-
-
- Proficiencies, Talents & Maneuvers
-
-
Proficiency
-
Maneuver.
-
Talent
+
-
-
-
-
- Wounds
+
+
+
+
-
Location
-
Special
-
Bleed
-
Pain
-
Stun
-
Lvl
+
Ammunition
+ #
+ Catch
+ Special
-
-
-
- Coverage Reference
+
+
+
+
+
+
+
+ Schools & Proficiencies
-
-
- |
-
- 1 Upper Head
-
- |
-
-
- 8 Belly
-
- |
-
-
- 15 Upper Arm (L/R)
-
- |
-
+
+
+
+
+
+ Talents
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Upper Head
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
-
- |
-
- 2 Face
-
- |
-
-
- 9 Hip
-
- |
-
-
- 16 Elbow (L/R)
-
- |
-
-
-
- |
-
- 3 Lower Head
-
- |
-
-
- 10 Groin
-
- |
-
-
- 17 Forearm (L/R)
-
- |
-
-
-
- |
-
- 4 Neck
-
- |
-
-
- 11 Thigh (L/R)
-
- |
-
-
- 18 Hand (L/R)
-
- |
-
-
-
- |
-
- 5 Shoulder
-
- |
-
-
- 12 Knee (L/R)
-
- |
-
-
- 19 Upper Back
-
- |
-
-
-
- |
-
- 6 Chest
-
- |
-
-
- 13 Shin (L/R)
-
- |
-
-
- 20 Lower Back
-
- |
-
-
-
- |
-
- 7 Side (L/R)
-
- |
-
-
- 14 Foot (L/R)
-
- |
-
- |
-
-
-
-
+
+
+
+
+
+ Lower Head
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+ Face
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
-
\ No newline at end of file
+
+
+ Neck
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Shoulder (L)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+ Shoulder (R)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+ Upper Arm (L)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+ Upper Arm (R)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+ Elbow (L)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+ Elbow (R)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+ Forearm (L)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+ Forearm (R)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+ Hand (L)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+ Hand (R)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Upper Back
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+ Lower Back
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+ Chest
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+ Belly
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+ Side (L)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+ Side (R)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+ Hip
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+ Groin
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Thigh (L)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+ Thigh (R)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+ Knee (L)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+ Knee (R)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+ Shin (L)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+ Shin (R)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+ Foot (L)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+ Foot (R)
+
+
+
Armour
+ Wt.
+ Special
+ AVB
+ AVP
+ AVC
+
+
+
+
+
+ Lvl
+ Wound Special
+ Bleed
+ Pain
+ Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ General Inventory
+
+
Item
+ Wt.
+ #
+
+
+
+
+
+
+ Special Items
+
+
+
+
+
+
+
+ Journal Entries & Notes
+
+
+
+
diff --git a/Stars_Without_Number_Revised/ReadMe.md b/Stars_Without_Number_Revised/ReadMe.md
index 2d8b56a432..ace2e678de 100644
--- a/Stars_Without_Number_Revised/ReadMe.md
+++ b/Stars_Without_Number_Revised/ReadMe.md
@@ -10,6 +10,7 @@ This sheet is created for use in Stars Without Number Revised Edition on Roll20.
### Contributors
+* [Victor M. Suarez](https://github.com/svmnotn)
* [MankiGames](https://github.com/MankiGames)
* [Shadowriku](https://github.com/Shadowriku)
* [RonaldZ](https://github.com/RonaldZ)
@@ -29,12 +30,20 @@ Report any problems, suggestions, or features by [creating an issue](https://git
* Contributions are welcome at [the GitHub](https://github.com/Karlinator/roll20-character-sheets). Just open a pull request.
* You will need to install [Node.js](https://nodejs.org), then run the following command in bash/cmd:
- * npm install -g pug pug-cli sass jstransformer-uglify-es
- * You may need to restart you computer.
- * Then just make changes to the files in the Source folder, and use the file "build" or "pug_build.bat" and "sass_build.bat" depending on your OS.
+ * npm install -g pug pug-cli sass jstransformer-uglify-es
+ * You may need to restart you computer.
+ * Then just make changes to the files in the Source folder, and use the file "build" or "pug_build.bat" and "sass_build.bat" depending on your OS.
## Changelog
+### 2.3.0
+
+* Added drone tab
+* Added weapon description data as well as armor descriptions
+* Added quantity for inventory, as well as proper support for Enc-1/3 gear
+* Added artifact armor and gear
+* Mech weapons now have range instead of ammo
+
### 2.2.0
* Added autofill functionality for ship hulls and class ability.
@@ -54,17 +63,17 @@ Report any problems, suggestions, or features by [creating an issue](https://git
### 2.1.0
* Additions
- * Added option to disable modifier queries globally.
- * Added button to roll hit points.
- * Added weapon encumbrance tracking.
- * Added ammo maximum for weapons.
- * Weapon shock damage can now be toggled independent of base being 0 (for Unarmed Combatant).
- * Added option for automatic ammo reduction (requires ChatSetAttr).
+ * Added option to disable modifier queries globally.
+ * Added button to roll hit points.
+ * Added weapon encumbrance tracking.
+ * Added ammo maximum for weapons.
+ * Weapon shock damage can now be toggled independent of base being 0 (for Unarmed Combatant).
+ * Added option for automatic ammo reduction (requires ChatSetAttr).
* Bugfixes
- * Attribute modifiers are now recalculated upon conversion from v1.6.2.
- * Roll templates are no longer cut off when chat avatars are disabled.
- * New NPC attacks should now receive the correct attack bonus.
- * Line breaks in foci/technique/spell/cyberware descriptions now render correctly.
+ * Attribute modifiers are now recalculated upon conversion from v1.6.2.
+ * Roll templates are no longer cut off when chat avatars are disabled.
+ * New NPC attacks should now receive the correct attack bonus.
+ * Line breaks in foci/technique/spell/cyberware descriptions now render correctly.
### 2.0.1
@@ -74,14 +83,14 @@ Report any problems, suggestions, or features by [creating an issue](https://git
### 2.0.0
* New, overhauled version of the sheet (rewritten in pug and sass)
- * Complete sheet HTML/CSS has been re-done for a more compact look
- * Edit/Display mode toggle at the top of the sheet
- * Roll template overhauled
- * Many attributes were renamed or otherwise reorganized (seamless conversion)
- * Chat menus for easy access to all sheet macros
- * Ship sheet now has tracking for power/mass/hardpoints, as well as weapon attacks
- * NPC sheet now has repeating sections for attacks and special abilities
- * Added i18n support
+ * Complete sheet HTML/CSS has been re-done for a more compact look
+ * Edit/Display mode toggle at the top of the sheet
+ * Roll template overhauled
+ * Many attributes were renamed or otherwise reorganized (seamless conversion)
+ * Chat menus for easy access to all sheet macros
+ * Ship sheet now has tracking for power/mass/hardpoints, as well as weapon attacks
+ * NPC sheet now has repeating sections for attacks and special abilities
+ * Added i18n support
### 1.6.2
diff --git a/Stars_Without_Number_Revised/Source/Stars_Without_Number_Revised.pug b/Stars_Without_Number_Revised/Source/Stars_Without_Number_Revised.pug
index eb4f36e7ed..f80655c190 100644
--- a/Stars_Without_Number_Revised/Source/Stars_Without_Number_Revised.pug
+++ b/Stars_Without_Number_Revised/Source/Stars_Without_Number_Revised.pug
@@ -28,6 +28,8 @@ include pug/header.pug
include pug/ship.pug
.npc.content
include pug/npc.pug
+.drones.content
+ include pug/drones.pug
.footer.flex-between
span(name="attr_character_sheet")
diff --git a/Stars_Without_Number_Revised/Source/Stars_Without_Number_Revised.scss b/Stars_Without_Number_Revised/Source/Stars_Without_Number_Revised.scss
index f3d2d020b3..82ca6ac1ac 100644
--- a/Stars_Without_Number_Revised/Source/Stars_Without_Number_Revised.scss
+++ b/Stars_Without_Number_Revised/Source/Stars_Without_Number_Revised.scss
@@ -16,13 +16,12 @@ $rt-blue: #80b0ff;
$rt-purple: #b291ec;
$rt-gray: #bababa;
-/* polygon(0 0, 100% 0, 100% calc(100% - 6px), calc(100% - 6px) 100%, 22px 100%, 0 calc(100% - 22px)) */
-
/* global styles */
.charsheet {
background-color: white;
padding: 0 !important;
font-size: 12px;
+ line-height: 18px;
min-width: 800px;
color: #000;
}
@@ -148,6 +147,7 @@ h3 {
.sheet-npc-input[value="1"] ~ .sheet-tabs .sheet-pc-tab,
.sheet-tab-input:not([value="character"]) ~ .sheet-character,
.sheet-tab-input:not([value="ship"]) ~ .sheet-ship,
+.sheet-tab-input:not([value="drones"]) ~ .sheet-drones,
.sheet-tab-input:not([value="npc"]) ~ .sheet-npc { display: none }
.sheet-content {
@@ -248,7 +248,7 @@ h3 {
.sheet-halfgrid {
display: grid;
grid: auto/ 1fr 1fr;
- grid-column-gap: 5px;
+ grid-gap: 5px;
}
.sheet-thirdsgrid {
display: grid;
@@ -256,17 +256,13 @@ h3 {
grid-column-gap: 1%;
}
.sheet-column > div:not(:first-child) { margin-top: 5px }
-.sheet-col-1-3 { grid-column: 1/3 }
-.sheet-col-1-4 { grid-column: 1/4 }
-.sheet-col-1-5 { grid-column: 1/5 }
.sheet-col-2 { grid-column: 2 }
-.sheet-col-2-4 { grid-column: 2/4 }
