block;
}
+/*Two collumns general formatting*/
+.sheet-separatedCollumns {
+ display:inline-block;
+ margin:0px;
+ margin-left:4px;
+ vertical-align:top;
+}
+
/*basic informations formatting*/
.sheet-basic-information {
font-size:10px;
@@ -364,18 +373,23 @@ input.sheet-tab-itens:checked ~ div.sheet-tab-itens {
font-size:25px;
width:40px;
height:40px;
+ z-index:2;
}
.sheet-inputexpline {
margin-bottom:-31px;
+ z-index: 1;
}
.sheet-actualconditionscontainer {
+ width:500px;
text-align:center;
position:relative;
bottom:15px;
+ margin:auto;
margin-top:-120px;
padding:7px;
+ z-index:1;
}
.sheet-secondaryicons {
@@ -388,7 +402,7 @@ input.sheet-tab-itens:checked ~ div.sheet-tab-itens {
display:inline-block;
position:relative;
text-align:center;
- bottom:27px;
+ bottom:7px;
}
.sheet-reviewline span.sheet-secondarytotalshow {
@@ -429,8 +443,11 @@ input.sheet-tab-itens:checked ~ div.sheet-tab-itens {
/*attributes collumns formatting*/
.sheet-col-align {
display: inline-block;
- -webkit-align-content:center;
+ -webkit-align-content:left;
vertical-align:center;
+ margin-left:4px;
+ padding-left:5px;
+ width:310px;
}
.sheet-attributeinput {
@@ -462,8 +479,10 @@ input.sheet-tab-itens:checked ~ div.sheet-tab-itens {
}
.sheet-row-text {
- width:200px;
+ width:180px;
font-size:13px;
+ margin-left:10px;
+ margin-right:-10px;
}
.sheet-row-inputspace {
@@ -485,6 +504,11 @@ input.sheet-tab-itens:checked ~ div.sheet-tab-itens {
margin-top:11px;
}
+.sheet-basicheader {
+ width:310px;
+ margin-left:8px;
+}
+
.sheet-defativasub {
font-size:0.5em;
position:relative;
@@ -501,17 +525,6 @@ input.sheet-tab-itens:checked ~ div.sheet-tab-itens {
}
/*Characterizations and behavior formatting */
-.sheet-charbehaveblock h3{
- background-color:black;
- background: linear-gradient(to bottom, #404040, #181818);
- color:white;
- text-align:center;
- border:1.00px solid black;
- border-radius:5%;
- margin-top:6.0px;
- margin-bottom:11px;
-}
-
.sheet-characterizationhint,
.sheet-characterizationcost {
display:inline-block;
@@ -980,11 +993,11 @@ select.sheet-weapontablerow2 {
select.sheet-weapontablerow9 {
position:relative;
- top:1px;
border:1px solid black;
height:27px;
margin-top:2px;
padding:0px;
+ vertical-align:top;
}
.sheet-tablebody .sheet-weapontablerow10, .sheet-tablebody input.sheet-weapontablerow10 {
@@ -996,7 +1009,10 @@ select.sheet-weapontablerow9 {
}
button[type="roll"].sheet-weapontablerow11 {
- width: 24px;
+ position:relative;
+ width: 15px;
+ height:32px;
+ top:5px;
background-color:default;
}
@@ -1143,12 +1159,13 @@ label.sheet-damageandbonus2 .sheet-tooltip::after {
.sheet-weapontablerow27 {
color:white;
- width:75px;
+ width:73px;
height:24px;
font-size:11px;
border-radius:3px;
margin-bottom:5px;
text-align:center;
+ vertical-align:top;
}
.sheet-weapontablerow28 {
@@ -1368,7 +1385,7 @@ button[type=roll].sheet-showtecinformation::before {
/*Tec end*/
/*Improved tec start*/
.sheet-improvedtechniquecolumn {
- width:64%;
+ width:400px;
}
.sheet-improvedtechniquegroup {
@@ -1379,7 +1396,9 @@ button[type=roll].sheet-showtecinformation::before {
border-right: 2.2px solid black;
border-radius:3px;
position:relative;
- padding:3px;
+ padding-left:3px;
+ padding-bottom:3px;
+ padding-right:0px;
font-size:15px;
margin-top:11px;
}
@@ -1396,11 +1415,12 @@ button[type=roll].sheet-showtecinformation::before {
display:inline-block;
background-color:white;
margin-left:4px;
- margin-right:-8px;
+ margin-right:-5px;
+ border-radius:3px;
}
.sheet-ittablerow1 {
- width:158px;
+ width:150px;
}
.sheet-ittablerow2,
@@ -1409,13 +1429,7 @@ input[type="number"] .sheet-ittablerow2 {
}
.sheet-ittablerow3 {
- width:211px;
-}
-
-.sheet-improvedtec {
- color:white;
- text-align:center;
- font-size:1em;
+ width:195px;
}
.sheet-inputitproperty {
@@ -1430,6 +1444,13 @@ input[type="number"] .sheet-ittablerow2 {