.sheet-col-3 { grid-column: 3 }
-.sheet-col-3-5 { grid-column: 3/5 }
.sheet-col-4 { grid-column: 4 }
-.sheet-col-4-7 { grid-column: 4/7 }
-.sheet-col-5-7 { grid-column: 5/7 }
-.sheet-row-3-5 { grid-row: 3/5 }
+.sheet-cols-2 { grid-column: span 2 }
+.sheet-cols-3 { grid-column: span 3 }
+.sheet-cols-4 { grid-column: span 4 }
+.sheet-rows-2 { grid-row: span 2 }
.sheet-col55 { width: 55% }
.sheet-col50 { width: 50% }
.sheet-col40 { width: 40% }
@@ -380,6 +376,7 @@ input[type=number].sheet-inline-input {
}
.sheet-blue-button {
text-align: center;
+ line-height: 1.5;
button[type=roll].btn {
background: $brightblue;
width: 35px;
@@ -390,6 +387,26 @@ input[type=number].sheet-inline-input {
&::before { content: "" }
}
}
+.sheet-focusinfo {
+ position: relative;
+ .sheet-details {
+ position: absolute;
+ z-index: 1;
+ opacity: 1;
+ width: 250px;
+ top: 22px;
+ left: calc(50% - 125px);
+ transition: all 0.3s;
+ background: #FFF;
+ border: 1px solid #777;
+ border-radius: 8px;
+ padding: 5px;
+ }
+ input:not(:focus) ~ .sheet-details {
+ visibility: hidden;
+ opacity: 0;
+ }
+}
/* inline styling */
.sheet-lower { text-transform: lowercase }
@@ -574,19 +591,17 @@ input[type=number].sheet-inline-input {
display: grid;
grid: auto / 1fr 1fr;
}
-.sheet-character .sheet-menus button[type=roll].btn {
- margin-right: auto;
-}
.sheet-menus button[type=roll].btn {
color: $brightblue;
font-size: 1.1em;
&:hover { color: red }
+ .sheet-character & { margin-right: auto }
}
/* Attributes */
.sheet-attributes {
font-size: 1.1em;
- line-height: 16px;
+ line-height: 1.2;
table {
width: 100%;
height: 100%;
@@ -743,6 +758,7 @@ input[type=number].sheet-inline-input {
.sheet-skills-type:not([value="neither"]) ~ div .sheet-skills-repeating,
.sheet-psionics .sheet-skills-repeating, .sheet-magic .sheet-skills-repeating { margin-top: 4px }
.sheet-skill-blurb {
+ margin-top: 3px;
font-style: italic;
text-align: center;
}
@@ -842,7 +858,7 @@ input[type=number].sheet-inline-input {
font-size: 1.1em;
border-bottom: 1px solid #777;
}
- .sheet-name,.sheet-edit textarea, .sheet-display { margin-bottom: 3px }
+ .sheet-name, .sheet-edit textarea, .sheet-display { margin-bottom: 3px }
}
.sheet-edit {
.sheet-name { flex-grow: 1 }
@@ -856,12 +872,14 @@ input[type=number].sheet-inline-input {
/* Gear */
.sheet-armor {
- .sheet-total-ac {
- margin-left: auto;
- font-weight: bold;
- }
.sheet-armor-grid {
- grid: auto / 40px 1fr 40px 75px 35px 70px;
+ grid: auto / 40px 1fr 40px 75px 35px 35px 70px;
+ }
+ .sheet-details div, .sheet-details label {
+ grid-column: 2 / 8;
+ }
+ .sheet-details .sheet-display {
+ line-height: 1.3;
}
}
.sheet-readied-stowed {
@@ -885,7 +903,7 @@ input[type=number].sheet-inline-input {
.sheet-equipment {
.repcontainer[data-groupname="repeating_weapons"] + .repcontrol { display: none }
.sheet-gear-grid {
- grid: auto / minmax(120px,1fr) 2fr 35px 70px;
+ grid: auto / 35px minmax(130px,1fr) 2fr 35px 70px;
}
.sheet-other h3 { margin-bottom: 5px }
.sheet-other-gear { height: 100px }
@@ -913,7 +931,7 @@ input[type=number].sheet-inline-input {
}
.sheet-ship {
margin-top: -20px;
- grid: auto/ repeat(4, 1fr);
+ grid: auto/ 2fr 1fr 1fr;
.sheet-menus {
h3 { line-height: 1 }
button[type=roll].btn { line-height: 1 }
@@ -940,26 +958,6 @@ input[type=number].sheet-inline-input {
display: grid;
grid: auto / 1fr 1fr;
}
- .sheet-hulltype {
- position: relative;
- .sheet-details {
- position: absolute;
- z-index: 1;
- opacity: 1;
- width: 250px;
- top: 22px;
- left: -63px;
- transition: all 0.3s;
- background: #FFF;
- border: 1px solid #777;
- border-radius: 8px;
- padding: 5px;
- }
- input:not(:focus) ~ .sheet-details {
- visibility: hidden;
- opacity: 0;
- }
- }
.sheet-input-color-negative[value^="-"] + .sheet-text-input input:first-child { color: red }
.repcontainer {
display: grid;
@@ -976,6 +974,7 @@ input[type=number].sheet-inline-input {
.sheet-damage { width: 65px }
.sheet-duo { width: 80px }
.sheet-qualities { width: calc(100% - 195px) }
+ .sheet-range { width: 70px }
}
.sheet-display {
text-indent: -10px;
@@ -1014,14 +1013,15 @@ input[type=number].sheet-inline-input {
.sheet-input-type[value="VEHICLE"] ~ div .sheet-vehicle-type:not(.sheet-vehicle-type-custom) {
display: none;
}
-}
-.sheet-editmode[value="0"] ~ .sheet-ship {
- .sheet-ship-defenses, .sheet-ship-fitting {
- background: $lightbox;
- padding: 3px 0;
+ .sheet-editmode[value="0"] ~ & {
+ .sheet-ship-defenses, .sheet-ship-fitting {
+ background: $lightbox;
+ padding: 3px 0;
+ }
}
}
+
/* NPC tab */
.sheet-npc {
margin-top: -20px;
@@ -1091,15 +1091,63 @@ input[type=number].sheet-inline-input {
}
}
-/* Roll templates */
-
-.withoutavatars {
- .sheet-rolltemplate-swn-default,
- .sheet-rolltemplate-swn-attack,
- .sheet-rolltemplate-swn-skill,
- .sheet-rolltemplate-swn-save { margin-left: -11px }
+/* Drone tab */
+.sheet-drone {
+ display: grid;
+ grid: 86px 1fr / 1fr 1fr;
+ grid-gap: 5px;
+ align-items: start;
+ border-top: 1px solid #555;
+ padding: 5px 0;
+ .sheet-stats {
+ display: grid;
+ align-content: start;
+ grid: auto / repeat(7, 1fr);
+ }
+ .sheet-fittings {
+ .sheet-name {
+ font-weight: bold;
+ &:not(:empty)::after { content: ". " }
+ }
+ .sheet-desc { font-style: italic }
+ .sheet-display { margin-bottom: 3px }
+ }
+ .sheet-fitting-grid {
+ grid: auto / .8fr 1.2fr;
+ }
+ .sheet-num-fittings {
+ &[value="1"], &[value="2"], &[value="3"], &[value="4"] {
+ ~ .sheet-fitting-5 { display: none }
+ }
+ &[value="1"], &[value="2"], &[value="3"] {
+ ~ .sheet-fitting-4 { display: none }
+ }
+ &[value="1"], &[value="2"] {
+ ~ .sheet-fitting-3 { display: none }
+ }
+ &[value="1"] {
+ ~ .sheet-fitting-2 { display: none }
+ }
+ }
+ .sheet-weapon-grid {
+ grid: auto / 35px 1fr 50px 60px 35px 70px;
+ }
+ .sheet-weapon {
+ position: relative;
+ .sheet-name { font-weight: bold }
+ .sheet-display {
+ margin-right: 4px;
+ div::after { content: "," }
+ }
+ }
+ .sheet-editmode[value="0"] ~ .sheet-content & .sheet-drone-weapons {
+ display: flex;
+ flex-wrap: wrap;
+ }
}
+/* Roll templates */
+
.sheet-rolltemplate-swn-default,
.sheet-rolltemplate-swn-attack,
.sheet-rolltemplate-swn-skill,
@@ -1109,6 +1157,7 @@ input[type=number].sheet-inline-input {
color: #FFF;
font-family: $arial;
div { box-sizing: border-box; }
+ .withoutavatars & { margin-left: -11px }
.sheet-container .inlinerollresult {
padding: 0;
font-family: inherit;
diff --git a/Stars_Without_Number_Revised/Source/pug/character.pug b/Stars_Without_Number_Revised/Source/pug/character.pug
index 7d9ee1053e..139cc7399a 100644
--- a/Stars_Without_Number_Revised/Source/pug/character.pug
+++ b/Stars_Without_Number_Revised/Source/pug/character.pug
@@ -96,7 +96,7 @@ input(type="hidden", name="attr_setting_foci_location", value="left").foci-loc
input(type="hidden", name="attr_setting_skill_query", value="hover").skills-query
//- Core
-.core.core-info.col-1-3
+.core.core-info.cols-2
.info.flex.core-box-text
+text-input("name", "NAME").important
+text-input("level", "LEVEL", "no-spinners")(type="number", min="1", value="1").level.center
@@ -129,7 +129,7 @@ input(type="hidden", name="attr_setting_skill_query", value="hover").skills-quer
button(type="roll", name="roll_Magic_macro", data-i18n="MAGIC", value!=`/w "@{character_name}" &{template:swn-default} {{charname=@{name}}} {{title=^{SPACE_MAGIC}}} {{buttons=@{macro_magic}}}`).unstyled-button.super-magic.super
//- Stats
-.core.core-stats.col-1-3
+.core.core-stats.cols-2
.main.core-box-text
h3(data-i18n="CORE_STATISTICS")
.main-content
@@ -227,9 +227,11 @@ input(type="hidden", name="attr_setting_skill_query", value="hover").skills-quer
optgroup(data-i18n-label="HEAVY_WEAPONS")
option(value="heavy_machine_gun", data-i18n="HEAVY_MACHINE_GUN")
option(value="rocket_launcher", data-i18n="ROCKET_LAUNCHER")
+ option(value="demo_charge", data-i18n="DEMO_CHARGE")
option(value="railgun", data-i18n="RAILGUN")
option(value="anti_vehicle_laser", data-i18n="ANTI_VEHICLE_LASER")
option(value="hydra_array", data-i18n="HYDRA_ARRAY")
+ option(value="wheatcutter_belt", data-i18n="WHEATCUTTER_BELT")
option(value="vortex_cannon", data-i18n="VORTEX_CANNON")
span(name="attr_generate_weapons_info").generate-info
label.generate-button
@@ -507,7 +509,7 @@ input(type="hidden", name="attr_setting_skill_query", value="hover").skills-quer
+foci
//- Gear
-.section.col-1-3
+.section.cols-2
+sectionheader("show_gear", "GEAR")
.gear.halfgrid
.equipment.column
@@ -530,6 +532,17 @@ input(type="hidden", name="attr_setting_skill_query", value="hover").skills-quer
option(value="power_cell_type_b", data-i18n="POWER_CELL_TYPE_B")
option(value="solar_recharger", data-i18n="SOLAR_RECHARGER")
option(value="telekinetic_generator", data-i18n="TELEKINETIC_GENERATOR")
+ optgroup(data-i18n-label="ARTIFACT")
+ option(value="ai_companion", data-i18n="AI_COMPANION")
+ option(value="integrity_stims", data-i18n="INTEGRITY_STIMS")
+ option(value="juggernaut_stims", data-i18n="JUGGERNAUT_STIMS")
+ option(value="micropurgator_stims", data-i18n="MICROPURGATOR_STIMS")
+ option(value="mindwall_helmet", data-i18n="MINDWALL_HELMET")
+ option(value="polymorphic_nanites", data-i18n="POLYMORPHIC_NANITES")
+ option(value="pseudonuke", data-i18n="PSEUDONUKE")
+ option(value="redivivus_sheath", data-i18n="REDIVIVUS_SHEATH")
+ option(value="system_reset_inductor", data-i18n="SYSTEM_RESET_INDUCTOR")
+ option(value="wideawake_serum", data-i18n="WIDEAWAKE_SERUM")
optgroup(data-i18n-label="COMMUNICATIONS")
option(value="comm_server", data-i18n="COMM_SERVER")
option(value="compad", data-i18n="COMPAD")
@@ -595,6 +608,7 @@ input(type="hidden", name="attr_setting_skill_query", value="hover").skills-quer
input(type="checkbox", name="attr_generate_gear_button")
span(data-i18n="ADD")
.table-header.gear-grid.rep-grid
+ .amount #
.name(data-i18n="NAME")
.details(data-i18n="DESCRIPTION")
.enc(data-i18n="ENCUMBRANCE_SHORT")
@@ -602,6 +616,7 @@ input(type="hidden", name="attr_setting_skill_query", value="hover").skills-quer
fieldset.repeating_weapons
input(type="hidden", name="attr_weapon_encumbrance", value="0").hider
.gear-grid.rep-grid
+ .amount
+text-input("weapon_name")(readonly)
+fake-text-input()
textarea(name="attr_weapon_description")
@@ -613,10 +628,11 @@ input(type="hidden", name="attr_setting_skill_query", value="hover").skills-quer
option(value="STOWED", data-i18n="STOWED")
fieldset.repeating_gear
.gear-grid.rep-grid
+ +text-input("gear_amount")(type="number", value="1", min="0")
+text-input("gear_name")(data-i18n-placeholder="ITEM")
+fake-text-input()
textarea(name="attr_gear_description")
- +text-input("gear_encumbrance")(type="number", value="0").center
+ +text-input("gear_encumbrance")(type="number", value="0", step="0.01").center
+fake-text-input()
select.status(name="attr_gear_status")
option(value="", data-i18n="OTHER", selected)
@@ -628,8 +644,11 @@ input(type="hidden", name="attr_setting_skill_query", value="hover").skills-quer
.column
.armor.grey-box
.flex-center
- h3(data-i18n="ARMOR")
- .total-ac #[span(data-i18n="AC")] #[span(name="attr_AC")]
+ h3
+ | #[span(data-i18n="ARMOR")] – #[span(data-i18n="AC")] #[span(name="attr_AC")]
+ label.details-button
+ input(type="checkbox", name="attr_show_armor_details", value="1", checked)
+ span(data-i18n="EXPAND")
.generate.flex-start.edit
select(name="attr_generate_armor_source").generate-source
option(value="", data-i18n="CHOOSE_ARMOR", selected)
@@ -655,6 +674,14 @@ input(type="hidden", name="attr_setting_skill_query", value="hover").skills-quer
option(value="assault_suit", data-i18n="ASSAULT_SUIT")
option(value="storm_armor", data-i18n="STORM_ARMOR")
option(value="field_emitter_panoply", data-i18n="FIELD_EMITTER_PANOPLY")
+ optgroup(data-i18n-label="ARTIFACT")
+ option(value="executive_security_suit", data-i18n="EXECUTIVE_SECURITY_SUIT")
+ option(value="ghost_mantle", data-i18n="GHOST_MANTLE")
+ option(value="polyplast_carapace", data-i18n="POLYPLAST_CARAPACE")
+ option(value="psitech_combat_suit", data-i18n="PSITECH_COMBAT_SUIT")
+ option(value="stutterjump_suit", data-i18n="STUTTERJUMP_SUIT")
+ option(value="titan_powered_armor", data-i18n="TITAN_POWERED_ARMOR")
+ option(value="tempest_assault_array", data-i18n="TEMPEST_ASSAULT_ARRAY")
span(name="attr_generate_armor_info").generate-info
label.generate-button
input(type="checkbox", name="attr_generate_armor_button")
@@ -665,10 +692,12 @@ input(type="hidden", name="attr_setting_skill_query", value="hover").skills-quer
.ac(data-i18n="AC")
.type(data-i18n="TYPE")
.enc(data-i18n="ENCUMBRANCE_SHORT")
+ .enc-bonus(data-i18n="+STR")
.status(data-i18n="STATUS")
.armor-grid.rep-grid.edit
+text-input("innate_ac_name")(value="Innate AC").col-2
+text-input("innate_ac")(type="number", value="10").center
+ input(type="hidden", name="attr_show_armor_details", value="1").input-details
fieldset.repeating_armor
.armor-grid.rep-grid
+fake-text-input().center
@@ -683,12 +712,20 @@ input(type="hidden", name="attr_setting_skill_query", value="hover").skills-quer
option(value="COMBAT", data-i18n="COMBAT")
option(value="POWERED", data-i18n="POWERED")
option(value="SHIELD", data-i18n="SHIELD")
+ option(value="ARTIFACT", data-i18n="ARTIFACT")
+text-input("armor_encumbrance")(type="number", value="0").center
+ +text-input("armor_encumbrance_bonus")(type="number", value="0").center
+fake-text-input()
select(name="attr_armor_status")
option(value="", data-i18n="OTHER", selected)
option(value="READIED", data-i18n="READIED")
option(value="STOWED", data-i18n="STOWED")
+ input(type="hidden", name="attr_armor_description", value="").hide-empty
+ .armor-grid.rep-grid.details
+ .display
+ span(name="attr_armor_description")
+ +fake-text-input().edit
+ textarea(name="attr_armor_description")
.cyberware.simple-repsection.grey-box
.flex-center
h3(data-i18n="CYBERWARE")
@@ -741,11 +778,11 @@ input(type="hidden", name="attr_setting_skill_query", value="hover").skills-quer
textarea(name="attr_cyberware_description", data-i18n-placeholder="DESCRIPTION").details
//- Misc
-.section.col-1-3
+.section.cols-2
+sectionheader("show_misc", "MISCELLANEOUS")
.misc
.thirdsgrid.repeating-flex-row
- .goals.grey-box.col-1-3
+ .goals.grey-box.cols-2
h3(data-i18n="GOALS")
fieldset.repeating_goals
.flex
diff --git a/Stars_Without_Number_Revised/Source/pug/drones.pug b/Stars_Without_Number_Revised/Source/pug/drones.pug
new file mode 100644
index 0000000000..b5ac9a0d6f
--- /dev/null
+++ b/Stars_Without_Number_Revised/Source/pug/drones.pug
@@ -0,0 +1,69 @@
+fieldset.repeating_drones
+ .drone
+ .core-box.stats
+ +text-input("drone_name", "NAME").important.cols-4
+ .text-input.focusinfo.cols-3
+ input(type="text", name="attr_drone_model")
+ .label(data-i18n="MODEL")
+ .details(data-i18n="DRONE_MODEL_BLURB")
+ +text-input-duo("drone_HP", "drone_HP_max", "HIT_POINTS").important.cols-2
+ +text-input("drone_AC", "AC")(type="number", value="10").center
+ +text-input("drone_enc", "ENCUMBRANCE_SHORT")(type="number", value="").center
+ +text-input("drone_range", "RANGE").center.cols-2
+ +fake-text-input("NUM_FITTINGS")
+ select(name="attr_drone_num_fittings")
+ each num in [1,2,3,4,5]
+ option(value=num)= num
+ .fittings.grey-box.rows-2
+ input(type="hidden", name="attr_drone_num_fittings", value="1").num-fittings
+ .table-header.rep-grid.fitting-grid.edit
+ div(data-i18n="FITTING")
+ div(data-i18n="DESCRIPTION")
+ each num in [1,2,3,4,5]
+ .rep-grid.fitting-grid(class=`fitting-${num}`).edit
+ .text-input.focusinfo
+ input(type="text", name=`attr_drone_fitting_${num}_name`)
+ .label
+ .details(data-i18n="DRONE_FITTING_BLURB")
+ +fake-text-input()
+ textarea(name=`attr_drone_fitting_${num}_desc`)
+ .display(class=`fitting-${num}`)
+ span.name(name=`attr_drone_fitting_${num}_name`)
+ span.desc(name=`attr_drone_fitting_${num}_desc`)
+ .grey-box.drone-weapons
+ .table-header.rep-grid.weapon-grid.edit
+ div(data-i18n="ACTIVE?")
+ div(data-i18n="WEAPON")
+ div(data-i18n="DAMAGE")
+ div(data-i18n="BURST")
+ div(data-i18n="ATTACK_BONUS_SHORT")
+ div(data-i18n="AMMO")
+ each num in [1,2,3]
+ .weapon
+ input(type="hidden", name=name=`attr_drone_weapon${num}_active`, value="0").hider
+ .display
+ button(type="roll", name=`roll_drone_weapon${num}_attack`, value!=`&{template:swn-attack} {{charname=@{drone_name} (^{DRONE})}} {{title=@{drone_weapon${num}_name}}} {{attack=[[1d20 + @{drone_weapon${num}_attack}[AB] + @{intelligence_mod}[Intelligence] @{drone_weapon${num}_burst} @{modifier_query}]]}} {{damage=[[@{drone_weapon${num}_damage} + @{intelligence_mod}[Intelligence] @{drone_weapon${num}_burst}]]}} {{burst=[[0@{drone_weapon${num}_burst}]]}} {{mod=[[0 @{modifier_query}]]}}`).invisible-button
+ div
+ span(name=`attr_drone_weapon${num}_name`).name.space-after
+ input(type="hidden", name=`attr_drone_weapon${num}_attack`, value="0").add-plus
+ span(name=`attr_drone_weapon${num}_attack`).space-after
+ | (#[span(name=`attr_drone_weapon${num}_damage`)] #[span(data-i18n="DAMAGE").lower])
+ input(type="hidden", name=`attr_drone_weapon${num}_ammo_max`, value="0").hider
+ span
+ | . #[span(data-i18n="AMMO")]:
+ input(type="number", name=`attr_drone_weapon${num}_ammo`).inline-input
+ | /
+ span(name=`attr_drone_weapon${num}_ammo_max`)
+ .edit.weapon-grid.rep-grid
+ +fake-text-input().center
+ input(type="checkbox", name=`attr_drone_weapon${num}_active`, value="1")
+ +text-input(`drone_weapon${num}_name`)
+ +text-input(`drone_weapon${num}_damage`)(value="0").center
+ +fake-text-input()
+ select(name=`attr_drone_weapon${num}_burst`)
+ option(value="", data-i18n="NO", selected)
+ option(value="@{burst_query}", data-i18n="ASK")
+ option(value="+ 2[Burst]", data-i18n="ALWAYS")
+ +text-input(`drone_weapon${num}_ab`)(type="number", value="0").center
+ +text-input-duo(`drone_weapon${num}_ammo`, `drone_weapon${num}_ammo_max`, "", {min: "0", value: "0"})(min="0")
+ .label
diff --git a/Stars_Without_Number_Revised/Source/pug/header.pug b/Stars_Without_Number_Revised/Source/pug/header.pug
index 3b648ccb40..7996973f27 100644
--- a/Stars_Without_Number_Revised/Source/pug/header.pug
+++ b/Stars_Without_Number_Revised/Source/pug/header.pug
@@ -112,6 +112,9 @@ input(type="hidden", name="attr_show_settings" value="0").hider
label
input(type="radio", name="attr_tab", value="ship")
span(name="attr_ship_vehicle_type", data-i18n-dynamic)
+ label.pc-tab
+ input(type="radio", name="attr_tab", value="drones")
+ span(data-i18n="DRONES")
label.pc-tab
input(type="radio", name="attr_tab", value="character", checked)
span(data-i18n="CHARACTER")