background: linear-gradient(to bottom, #404040, #181818);
}
+.sheet-ittablefirstline label {
+ color:white;
+ text-align:center;
+ padding:0px;
+ font-size:0.95em;
+}
+
.repcontainer[data-groupname="repeating_improvedtechniques"] > .repitem {
margin-top:1px;
padding-right:-5px;
@@ -1437,8 +1458,8 @@ input[type="number"] .sheet-ittablerow2 {
/*Improved tec end*/
/*Improved weapon group start*/
.sheet-improvedgroupcolumn {
- width:33%;
- margin-left:2%;
+ width:210px;
+ margin-left:15px;
}
.sheet-alignimprovedgroupcolumn {
@@ -1453,7 +1474,8 @@ input[type="number"] .sheet-ittablerow2 {
border-left: 2.2px solid black;
border-right: 2.2px solid black;
border-radius:3px;
- padding:3px;
+ padding-left:3px;
+ padding-top:3px;
font-size:15px;
margin-top:11px;
}
@@ -1476,7 +1498,7 @@ input[type="number"].sheet-igtablerow2{
.sheet-igtablerow3,
input[type="number"].sheet-igtablerow3{
- width:55px;
+ width:50px;
}
.sheet-improvedgroup {
@@ -1573,6 +1595,7 @@ input[type="number"].sheet-igtablerow3{
}
/*Defensive equipment end*/
/*Combat page end*/
+
/*Magic page start*/
.sheet-magicheader {
background-color:black;
@@ -1586,6 +1609,14 @@ input[type="number"].sheet-igtablerow3{
font-size:14px;
}
+.repcontainer[data-groupname="repeating_magiclist"] > .repitem {
+ background-color:rgba(245,245,245,1);
+}
+
+.sheet-magiclistfirstrow {
+ margin:0px;
+}
+
.sheet-magiclistfirstrow label {
display:inline-block;
background-color:black;
@@ -1599,6 +1630,7 @@ input[type="number"].sheet-igtablerow3{
padding-top:3px;
margin:0px;
margin-top:5px;
+ border-radius:3px;
}
input.sheet-magiccolumntext,
@@ -1636,127 +1668,107 @@ input[type="number"].sheet-magiclistinput {
label.sheet-magiccolumnshortdescription,
input.sheet-magiccolumnshortdescription {
- width:248px;
+ width:254px;
+ margin-right:0px;
line-height:22px;
padding:0px;
padding-bottom:3px;
padding-top:3px;
}
-.sheet-magiclisteffects {
+.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[type="checkbox"],
+.sheet-magiclistopendescription,
+.sheet-magicdurationtext,
+.sheet-magicdurationtextinput,
+.sheet-magicevocationtext,
+.sheet-magicreachtext {
display:inline-block;
+ margin-top:3px;
}
-.sheet-magiclisteffects,
-.sheet-magiclisteffectsspan {
- width:70px;
- font-size:11px;
- margin:10px;
- text-align:center;
+label.sheet-magicevocationtext {
+ margin-left:10px;
}
-.sheet-magiclisteffectsspan {
- border:1px solid black;
+label.sheet-magicdurationtext,
+label.sheet-magicevocationtext,
+label.sheet-magicreachtext {
+ width:60px;
+ height:20px;
+ background: linear-gradient(to bottom, #404040, #181818);
+ color:white;
+ font-weight:bold;
+ font-size:10px;
+ border: 2px solid black;
border-radius:3px;
- background-color:whitesmoke;
padding:2px;
+ padding-left:4px;
+ z-index:1;
}
-.repcontainer[data-groupname="repeating_magiclist"] {
+input[type="text"].sheet-magicdurationtextinput,
+input[type="text"].sheet-magicevocationtext,
+input[type="text"].sheet-magicreachtext {
padding:0px;
- margin-left:3px;
+ padding-left:4px;
+ height:28px;
+ width:99px;
+ border:1px solid black;
+ margin-left:-1px;
+ z-index:0;
+}
+
+label.sheet-magiclistopendescription {
+ position:relative;
+ width:50px;
+ height:20px;
+ border:2px solid black;
+ border-radius:5px;
+ padding-bottom:11px;
+ padding-top:4px;
+ margin-left:-56px;
+ text-align:center;
+ background-color:gainsboro;
+ cursor:pointer;
+ z-index:1;
}
.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[type="checkbox"] {
- margin-left:-100px;
- width:50px;
- transform:scale(1.5);
+ position:relative;
+ width:45px;
+ height:20px;
+ transform:scale(1.6);
+ margin-top:-2px;
+ margin-left:12px;
opacity:0;
+ z-index:2;
}
-
-.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[name="attr_showmagiceffect1"] {
- position:relative;
- left:-355px;