diff --git a/Stars_Without_Number_Revised/Source/pug/npc.pug b/Stars_Without_Number_Revised/Source/pug/npc.pug
index 292516ba0f..6a63307ede 100644
--- a/Stars_Without_Number_Revised/Source/pug/npc.pug
+++ b/Stars_Without_Number_Revised/Source/pug/npc.pug
@@ -12,49 +12,48 @@ input(type="hidden", name="attr_setting_individual_hidden", value="1").input-ind
//- Name etc
.core-box-text.info
- +text-input("npc_name", "NAME").col-1-4.important
- +fake-text-input("STAT_BLOCK").col-4-7
- label
- select(name="attr_npc_stat_block")
- option(value="", selected) —
- optgroup(data-i18n-label="GENERIC_HUMAN")
- option(value="peaceful_human", data-i18n="PEACEFUL_HUMAN")
- option(value="martial_human", data-i18n="MARTIAL_HUMAN")
- option(value="veteran_fighter", data-i18n="VETERAN_FIGHTER")
- option(value="elite_fighter", data-i18n="ELITE_FIGHTER")
- option(value="heroic_fighter", data-i18n="HEROIC_FIGHTER")
- optgroup(data-i18n-label="SPECIFIC_HUMAN")
- option(value="barbarian_hero", data-i18n="BARBARIAN_HERO")
- option(value="barbarian_tribal", data-i18n="BARBARIAN_TRIBAL")
- option(value="gang_boss", data-i18n="GANG_BOSS")
- option(value="gang_member", data-i18n="GANG_MEMBER")
- option(value="geneengineered_killer", data-i18n="GENEENGINEERED_KILLER")
- option(value="legendary_fighter", data-i18n="LEGENDARY_FIGHTER")
- option(value="military_elite", data-i18n="MILITARY_ELITE")
- option(value="military_soldier", data-i18n="MILITARY_SOLDIER")
- option(value="normal_human", data-i18n="NORMAL_HUMAN")
- option(value="pirate_king", data-i18n="PIRATE_KING")
- option(value="police_officer", data-i18n="POLICE_OFFICER")
- option(value="serial_killer", data-i18n="SERIAL_KILLER")
- option(value="skilled_professional", data-i18n="SKILLED_PROFESSIONAL")
- option(value="warrior_tyrant", data-i18n="WARRIOR_TYRANT")
- optgroup(data-i18n-label="ROBOT")
- option(value="janitor_bot", data-i18n="JANITOR_BOT")
- option(value="civilian_security_bot", data-i18n="CIVILIAN_SECURITY_BOT")
- option(value="repair_bot", data-i18n="REPAIR_BOT")
- option(value="industrial_work_bot", data-i18n="INDUSTRIAL_WORK_BOT")
- option(value="companion_bot", data-i18n="COMPANION_BOT")
- option(value="soldier_bot", data-i18n="SOLDIER_BOT")
- option(value="heavy_warbot", data-i18n="HEAVY_WARBOT")
- optgroup(data-i18n-label="BEAST")
- option(value="small_vicious_beast", data-i18n="SMALL_VICIOUS_BEAST")
- option(value="small_pack_hunter", data-i18n="SMALL_PACK_HUNTER")
- option(value="large_pack_hunter", data-i18n="LARGE_PACK_HUNTER")
- option(value="large_aggressive_prey_animal", data-i18n="LARGE_AGGRESSIVE_PREY_ANIMAL")
- option(value="lesser_lone_predator", data-i18n="LESSER_LONE_PREDATOR")
- option(value="greater_lone_predator", data-i18n="GREATER_LONE_PREDATOR")
- option(value="terrifying_apex_predator", data-i18n="TERRIFYING_APEX_PREDATOR")
- option(value="geneengineered_murder_beast", data-i18n="GENEENGINEERED_MURDER_BEAST")
+ +text-input("npc_name", "NAME").cols-3.important
+ +fake-text-input("STAT_BLOCK").cols-3
+ select(name="attr_npc_stat_block")
+ option(value="", selected) —
+ optgroup(data-i18n-label="GENERIC_HUMAN")
+ option(value="peaceful_human", data-i18n="PEACEFUL_HUMAN")
+ option(value="martial_human", data-i18n="MARTIAL_HUMAN")
+ option(value="veteran_fighter", data-i18n="VETERAN_FIGHTER")
+ option(value="elite_fighter", data-i18n="ELITE_FIGHTER")
+ option(value="heroic_fighter", data-i18n="HEROIC_FIGHTER")
+ optgroup(data-i18n-label="SPECIFIC_HUMAN")
+ option(value="barbarian_hero", data-i18n="BARBARIAN_HERO")
+ option(value="barbarian_tribal", data-i18n="BARBARIAN_TRIBAL")
+ option(value="gang_boss", data-i18n="GANG_BOSS")
+ option(value="gang_member", data-i18n="GANG_MEMBER")
+ option(value="geneengineered_killer", data-i18n="GENEENGINEERED_KILLER")
+ option(value="legendary_fighter", data-i18n="LEGENDARY_FIGHTER")
+ option(value="military_elite", data-i18n="MILITARY_ELITE")
+ option(value="military_soldier", data-i18n="MILITARY_SOLDIER")
+ option(value="normal_human", data-i18n="NORMAL_HUMAN")
+ option(value="pirate_king", data-i18n="PIRATE_KING")
+ option(value="police_officer", data-i18n="POLICE_OFFICER")
+ option(value="serial_killer", data-i18n="SERIAL_KILLER")
+ option(value="skilled_professional", data-i18n="SKILLED_PROFESSIONAL")
+ option(value="warrior_tyrant", data-i18n="WARRIOR_TYRANT")
+ optgroup(data-i18n-label="ROBOT")
+ option(value="janitor_bot", data-i18n="JANITOR_BOT")
+ option(value="civilian_security_bot", data-i18n="CIVILIAN_SECURITY_BOT")
+ option(value="repair_bot", data-i18n="REPAIR_BOT")
+ option(value="industrial_work_bot", data-i18n="INDUSTRIAL_WORK_BOT")
+ option(value="companion_bot", data-i18n="COMPANION_BOT")
+ option(value="soldier_bot", data-i18n="SOLDIER_BOT")
+ option(value="heavy_warbot", data-i18n="HEAVY_WARBOT")
+ optgroup(data-i18n-label="BEAST")
+ option(value="small_vicious_beast", data-i18n="SMALL_VICIOUS_BEAST")
+ option(value="small_pack_hunter", data-i18n="SMALL_PACK_HUNTER")
+ option(value="large_pack_hunter", data-i18n="LARGE_PACK_HUNTER")
+ option(value="large_aggressive_prey_animal", data-i18n="LARGE_AGGRESSIVE_PREY_ANIMAL")
+ option(value="lesser_lone_predator", data-i18n="LESSER_LONE_PREDATOR")
+ option(value="greater_lone_predator", data-i18n="GREATER_LONE_PREDATOR")
+ option(value="terrifying_apex_predator", data-i18n="TERRIFYING_APEX_PREDATOR")
+ option(value="geneengineered_murder_beast", data-i18n="GENEENGINEERED_MURDER_BEAST")
+text-input("npc_move", "MOVE")
+text-input("npc_hd", "HD")(type="number", value="1").center
+text-input("npc_saves", "SAVES")(type="number", value="15").center
@@ -64,7 +63,7 @@ input(type="hidden", name="attr_setting_individual_hidden", value="1").input-ind
//- HP and AC
.core-box-text.npc-hp
- +text-input-duo("HP", "HP_MAX", "HIT_POINTS").col-1-3.important
+ +text-input-duo("HP", "HP_MAX", "HIT_POINTS").cols-2.important
+text-input("AC", "AC")(type="number", value="10").center
+fake-text-input("TYPE").center
select(name="attr_npc_armor_type")
@@ -160,7 +159,7 @@ input(type="hidden", name="attr_setting_individual_hidden", value="1").input-ind
+text-input("attack_number", "NUM_ATTACKS")(type="number", value="1").attacks.center
//- Abilities
-.section.col-2-4
+.section.cols-2
+sectionheader("show_npc_abilities", "ABILITIES")
.npc-abilities
.npc-rep-header.flex
@@ -178,7 +177,7 @@ input(type="hidden", name="attr_setting_individual_hidden", value="1").input-ind
textarea(name="attr_ability_description", data-i18n-placeholder="DESCRIPTION")
//- Notes
-.section.col-1-4
+.section.cols-3
+sectionheader("show_npc_notes", "NOTES")
div
textarea(name="attr_npc_notes")
diff --git a/Stars_Without_Number_Revised/Source/pug/ship.pug b/Stars_Without_Number_Revised/Source/pug/ship.pug
index 5dc6158bdc..3615606731 100644
--- a/Stars_Without_Number_Revised/Source/pug/ship.pug
+++ b/Stars_Without_Number_Revised/Source/pug/ship.pug
@@ -1,22 +1,22 @@
input(type="hidden", name="attr_ship_class_normalised", value="").ship-class
input(type="hidden", name="attr_ship_vehicle_type", value="SHIP").input-type
-.type.col-3.core-box.flex-between.edit
+.type.col-2.core-box.flex-between.edit
h3(data-i18n="VEHICLE_TYPE")
select(name="attr_ship_vehicle_type")
option(value="SHIP", data-i18n="SHIP", selected)
option(value="MECH", data-i18n="MECH")
option(value="VEHICLE", data-i18n="CUSTOM")
-.menus.col-4.core-box.flex-between
+.menus.col-3.core-box.flex-between
h3(data-i18n="QUICK_MENUS")
input(type="hidden", name="attr_macro_ship_weapons", value="")
button(type="roll", name="roll_ship_weapon_macro", data-i18n="WEAPONS", value!=`/w "@{character_name}" &{template:swn-default} {{charname=@{ship_name}}} {{title=^{WEAPONS}}} {{buttons=@{macro_ship_weapons}}}`).unstyled-button
//- Ship header
-.info.core-box-text.flex.col-1-3
+.info.core-box-text.flex
+text-input("ship_name", "NAME").col40.grow.important
- .text-input.col25.grow.hulltype
+ .text-input.col25.grow.focusinfo
input(type="text", name="attr_ship_hulltype")
.label(data-i18n="HULL_TYPE")
.details(data-i18n="HULL_TYPE_BLURB")
@@ -45,7 +45,7 @@ input(type="hidden", name="attr_ship_vehicle_type", value="SHIP").input-type
+text-input-duo("ship_hardpoints", "ship_hardpoints_max", "HARDPOINTS", {min: "0", value: "0"})(value="0", readonly)
//- Weapons
-.section.col-1-3
+.section
+sectionheader("show_ship_weapons", "WEAPONS")
.ship-weapons
.generate.flex-start.edit.vehicle-type.vehicle-type-ship
@@ -89,6 +89,9 @@ input(type="hidden", name="attr_ship_vehicle_type", value="SHIP").input-type
span(name="attr_weapon_damage").space-after
span.space-after #[span(data-i18n="DAMAGE").lower];
span(name="attr_weapon_qualities")
+ input(type="hidden", name="attr_weapon_range", value="").hide-empty
+ span.vehicle-type.vehicle-type-mech
+ | ; #[span(data-i18n="RANGE")] #[span(name="attr_weapon_range")]
| ; #[span(data-i18n="POWER")]
span(name="attr_weapon_power")
| , #[span(data-i18n="MASS")]
@@ -97,7 +100,7 @@ input(type="hidden", name="attr_ship_vehicle_type", value="SHIP").input-type
span(name="attr_weapon_hardpoints")
| )
input(type="hidden", name="attr_weapon_use_ammo", value="0").hider
- span
+ span.vehicle-type.vehicle-type-ship.vehicle-type-custom
| . #[span(data-i18n="AMMO")]:
input(type="number", name="attr_weapon_ammo").inline-input
| /
@@ -111,14 +114,15 @@ input(type="hidden", name="attr_ship_vehicle_type", value="SHIP").input-type
input(type="checkbox", name="attr_weapon_broken", value="1")
+text-input("weapon_attack_bonus", "ATTACK_BONUS_SHORT")(type="number", value="0").center.number
+text-input("weapon_damage", "DAMAGE")(value="0").center.damage
- +text-input("weapon_qualities", "QUALITIES").qualities
- +text-input-duo("weapon_ammo", "weapon_ammo_max", "", {min: "0"})(min="0")
+ +text-input("weapon_qualities", "QUALITIES").qualities.grow
+ +text-input("weapon_range", "RANGE").range.vehicle-type.vehicle-type-mech
+ +text-input-duo("weapon_ammo", "weapon_ammo_max", "", {min: "0"})(min="0").vehicle-type.vehicle-type-ship.vehicle-type-custom
label.label
input(type="checkbox", name="attr_weapon_use_ammo", value="{{ammo=[[@{weapon_ammo} - 1]] / @{weapon_ammo_max}}}")
span(data-i18n="AMMO")
//- Fittings
-.section.col-3-5.row-3-5
+.section.cols-2.rows-2
+sectionheader("show_ship_fittings", "FITTING")
.ship-fitting
.generate.flex-start.edit.vehicle-type.vehicle-type-ship
@@ -195,7 +199,7 @@ input(type="hidden", name="attr_ship_vehicle_type", value="SHIP").input-type
input(type="checkbox", name="attr_fitting_broken", value="1")
//- Defenses
-.section.col-1-3
+.section
+sectionheader("show_ship_defenses", "DEFENSES")
.ship-defenses
.generate.flex-start.edit.vehicle-type.vehicle-type-ship
@@ -236,7 +240,7 @@ input(type="hidden", name="attr_ship_vehicle_type", value="SHIP").input-type
input(type="checkbox", name="attr_defense_broken", value="1")
//- Notes
-.section.col-1-5
+.section.cols-3
+sectionheader("show_ship_other)", "NOTES")
.halfgrid
textarea(name="attr_ship_notes")
diff --git a/Stars_Without_Number_Revised/Source/workers.js b/Stars_Without_Number_Revised/Source/workers.js
index 450bba00de..200539b844 100644
--- a/Stars_Without_Number_Revised/Source/workers.js
+++ b/Stars_Without_Number_Revised/Source/workers.js
@@ -3,7 +3,7 @@
"use strict";
/* Data constants */
const sheetName = "Stars Without Number (revised)";
- const sheetVersion = "2.2.0";
+ const sheetVersion = "2.3.0";
const translate = getTranslationByKey;
const attributes = ["strength", "dexterity", "constitution", "intelligence", "wisdom", "charisma"];
const effortAttributes = ["wisdom_mod", "constitution_mod", "psionics_extra_effort",
@@ -25,15 +25,17 @@
"skill_combat_psitech", "skill_combat_unarmed", "skill_telekinesis"
];
const weaponDisplayEvent = [
- ...["attack", "name", "skill_bonus", "attribute_mod", "damage", "shock","shock_damage",
- "shock_ac", "skill_to_damage"].map(x => `change:repeating_weapons:weapon_${x}`),
+ ...["attack", "name", "skill_bonus", "attribute_mod", "damage", "shock", "shock_damage",
+ "shock_ac", "skill_to_damage"
+ ].map(x => `change:repeating_weapons:weapon_${x}`),
"remove:repeating_weapons", "change:attack_bonus",
...weaponSkills.map(name => `change:${name}`),
].join(" ");
const skills = {
revised: ["administer", "connect", "exert", "fix", "heal", "know", "lead",
"notice", "perform", "pilot", "program", "punch", "shoot", "sneak", "stab",
- "survive", "talk", "trade", "work"],
+ "survive", "talk", "trade", "work"
+ ],
first: ["artist", "athletics", "bureaucracy", "business", "combat_energy", "combat_gunnery",
"combat_primitive", "combat_projectile", "combat_psitech", "combat_unarmed", "computer",
"culture_alien", "culture_criminal", "culture_spacer", "culture_traveller", "culture_one",
@@ -41,11 +43,13 @@
"leadership", "navigation", "perception", "persuade", "profession", "religion", "science",
"security", "stealth", "steward", "survival", "tactics", "tech_astronautic", "tech_maltech",
"tech_medical", "tech_postech", "tech_pretech", "tech_psitech", "vehicle_air", "vehicle_grav",
- "vehicle_land", "vehicle_space", "vehicle_water"],
+ "vehicle_land", "vehicle_space", "vehicle_water"
+ ],
psionic: ["biopsionics", "metapsionics", "precognition", "telekinesis", "telepathy", "teleportation"],
};
const shipStats = ["ship_ac", "ship_armor", "ship_class", "ship_crew_max", "ship_crew_min",
- "ship_hardpoints_max", "ship_hp", "ship_hp_max", "ship_mass_max", "ship_power_max", "ship_speed"];
+ "ship_hardpoints_max", "ship_hp", "ship_hp_max", "ship_mass_max", "ship_power_max", "ship_speed"
+ ];
const reverseHullTypes = {
[translate("BATTLESHIP").toLowerCase()]: "battleship",
[translate("BULK_FREIGHTER").toLowerCase()]: "bulk_freighter",
@@ -60,7 +64,7 @@
[translate("STRIKE_FIGHTER").toLowerCase()]: "strike_fighter",
[translate("SHUTTLE").toLowerCase()]: "shuttle",
};
- const reverseClasses= {
+ const reverseClasses = {
[translate("ADVENTURER").toLowerCase()]: "adventurer",
[translate("EXPERT").toLowerCase()]: "expert",
[translate("PSYCHIC").toLowerCase()]: "psychic",
@@ -83,6 +87,86 @@
class_ability: translate("WARRIOR_CLASS_ABILITY"),
},
},
+ "drones": {
+ alecto: {
+ drone_AC: "18",
+ drone_enc: "4",
+ drone_HP: "30",
+ drone_num_fittings: "4",
+ drone_range: "5000 km",
+ },
+ cuttlefish: {
+ drone_AC: "13",
+ drone_enc: "2",
+ drone_HP: "10",
+ drone_num_fittings: "5",
+ drone_range: "1 km",
+ },
+ ghostwalker: {
+ drone_AC: "15",
+ drone_enc: "3",
+ drone_fitting_1_desc: translate("SENSOR_TRANSPARENCY_DESC"),
+ drone_fitting_1_name: translate("SENSOR_TRANSPARENCY"),
+ drone_HP: "1",
+ drone_num_fittings: "3",
+ drone_range: "5 km",
+ },
+ pax: {
+ drone_AC: "16",
+ drone_enc: "4",
+ drone_HP: "20",
+ drone_num_fittings: "4",
+ drone_range: "100 km",
+ },
+ primitve_drone: {
+ drone_AC: "12",
+ drone_enc: "2",
+ drone_HP: "1",
+ drone_num_fittings: "1",
+ drone_range: "500 m",
+ },
+ sleeper: {
+ drone_AC: "12",
+ drone_enc: "2",
+ drone_fitting_1_desc: translate("STATIONKEEPING_DESC"),
+ drone_fitting_1_name: translate("STATIONKEEPING"),
+ drone_HP: "8",
+ drone_num_fittings: "5",
+ drone_range: "100 km",
+ },
+ stalker: {
+ drone_AC: "13",
+ drone_enc: "2",
+ drone_HP: "5",
+ drone_num_fittings: "3",
+ drone_range: "2 km",
+ },
+ void_hawk: {
+ drone_AC: "14",
+ drone_enc: "6",
+ drone_HP: "15",
+ drone_num_fittings: "4",
+ drone_range: "100 km",
+ },
+ },
+ "droneFittings": [
+ "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",
+ "weapon_fitting"
+ ],
"hulltypes": {
battleship: {
ship_ac: "16",
@@ -298,6 +382,11 @@
armor_encumbrance: "0",
armor_type: "STREET",
},
+ executive_security_suit: {
+ armor_ac: "15",
+ armor_encumbrance: "0",
+ armor_type: "ARTIFACT",
+ },
field_emitter_panoply: {
armor_ac: "20",
armor_encumbrance: "1",
@@ -315,6 +404,11 @@
armor_encumbrance: "2",
armor_type: "PRIMITIVE",
},
+ ghost_mantle: {
+ armor_ac: "15",
+ armor_encumbrance: "0",
+ armor_type: "ARTIFACT",
+ },
icarus_harness: {
armor_ac: "16",
armor_encumbrance: "1",
@@ -325,6 +419,16 @@
armor_encumbrance: "1",
armor_type: "PRIMITIVE",
},
+ polyplast_carapace: {
+ armor_ac: "18",
+ armor_encumbrance: "1",
+ armor_type: "ARTIFACT",
+ },
+ psitech_combat_suit: {
+ armor_ac: "16",
+ armor_encumbrance: "0",
+ armor_type: "ARTIFACT",
+ },
secure_clothing: {
armor_ac: "13",
armor_encumbrance: "1",
@@ -347,6 +451,23 @@
armor_encumbrance_bonus: "4",
armor_type: "POWERED",
},
+ stutterjump_suit: {
+ armor_ac: "18",
+ armor_encumbrance: "0",
+ armor_type: "ARTIFACT",
+ },
+ tempest_assault_array: {
+ armor_ac: "20",
+ armor_encumbrance: "1",
+ armor_encumbrance_bonus: "4",
+ armor_type: "ARTIFACT",
+ },
+ titan_powered_armor: {
+ armor_ac: "21",
+ armor_encumbrance: "2",
+ armor_encumbrance_bonus: "4",
+ armor_type: "ARTIFACT",
+ },
vestimentum: {
armor_ac: "18",
armor_encumbrance: "0",
@@ -465,6 +586,9 @@
wild_psychic_talent: {},
},
"gear": {
+ ai_companion: {
+ gear_encumbrance: "0",
+ },
ammo_20_rounds: {
gear_encumbrance: "1#",
},
@@ -531,6 +655,12 @@
instapanel: {
gear_encumbrance: "1#",
},
+ integrity_stims: {
+ gear_encumbrance: "0",
+ },
+ juggernaut_stims: {
+ gear_encumbrance: "0",
+ },
lazarus_patch: {
gear_encumbrance: "1#",
},
@@ -549,12 +679,24 @@
metatool: {
gear_encumbrance: "1",
},
+ micropurgator_stims: {
+ gear_encumbrance: "0",
+ },
+ mindwall_helmet: {
+ gear_encumbrance: "0",
+ },
navcomp: {
gear_encumbrance: "1",
},
+ polymorphic_nanites: {
+ gear_encumbrance: "1",
+ },
portabox: {
gear_encumbrance: "1",
},
+ pseudonuke: {
+ gear_encumbrance: "1",
+ },
power_cell_type_a: {
gear_encumbrance: "1#",
},
@@ -573,6 +715,9 @@
rations_1_day: {
gear_encumbrance: "1#",
},
+ redivivus_sheath: {
+ gear_encumbrance: "1",
+ },
remote_link_unit: {
gear_encumbrance: "1",
},
@@ -606,6 +751,9 @@
survival_kit: {
gear_encumbrance: "1",
},
+ system_reset_inductor: {
+ gear_encumbrance: "0",
+ },
tailored_antiallergens: {
gear_encumbrance: "0",
},
@@ -648,6 +796,9 @@
vacc_suit: {
gear_encumbrance: "2",
},
+ wideawake_serum: {
+ gear_encumbrance: "0",
+ },
},
"ship-defenses": {
ablative_hull_compartments: {
@@ -1407,6 +1558,11 @@
weapon_encumbrance: "1",
weapon_range: "5/15",
},
+ demo_charge: {
+ weapon_damage: "3d10",
+ weapon_encumbrance: "1",
+ weapon_range: "20/40",
+ },
distortion_cannon: {
weapon_attack: "1",
weapon_ammo: "6",
@@ -1631,6 +1787,11 @@
weapon_damage: "5d12",
weapon_range: "1000/2000",
},
+ wheatcutter_belt: {
+ weapon_ammo: "5",
+ weapon_damage: "2d12",
+ weapon_range: "10/20",
+ },
},
};
@@ -1649,7 +1810,7 @@
// set values unnecessarily (it's expensive) and to reduce bloat
// in the Attributes & Abilities tab.