-}
-
-.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[name="attr_showmagiceffect2"] {
- position:relative;
- left:-223px;
-}
-
-.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[name="attr_showmagiceffect3"] {
- position:relative;
- left:-90px;
-}
-
-.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[name="attr_showmagiceffect4"] {
- position:relative;
- left:45px;
-}
-
-.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[name="attr_showmagiceffect5"] {
- position:relative;
- left:178px;
-}
-
-.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[type="checkbox"]:checked + span {
- border-top:2px solid black;
- border-radius:3px;
- font-weight:500;
- background-color:Gainsboro;
-}
-
-.sheet-magiclistlongeffect,
-.sheet-magicextrainformation {
- display:inline-block;
-}
-
-.sheet-magiclistlongeffect {
- height:70px;
- padding:3px;
- width:550.7px;
- margin-top:5px;
- margin-bottom:10px;
- margin-left:10px;
- border:1px solid black;
-}
-
-.sheet-magicextrainformation {
- width:50px;
- margin-left:10px;
-}
-
-.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[type="number"].sheet-magiclistlongeffectlevel {
- position:relative;
- border:1px solid black;
- text-align:center;
- margin-top:5px;
- width:35px;
- height:35px;
- font-size:16px;
- padding:3px;
+
+.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[type="checkbox"]:checked ~ label.sheet-magiclistopendescription {
font-weight:900;
-}
-
-.sheet-magiclistlongeffecthelper {
- text-align:center;
- position:relative;
- bottom:15px;
- left:2px;
- color:black;
- font-weight:900;
- font-size:7px;
- letter-spacing:-0.8px;
+ background-color:white;
+ text-decoration:underline;
+ border-bottom:none;
+ border-radius:5px 5px 0px 0px;
}
.sheet-showmagicinformation {
position:relative;
- width:30px;
- height:30px;
+ width:20px;
+ height:20px;
+}
+
+.sheet-magiclistlongeffect {
+ border: 2px solid black;
+ margin-top:-13px;
+ margin-left:2px;
+ margin-right:2px;
+ padding:2px;
+ height:130px;
+ z-index:0;
}
.sheet-expandablemagicinformation {
- margin-top:10px;
margin-right:5px;
margin-bottom:5px;
border-top:1px solid white;
@@ -1765,21 +1777,7 @@ input.sheet-magiccolumnshortdescription {
display:none;
}
-.repcontainer[data-groupname="repeating_magiclist"] > .repitem {
- border:2px solid black;
- border-radius:4px;
- margin-bottom:4px;
- margin-top:7px;
- margin-right:-10px;
- padding-left:5px;
- background-color:rgba(245,245,245,1);
-}
-
-.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[name="attr_showmagiceffect1"]:checked ~ div.sheet-magiceffect1,
-.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[name="attr_showmagiceffect2"]:checked ~ div.sheet-magiceffect2,
-.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[name="attr_showmagiceffect3"]:checked ~ div.sheet-magiceffect3,
-.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[name="attr_showmagiceffect4"]:checked ~ div.sheet-magiceffect4,
-.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[name="attr_showmagiceffect5"]:checked ~ div.sheet-magiceffect5 {
+.repcontainer[data-groupname="repeating_magiclist"] > .repitem input[name="attr_showmagiceffect"]:checked ~ div.sheet-expandablemagicinformation {
display:block;
}
@@ -2127,6 +2125,10 @@ Cabeçalho*/
letter-spacing:-0.075em;
}
+.sheet-rolltemplate-skilltype {
+ height:11px;
+}
+
.sheet-rolltemplate-title_battle {
color:black;
font-size:16px;
@@ -2199,6 +2201,10 @@ label.sheet-rolltemplate-columnoftest {
width:25px;
}
+.sheet-rolltemplate-magicdetails {
+ font-size:11px;
+}
+
.sheet-rolltemplate-skillspecializationheader,
.sheet-rolltemplate-skillspecializationheader span {
font-size:10px;
diff --git a/Tagmar/tagmar.html b/Tagmar/tagmar.html
index 1ee2de0463..114c912215 100644
--- a/Tagmar/tagmar.html
+++ b/Tagmar/tagmar.html
@@ -22,16 +22,16 @@