Object.keys(setting).forEach(k => {
- if (String(values[k]) === String(setting[k])) delete setting[k];
+ if (`${values[k]}` === `${setting[k]}`) delete setting[k];
});
setAttrs(setting, ...rest);
};
@@ -1672,19 +1833,20 @@
}
};
const setting = (Array.isArray(data) ? data : [data]).map(o => {
- const newID = getRowID();
- return Object.entries(o).reduce((m, [key, value]) => {
- m[`repeating_${sName}_${newID}_${key}`] = String(value);
- return m;
- }, {});
- }).reduce((m, o) => Object.assign(m, o), {});
+ const newID = getRowID();
+ return Object.entries(o).reduce((m, [key, value]) => {
+ m[`repeating_${sName}_${newID}_${key}`] = `${value}`;
+ return m;
+ }, {});
+ }).reduce((m, o) => Object.assign(m, o), {});
setAttrs(setting, {}, callback);
};
/* Calculations */
const calculateSaves = () => {
getAttrs([...attributes.map(attr => `${attr}_mod`), "level",
- "homebrew_luck_save", "save_physical", "save_mental", "save_evasion", "save_luck"], v => {
+ "homebrew_luck_save", "save_physical", "save_mental", "save_evasion", "save_luck"
+ ], v => {
const base = 16 - (parseInt(v.level) || 1);
const setting = {
save_physical: base - (Math.max(parseInt(v.strength_mod), parseInt(v.constitution_mod)) || 0),
@@ -1697,13 +1859,22 @@
};
const calculateEffort = () => {
- getAttrs([...effortAttributes, "psionics_total_effort"], v => {
- const attrBonus = Math.max(parseInt(v.wisdom_mod), parseInt(v.constitution_mod)) || 0,
- skillBonus = Math.max(...skills.psionic.map(x => parseInt(v[`skill_${x}`]) || 0));
- const psionics_total_effort = Math.max(1 + attrBonus + skillBonus, 1) + parseInt(v.psionics_extra_effort) -
- parseInt(v.psionics_committed_effort_current) - parseInt(v.psionics_committed_effort_scene) -
- parseInt(v.psionics_committed_effort_day);
- mySetAttrs({ psionics_total_effort }, v);
+ getSectionIDs("repeating_psychic-skills", idArray => {
+ getAttrs([...effortAttributes,
+ "psionics_total_effort",
+ ...idArray.map(id => `repeating_psychic-skills_${id}_skill`)], v => {
+ const attrBonus = Math.max(parseInt(v.wisdom_mod), parseInt(v.constitution_mod)) || 0,
+ skillBonus = Math.max(
+ ...skills.psionic.map(x => parseInt(v[`skill_${x}`]) || 0),
+ ...idArray.map(id => parseInt(v[`repeating_psychic-skills_${id}_skill`]) || 0)
+ );
+ const psionics_total_effort = Math.max(1 + attrBonus + skillBonus, 1) + parseInt(v.psionics_extra_effort) -
+ parseInt(v.psionics_committed_effort_current) - parseInt(v.psionics_committed_effort_scene) -
+ parseInt(v.psionics_committed_effort_day);
+ mySetAttrs({
+ psionics_total_effort
+ }, v);
+ });
});
};
@@ -1720,19 +1891,21 @@
const baseAC = Math.max(
parseInt(v.innate_ac) || 0,
...idArray.filter(id => v[`repeating_armor_${id}_armor_active`] === "1")
- .filter(id => v[`repeating_armor_${id}_armor_type`] !== "SHIELD" )
+ .filter(id => v[`repeating_armor_${id}_armor_type`] !== "SHIELD")
.map(id => parseInt(v[`repeating_armor_${id}_armor_ac`]) || 0)
);
const shieldAC = Math.max(
0,
...idArray.filter(id => v[`repeating_armor_${id}_armor_active`] === "1")
- .filter(id => v[`repeating_armor_${id}_armor_type`] === "SHIELD" )
+ .filter(id => v[`repeating_armor_${id}_armor_type`] === "SHIELD")
.map(id => parseInt(v[`repeating_armor_${id}_armor_ac`]) || 0)
);
const AC = (shieldAC > 0 ? shieldAC <= baseAC ? (baseAC + 1) : shieldAC : baseAC) +
(parseInt(v.dexterity_mod) || 0);
- mySetAttrs({AC}, v);
+ mySetAttrs({
+ AC
+ }, v);
});
});
};
@@ -1756,7 +1929,7 @@
})(parseInt(v[attr]) || 10);
const setting = {
- [`${attr}_mod`]: String(mod + (parseInt(v[`${attr}_bonus`]) || 0))
+ [`${attr}_mod`]: `${mod + (parseInt(v[`${attr}_bonus`]) || 0)}`
};
mySetAttrs(setting, v, null, () => {
@@ -1770,7 +1943,9 @@
const calculateStrDexMod = () => {
getAttrs(["str_dex_mod", "strength_mod", "dexterity_mod"], v => {
const str_dex_mod = Math.max(parseInt(v.strength_mod), parseInt(v.dexterity_mod));
- mySetAttrs({str_dex_mod}, v);
+ mySetAttrs({
+ str_dex_mod
+ }, v);
});
};
@@ -1782,14 +1957,12 @@
setAttrs({
xp_next: xp[v.level]
});
- }
- else {
+ } else {
setAttrs({
xp_next: 93 + ((v.level - 9) * 24)
});
}
- }
- else if (v.setting_xp_scheme === "money") {
+ } else if (v.setting_xp_scheme === "money") {
setAttrs({
xp_next: 2500 * (2 * v.level)
});
@@ -1800,20 +1973,22 @@
const calculateGearReadiedStowed = () => {
const doCalc = (gearIDs, weaponIDs, armorIDs) => {
const attrs = [
+ ...gearIDs.map(id => `repeating_gear_${id}_gear_amount`),
...gearIDs.map(id => `repeating_gear_${id}_gear_encumbrance`),
...gearIDs.map(id => `repeating_gear_${id}_gear_status`),
...armorIDs.map(id => `repeating_armor_${id}_armor_encumbrance`),
+ ...armorIDs.map(id => `repeating_armor_${id}_armor_encumbrance_bonus`),
...armorIDs.map(id => `repeating_armor_${id}_armor_status`),
...weaponIDs.map(id => `repeating_weapons_${id}_weapon_encumbrance`),
...weaponIDs.map(id => `repeating_weapons_${id}_weapon_status`),
- "gear_readied", "gear_readied_max", "gear_readied_over",
- "gear_stowed", "gear_stowed_max", "gear_stowed_over",
+ "gear_readied", "gear_stowed", "strength", "gear_readied_max",
+ "gear_readied_over", "gear_stowed_over", "gear_stowed_max"
];
getAttrs(attrs, v => {
const [gear_readied, gear_stowed] = armorIDs.reduce((m, id) => {
- if (v[`repeating_armor_${id}_armor_status`] === "READIED")
+ if (v[`repeating_armor_${id}_armor_status`] === "READIED") {
m[0] += parseInt(v[`repeating_armor_${id}_armor_encumbrance`]) || 0;
- else if (v[`repeating_armor_${id}_armor_status`] === "STOWED")
+ } else if (v[`repeating_armor_${id}_armor_status`] === "STOWED")
m[1] += parseInt(v[`repeating_armor_${id}_armor_encumbrance`]) || 0;
return m;
}, weaponIDs.reduce((m, id) => {
@@ -1823,17 +1998,32 @@
m[1] += parseInt(v[`repeating_weapons_${id}_weapon_encumbrance`]) || 0;
return m;
}, gearIDs.reduce((m, id) => {
+ const amount = parseInt(v[`repeating_gear_${id}_gear_amount`]) || 0;
if (v[`repeating_gear_${id}_gear_status`] === "READIED")
- m[0] += parseInt(v[`repeating_gear_${id}_gear_encumbrance`]) || 0;
+ m[0] += Math.ceil(amount * parseFloat(v[`repeating_gear_${id}_gear_encumbrance`])) || 0;
else if (v[`repeating_gear_${id}_gear_status`] === "STOWED")
- m[1] += parseInt(v[`repeating_gear_${id}_gear_encumbrance`]) || 0;
+ m[1] += Math.ceil(amount * parseFloat(v[`repeating_gear_${id}_gear_encumbrance`])) || 0;
return m;
}, [0, 0])));
- const gear_readied_over = (gear_readied > parseInt(v.gear_readied_max)) ? "1" : "0";
- const gear_stowed_over = (gear_stowed > parseInt(v.gear_stowed_max)) ? "1" : "0";
- const setting = {gear_readied, gear_stowed, gear_readied_over, gear_stowed_over};
- mySetAttrs(setting, v, {silent: true});
+ const armor_encumbrance_bonus = Math.max(0,
+ ...armorIDs.filter(id => v[`repeating_armor_${id}_armor_status`] === "READIED")
+ .map(id => parseInt(v[`repeating_armor_${id}_armor_encumbrance_bonus`]) || 0)
+ );
+ const gear_stowed_max = (parseInt(v.strength) || 0) + armor_encumbrance_bonus;
+ const gear_readied_max = Math.floor(gear_stowed_max / 2);
+ const setting = {
+ gear_readied,
+ gear_stowed,
+ gear_readied_max,
+ gear_stowed_max,
+ gear_readied_over: (parseInt(v.gear_readied) > gear_readied_max) ? "1" : "0",
+ gear_stowed_over: (parseInt(v.gear_stowed) > gear_stowed_max) ? "1" : "0",
+ };
+
+ mySetAttrs(setting, v, {
+ silent: true
+ });
});
};
@@ -1844,16 +2034,6 @@
});
};
- const calculateGearReadiedStowedMax = () => {
- getAttrs(["strength", "gear_readied_max", "gear_stowed_max"], v => {
- if (v.strength)
- mySetAttrs({
- gear_readied_max: Math.floor((parseInt(v.strength) || 0) / 2),
- gear_stowed_max: v.strength,
- }, v);
- });
- };
-
const generateWeaponDisplay = () => {
// Generates the weapon menu and sets the display of weapons
// in display mode in one go.
@@ -1888,9 +2068,9 @@
const weaponDamage = (v[`${prefix}_weapon_damage`] === "0") ? "" : v[`${prefix}_weapon_damage`];
const shockString = (v[`${prefix}_weapon_shock`] !== "0") ? `, ${
(parseInt(v[`${prefix}_weapon_shock_damage`])||0) + damageBonus
- }\xa0${translate("SHOCK").toLowerCase()}${
- v[`${prefix}_weapon_shock_ac`] ? ` ${translate("VS_AC_LEQ")} ${v[`${prefix}_weapon_shock_ac`]}` : ""
- }` : "";
+ }\xa0${translate("SHOCK").toLowerCase()}${
+ v[`${prefix}_weapon_shock_ac`] ? ` ${translate("VS_AC_LEQ")} ${v[`${prefix}_weapon_shock_ac`]}` : ""
+ }` : "";
const attack = baseAttackBonus + (parseInt(v[`${prefix}_weapon_attack`]) || 0) +
((skillBonus === -1) ? -2 : skillBonus) + attrBonus;
@@ -1913,21 +2093,23 @@
};
const handleAmmoAPI = (sName) => {
- const formula = (sName === "weapons") ? "[[-1 - @{weapon_burst}]]" : "-1" ;
+ const formula = (sName === "weapons") ? "[[-1 - @{weapon_burst}]]" : "-1";
getSectionIDs(`repeating_${sName}`, idArray => {
getAttrs([
"setting_use_ammo",
...idArray.map(id => `repeating_${sName}_${id}_weapon_use_ammo`),
...idArray.map(id => `repeating_${sName}_${id}_weapon_api`)
- ], v => {
+ ], v => {
const setting = idArray.reduce((m, id) => {
m[`repeating_${sName}_${id}_weapon_api`] =
(v.setting_use_ammo === "1" && v[`repeating_${sName}_${id}_weapon_use_ammo`] !== "0") ?
- `\n!modattr --mute --charid @{character_id} --repeating_${sName}_${id}_weapon_ammo|${formula}`
- : "";
+ `\n!modattr --mute --charid @{character_id} --repeating_${sName}_${id}_weapon_ammo|${formula}` :
+ "";
return m;
}, {});
- mySetAttrs(setting, v, { silent: true });
+ mySetAttrs(setting, v, {
+ silent: true
+ });
});
});
};
@@ -1937,8 +2119,12 @@
*/
const validateTab = () => {
getAttrs(["tab", "npc"], v => {
- if (v.tab === "character" && v.npc === "1") setAttrs({tab: "npc"});
- if (v.tab === "npc" && v.npc === "0") setAttrs({tab: "character"});
+ if (v.tab === "character" && v.npc === "1") setAttrs({
+ tab: "npc"
+ });
+ if (v.tab === "npc" && v.npc === "0") setAttrs({
+ tab: "character"
+ });
});
};
const validateSuperTab = () => {
@@ -1955,7 +2141,9 @@
permanentStrain = parseInt(v.strain_permanent) || 0,
strain = Math.min(parseInt(v.strain_max), Math.max(currentStrain, permanentStrain));
- if (strain !== currentStrain) setAttrs({ strain });
+ if (strain !== currentStrain) setAttrs({
+ strain
+ });
});
};
const validateWeaponSkills = (ids) => {
@@ -1963,7 +2151,8 @@
const prefixes = (ids && ids.map(id => `repeating_weapons_${id}`)) || ["repeating_weapons"];
getAttrs(["homebrew_skill_list", ...prefixes.map(p => `${p}_weapon_skill_bonus`)], v => {
const revisedList = ["@{skill_exert}", "@{skill_punch}", "@{skill_shoot}", "@{skill_stab}",
- "@{skill_telekinesis}", "0"],
+ "@{skill_telekinesis}", "0"
+ ],
firstList = ["@{skill_combat_energy}", "@{skill_combat_gunnery}", "@{skill_combat_primitive}", "@{skill_combat_projectile}",
"@{skill_combat_psitech}", "@{skill_combat_unarmed}", "@{skill_telekinesis}", "0"
],
@@ -1988,7 +2177,14 @@
npc_morale, npc_skills, npc_saves, armor_type
] = autofillData.statblocks[v.npc_stat_block];
- const setting = { AC, npc_attack_bonus, npc_move, npc_morale, npc_skills, npc_saves};
+ const setting = {
+ AC,
+ npc_attack_bonus,
+ npc_move,
+ npc_morale,
+ npc_skills,
+ npc_saves
+ };
if (armor_type) setting.npc_armor_type = armor_type;
if (HD.includes("hp")) setting.HP = HD.replace("hp", "");
@@ -1996,7 +2192,7 @@
setAttrs(setting);
- if(damage !== "Unarmed") {
+ if (damage !== "Unarmed") {
const newAttack = {
attack_ab: npc_attack_bonus,
attack_damage: damage,
@@ -2010,7 +2206,7 @@
};
const addNPCAttackBonus = () => {
getAttrs(["repeating_npc-attacks_attack_ab", "npc_attack_bonus"], v => {
- if (String(v["repeating_npc-attacks_attack_ab"]) === "0") {
+ if (`${v["repeating_npc-attacks_attack_ab"]}` === "0") {
setAttrs({
["repeating_npc-attacks_attack_ab"]: v.npc_attack_bonus
});
@@ -2027,7 +2223,7 @@
const setting = idArray.reduce((m, id) => {
if (v.npc_roll_full_attack === "1") {
const num = parseInt(v[`repeating_npc-attacks_${id}_attack_number`]) || 1;
- const macro = [2,3,4].map(n => {
+ const macro = [2, 3, 4].map(n => {
if (n <= num)
return `{{attack${n}=[[1d20 + @{attack_ab} @{attack_burst} @{modifier_query}]]}} ` +
`{{damage${n}=[[@{attack_damage} @{attack_burst}]]}} `;
@@ -2076,12 +2272,14 @@
/* End helper functions */
const buildSaveMenu = () => {
getAttrs(["homebrew_luck_save", "macro_saves"], v => {
- const macro_saves = buildLink(`^{PHYSICAL} (v@{save_physical})`, ("save_physical")) + " " +
- buildLink(`^{MENTAL} (v@{save_mental})`, ("save_mental")) + " " +
- buildLink(`^{EVASION} (v@{save_evasion})`, ("save_evasion"), v.homebrew_luck_save !== "1") +
+ const macro_saves = buildLink("^{PHYSICAL} (v@{save_physical})", ("save_physical")) + " " +
+ buildLink("^{MENTAL} (v@{save_mental})", ("save_mental")) + " " +
+ buildLink("^{EVASION} (v@{save_evasion})", ("save_evasion"), v.homebrew_luck_save !== "1") +
((v.homebrew_luck_save === "1") ?
- (" " + buildLink(`^{LUCK} (v@{save_luck})`, ("save_luck"), true)) : "");
- mySetAttrs({ macro_saves }, v);
+ (" " + buildLink("^{LUCK} (v@{save_luck})", ("save_luck"), true)) : "");
+ mySetAttrs({
+ macro_saves
+ }, v);
});
};
const buildSkillMenu = () => {
@@ -2101,14 +2299,16 @@
idArray.filter(id => v[`repeating_skills_${id}_skill`] !== "-1").length;
const macro_skills = `${[
- ...skillList.filter(skill => v[`skill_${skill}`] !== "-1").map(skillToMacro(v)),
- ...idArray.filter(id => v[`repeating_skills_${id}_skill`] !== "-1").map(idToSkillMacro(v, "skills"))
- ].map(buildSkillMacro).join(" ")}${v.setting_show_untrained_skills === "1" ? `${
- hasSkills ? `\n\n**^{UNTRAINED}**\n` : ""}${[
- ...skillList.filter(skill => v[`skill_${skill}`] === "-1").map(skillToMacro(v)),
- ...idArray.filter(id => v[`repeating_skills_${id}_skill`] === "-1").map(idToSkillMacro(v, "skills"))
- ].map(buildSkillMacro).join(" ")}` : ""}`;
- mySetAttrs({ macro_skills }, v);
+ ...skillList.filter(skill => v[`skill_${skill}`] !== "-1").map(skillToMacro(v)),
+ ...idArray.filter(id => v[`repeating_skills_${id}_skill`] !== "-1").map(idToSkillMacro(v, "skills"))
+ ].map(buildSkillMacro).join(" ")}${v.setting_show_untrained_skills === "1" ? `${
+ hasSkills ? "\n\n**^{UNTRAINED}**\n" : ""}${[
+ ...skillList.filter(skill => v[`skill_${skill}`] === "-1").map(skillToMacro(v)),
+ ...idArray.filter(id => v[`repeating_skills_${id}_skill`] === "-1").map(idToSkillMacro(v, "skills"))
+ ].map(buildSkillMacro).join(" ")}` : ""}`;
+ mySetAttrs({
+ macro_skills
+ }, v);
});
});
};
@@ -2126,13 +2326,15 @@
getAttrs(sourceAttrs, v => {
if (v.setting_super_type == "magic" || v.setting_super_type == "neither") return;
const macro_psionics = `${[
- ...skills.psionic.filter(skill => v[`skill_${skill}`] !== "-1").map(skillToMacro(v)),
- ...skillIDs.filter(id => v[`repeating_psychic-skills_${id}_skill`] !== "-1")
- .map(idToSkillMacro(v, "psychic-skills"))
- ].map(buildSkillMacro).join(" ")}${(techniqueIDs.length ? "\n\n" : "")}${
+ ...skills.psionic.filter(skill => v[`skill_${skill}`] !== "-1").map(skillToMacro(v)),
+ ...skillIDs.filter(id => v[`repeating_psychic-skills_${id}_skill`] !== "-1")
+ .map(idToSkillMacro(v, "psychic-skills"))
+ ].map(buildSkillMacro).join(" ")}${(techniqueIDs.length ? "\n\n" : "")}${
techniqueIDs.map((id, index, allIDs) => buildLink(v[`repeating_techniques_${id}_technique_name`],
`repeating_techniques_${id}_technique`, index + 1 === allIDs.length)).join(" ")}`;
- mySetAttrs({ macro_psionics }, v);
+ mySetAttrs({
+ macro_psionics
+ }, v);
});
});
});
@@ -2150,12 +2352,14 @@
getAttrs(sourceAttrs, v => {
if (v.setting_super_type == "psionics" || v.setting_super_type == "neither") return;
const macro_magic = `${[
- ...(v.skill_magic2_name ? ["magic", "magic2"] : ["magic"]).map(skillToMacro(v)),
- ...skillIDs.map(idToSkillMacro(v, "magic-skills"))
- ].map(buildSkillMacro).join(" ")}${spellIDs.length ? "\n\n" : ""}${
+ ...(v.skill_magic2_name ? ["magic", "magic2"] : ["magic"]).map(skillToMacro(v)),
+ ...skillIDs.map(idToSkillMacro(v, "magic-skills"))
+ ].map(buildSkillMacro).join(" ")}${spellIDs.length ? "\n\n" : ""}${
spellIDs.map(id => buildLink(v[`repeating_spells_${id}_spell_name`], `repeating_spells_${id}_spell`))
- .join(" ")}`;
- mySetAttrs({ macro_magic }, v);
+ .join(" ")}`;
+ mySetAttrs({
+ macro_magic
+ }, v);
});
});
});
@@ -2173,7 +2377,9 @@
` ${sign(v[`repeating_ship-weapons_${id}_weapon_attack_bonus`])}`;
return buildLink(title, `repeating_ship-weapons_${id}_attack`, index + 1 === idArray.length);
}).join(" ");
- mySetAttrs({ macro_ship_weapons }, v);
+ mySetAttrs({
+ macro_ship_weapons
+ }, v);
});
});
};
@@ -2193,7 +2399,9 @@
` (${v[`repeating_npc-attacks_${id}_attack_number`]} attacks)` : "");
return buildLink(title, `repeating_npc-attacks_${id}_attack`, index + 1 === idArray.length);
}).join(" ");
- mySetAttrs({ macro_npc_attacks }, v);
+ mySetAttrs({
+ macro_npc_attacks
+ }, v);
});
});
};
@@ -2206,9 +2414,11 @@
getAttrs(sourceAttrs, v => {
const macro_npc_abilities = idArray.map((id, index) => {
return buildLink(v[`repeating_npc-abilities_${id}_ability_name`],
- `repeating_npc-abilities_${id}_ability`,index + 1 === idArray.length);
+ `repeating_npc-abilities_${id}_ability`, index + 1 === idArray.length);
}).join(" ");
- mySetAttrs({ macro_npc_abilities }, v);
+ mySetAttrs({
+ macro_npc_abilities
+ }, v);
});
});
};
@@ -2222,14 +2432,16 @@
getAttrs(sourceAttrs, v => {
if (v.npc !== "1") return;
const macroList = [
- `[**^{SAVES}** v@{npc_saves},](~npc_save) [**^{SKILLS}** +@{npc_skills},](~npc_skill) `,
- `[**^{MORALE}** v@{npc_morale}](~npc_morale)\n`,
- `[**^{INITIATIVE}** d8,](~npc_initiative) [**^{REACTION}** 2d6,](~npc_reaction) `,
- `**Move** @{npc_move}\n`
+ "[**^{SAVES}** v@{npc_saves},](~npc_save) [**^{SKILLS}** +@{npc_skills},](~npc_skill) ",
+ "[**^{MORALE}** v@{npc_morale}](~npc_morale)\n",
+ "[**^{INITIATIVE}** d8,](~npc_initiative) [**^{REACTION}** 2d6,](~npc_reaction) ",
+ "**Move** @{npc_move}\n"
];
- if (v.macro_npc_attacks) macroList.push("\n**Attacks:** @{macro_npc_attacks}");
- if (v.macro_npc_abilities) macroList.push("\n**Abilities:** @{macro_npc_abilities}");
- mySetAttrs({ macro_statblock: macroList.join("")}, v);
+ if (v.macro_npc_attacks) macroList.push("\n**Attacks:** @{macro_npc_attacks}");
+ if (v.macro_npc_abilities) macroList.push("\n**Abilities:** @{macro_npc_abilities}");
+ mySetAttrs({
+ macro_statblock: macroList.join("")
+ }, v);
});
};
@@ -2240,7 +2452,7 @@
if (label && autofillData.classes.hasOwnProperty(label)) {
const data = Object.assign({}, autofillData.classes[label]);
Object.keys(data).forEach(key => {
- if (!(["", "0"].includes(String(v[key])))) delete data[key];
+ if (!(["", "0"].includes(`${v[key]}`))) delete data[key];
});
mySetAttrs(data, v);
}
@@ -2259,7 +2471,7 @@
if (sName === "ship-defenses") {
if (label) output.defense_name = translate(label.toUpperCase());
if (output.defense_mass.includes("#")) {
- output.defense_mass = String(parseInt(output.defense_mass) * v.ship_multiplier);
+ output.defense_mass = `${parseInt(output.defense_mass) * v.ship_multiplier}`;
}
}
if (sName === "ship-fittings") {
@@ -2268,10 +2480,10 @@
output.fitting_effect = translate(`${label.toUpperCase()}_DESC`);
}
if (output.fitting_mass.includes("#")) {
- output.fitting_mass = String(Math.round(parseFloat(output.fitting_mass) * v.ship_multiplier));
+ output.fitting_mass = `${Math.round(parseFloat(output.fitting_mass) * v.ship_multiplier)}`;
}
if (output.fitting_power.includes("#")) {
- output.fitting_power = String(parseInt(output.fitting_power) * v.ship_multiplier);
+ output.fitting_power = `${parseInt(output.fitting_power) * v.ship_multiplier}`;
}
}
if (sName === "ship-weapons") {
@@ -2282,7 +2494,10 @@
}
}
if (sName === "weapons") {
- if (label) output.weapon_name = translate(label.toUpperCase());
+ if (label) {
+ output.weapon_name = translate(label.toUpperCase());
+ output.weapon_description = translate(`${label.toUpperCase()}_DESC`);
+ }
if (output.weapon_ammo) {
output.weapon_ammo_max = output.weapon_ammo;
output.weapon_use_ammo = "{{ammo=[[0@{weapon_ammo} - (1 @{weapon_burst})]] / @{weapon_ammo|max}}}";
@@ -2298,7 +2513,10 @@
}
}
if (sName === "armor") {
- if (label) output.armor_name = translate(label.toUpperCase());
+ if (label) {
+ output.armor_name = translate(label.toUpperCase());
+ output.armor_description = translate(`${label.toUpperCase()}_DESC`) || "";
+ }
}
if (sName === "cyberware") {
if (label) {
@@ -2325,8 +2543,7 @@
output.gear_description = translate(`${label.toUpperCase()}_DESC`);
}
if (output.gear_encumbrance === "1#") {
- output.gear_encumbrance = "1";
- output.gear_description = `${translate("ENCUMBRANCE")} 1/3. ${output.gear_description}`;
+ output.gear_encumbrance = ".33";
}
}
return output;
@@ -2335,20 +2552,21 @@
const data = getAutofillData(sName, v, inputData, label);
// Generates info text from the stored data
if (sName === "ship-defenses") {
- return `${translate(data.class)}+. ${translate("POWER_INIT")}: ${data.defense_power}, ` +
- `${translate("MASS_INIT")}: ${data.defense_mass}. ${data.defense_effect}`;
+ return `${translate(data.class)}+. ${translate("POWER_INIT")}: ${data.defense_power}, ${
+ translate("MASS_INIT")}: ${data.defense_mass}. ${data.defense_effect}`;
}
if (sName === "ship-fittings") {
- return `${translate(data.class)}+. ${translate("POWER_INIT")}: ${data.fitting_power}, ` +
- `${translate("MASS_INIT")}: ${data.fitting_mass}. ${data.fitting_effect}`;
+ return `${translate(data.class)}+. ${translate("POWER_INIT")}: ${data.fitting_power}, ${
+ translate("MASS_INIT")}: ${data.fitting_mass}. ${data.fitting_effect}`;
}
if (sName === "ship-weapons") {
- return `${translate(data.class)}+. ` +
- `${translate("POWER_INIT")}: ${data.weapon_power}, ` +
- `${translate("MASS_INIT")}: ${data.weapon_mass}, ` +
- `${translate("HARDPOINTS_INIT")}: ${data.weapon_hardpoints}. ` +
- `${translate("DAMAGE_SHORT")} ${data.weapon_damage}. ` +
- `${data.weapon_qualities}${(data.weapon_ammo ? `, ${translate("AMMO")}: ${data.weapon_ammo}`: "")}.`;
+ return `${translate(data.class)}+. ${
+ translate("POWER_INIT")}: ${data.weapon_power}, ${
+ translate("MASS_INIT")}: ${data.weapon_mass}, ${
+ translate("HARDPOINTS_INIT")}: ${data.weapon_hardpoints}. ${
+ translate("DAMAGE_SHORT")} ${data.weapon_damage}. ${
+ data.weapon_qualities}${
+ (data.weapon_ammo ? `, ${translate("AMMO")}: ${data.weapon_ammo}`: "")}.`;
}
if (sName === "weapons") {
const getNamedAttrMod = expr => {
@@ -2356,17 +2574,17 @@
else if (expr === "@{strength_mod}") return translate("STRENGTH_SHORT");
else if (expr === "@{str_dex_mod}") return translate("STR_DEX");
};
- return `${translate("DAMAGE_SHORT")} ${data.weapon_damage}${data.weapon_burst ? ` (${translate("BURST")})` : ""}` +
- (data.weapon_ab ? `, ${translate("ATTACK_BONUS_SHORT")} +${data.weapon_ab}`: "") +
- (data.weapon_range ? `, ${translate("RANGE")} ${data.weapon_range}`: "") +
- (data.weapon_ammo ? `, ${translate("AMMO")} ${data.weapon_ammo}`: "") +
- (data.weapon_shock ? `, ${data.weapon_shock_damage} ${translate("SHOCK_DAMAGE_AGAINST_AC_LEQ")} ${data.weapon_shock_ac}` : "") +
- `, +${getNamedAttrMod(data.weapon_attribute_mod)}` +
- (data.weapon_encumbrance ? `, ${translate("ENCUMBRANCE_SHORT")} ${data.weapon_encumbrance}` : "") + ".";
+ return `${translate("DAMAGE_SHORT")} ${data.weapon_damage}${data.weapon_burst ? ` (${translate("BURST")})` : ""}${
+ data.weapon_ab ? `, ${translate("ATTACK_BONUS_SHORT")} +${data.weapon_ab}` : ""}${
+ data.weapon_range ? `, ${translate("RANGE")} ${data.weapon_range}` : ""}${
+ data.weapon_ammo ? `, ${translate("AMMO")} ${data.weapon_ammo}` : ""}${
+ data.weapon_shock ? `, ${data.weapon_shock_damage} ${translate("SHOCK_DAMAGE_AGAINST_AC_LEQ")} ${data.weapon_shock_ac}` : ""}${
+ ", +"}${getNamedAttrMod(data.weapon_attribute_mod)}${
+ data.weapon_encumbrance ? `, ${translate("ENCUMBRANCE_SHORT")} ${data.weapon_encumbrance}` : ""}.`;
}
if (sName === "armor") {
- return `${translate("AC")} ${data.armor_ac}, ${translate(data.armor_type)}, ` +
- `${translate("ENCUMBRANCE_SHORT")} ${data.armor_encumbrance}.`;
+ return `${translate("AC")} ${data.armor_ac}, ${translate(data.armor_type)
+ }, ${translate("ENCUMBRANCE_SHORT")} ${data.armor_encumbrance}.`;
}
if (sName === "cyberware") {
return `${translate("STRAIN")}: ${data.cyberware_strain}.`;
@@ -2375,6 +2593,9 @@
if (data.level === "0") return `${translate("CORE_TECHNIQUE")}.`;
else return `${translate("LEVEL")}-${data.level}.`;
}
+ if (sName === "gear") {
+ return `${translate("ENCUMBRANCE_SHORT")} ${data.gear_encumbrance}.`;
+ }
return "";
};
const generateAutofillRow = (sName) => {
@@ -2400,19 +2621,35 @@
if (info) setAttrs({
[`generate_${sName}_info`]: info
});
- }
- else setAttrs({[`generate_${sName}_info`]: " "});
+ } else setAttrs({
+ [`generate_${sName}_info`]: " "
+ });
});
};
/* Translations */
const setTranslatedDefaults = () => {
const specialSkills = {
- skill_culture_alien_name: { trans: `${translate("CULTURE_ALIEN")}/`, default: "Culture/Alien/" },
- skill_culture_one_name: { trans: `${translate("CULTURE")}/`, default: "Culture/" },
- skill_culture_two_name: { trans: `${translate("CULTURE")}/`, default: "Culture/" },
- skill_culture_three_name: { trans: `${translate("CULTURE")}/`, default: "Culture/" },
- skill_profession_name: { trans: `${translate("PROFESSION")}/`, default: "Profession/"},
+ skill_culture_alien_name: {
+ trans: `${translate("CULTURE_ALIEN")}/`,
+ default: "Culture/Alien/"
+ },
+ skill_culture_one_name: {
+ trans: `${translate("CULTURE")}/`,
+ default: "Culture/"
+ },
+ skill_culture_two_name: {
+ trans: `${translate("CULTURE")}/`,
+ default: "Culture/"
+ },
+ skill_culture_three_name: {
+ trans: `${translate("CULTURE")}/`,
+ default: "Culture/"
+ },
+ skill_profession_name: {
+ trans: `${translate("PROFESSION")}/`,
+ default: "Profession/"
+ },
};
getAttrs([...Object.keys(specialSkills), "homebrew_skill_list", "innate_ac_name"], v => {
const setting = {};
@@ -2435,22 +2672,22 @@
});
getAttrs(["attribute_query", "setting_skill_query",
- ...attributes.map(a => `attribute_query_${a.slice(0,3)}`)], v => {
+ ...attributes.map(a => `attribute_query_${a.slice(0,3)}`)
+ ], v => {
if (v.setting_skill_query === "hover" || v.setting_skill_query === "hide") {
mySetAttrs({
- attribute_query: `?{${translate("ATTRIBUTE")}|${[attrQueries[0], ...attrQueries.slice(1)].join("|")}}`,
- attribute_query_str: `+ @{strength_mod}[${translate("STRENGTH")}]]]}} {{attribute= + ${translate(`STRENGTH_SHORT`)}}}`,
- attribute_query_dex: `+ @{dexterity_mod}[${translate("DEXTERITY")}]]]}} {{attribute= + ${translate(`DEXTERITY_SHORT`)}}}`,
- attribute_query_con: `+ @{constitution_mod}[${translate("CONSTITUTION")}]]]}} {{attribute= + ${translate(`CONSTITUTION_SHORT`)}}}`,
- attribute_query_int: `+ @{intelligence_mod}[${translate("INTELLIGENCE")}]]]}} {{attribute= + ${translate(`INTELLIGENCE_SHORT`)}}}`,
- attribute_query_wis: `+ @{wisdom_mod}[${translate("WISDOM")}]]]}} {{attribute= + ${translate(`WISDOM_SHORT`)}}}`,
- attribute_query_cha: `+ @{charisma_mod}[${translate("CHARISMA")}]]]}} {{attribute= + ${translate(`CHARISMA_SHORT`)}}}`,
+ attribute_query: `?{${translate("ATTRIBUTE")}|${[attrQueries[0], ...attrQueries.slice(1)].join("|")}}`,
+ attribute_query_str: `+ @{strength_mod}[${translate("STRENGTH")}]]]}} {{attribute= + ${translate("STRENGTH_SHORT")}}}`,
+ attribute_query_dex: `+ @{dexterity_mod}[${translate("DEXTERITY")}]]]}} {{attribute= + ${translate("DEXTERITY_SHORT")}}}`,
+ attribute_query_con: `+ @{constitution_mod}[${translate("CONSTITUTION")}]]]}} {{attribute= + ${translate("CONSTITUTION_SHORT")}}}`,
+ attribute_query_int: `+ @{intelligence_mod}[${translate("INTELLIGENCE")}]]]}} {{attribute= + ${translate("INTELLIGENCE_SHORT")}}}`,
+ attribute_query_wis: `+ @{wisdom_mod}[${translate("WISDOM")}]]]}} {{attribute= + ${translate("WISDOM_SHORT")}}}`,
+ attribute_query_cha: `+ @{charisma_mod}[${translate("CHARISMA")}]]]}} {{attribute= + ${translate("CHARISMA_SHORT")}}}`,
}, v);
- }
- else if (v.setting_skill_query === "query") {
+ } else if (v.setting_skill_query === "query") {
mySetAttrs({
- attribute_query: `?{${translate("ATTRIBUTE")}|${[attrQueries[0], ...attrQueries.slice(1)].join("|")}}`,
+ attribute_query: `?{${translate("ATTRIBUTE")}|${[attrQueries[0], ...attrQueries.slice(1)].join("|")}}`,
attribute_query_str: `?{${translate("ATTRIBUTE")}|${[attrQueries[0], ...attrQueries.slice(1)].join("|")}}`,
attribute_query_dex: `?{${translate("ATTRIBUTE")}|${[attrQueries[1], attrQueries[0], ...attrQueries.slice(2)].join("|")}}`,
attribute_query_con: `?{${translate("ATTRIBUTE")}|${[attrQueries[2], ...attrQueries.slice(0,2), ...attrQueries.slice(3)].join("|")}}`,
@@ -2463,18 +2700,19 @@
};
const handleModifierQuery = () => {
getAttrs(["modifier_query", "setting_modifier_query"], v => {
- if (String(v.setting_modifier_query) === "1") {
+ if (`${v.setting_modifier_query}` === "1") {
mySetAttrs({
modifier_query: `+ ?{${translate("MODIFIER")}|0}[${translate("MODIFIER_SHORT")}]`,
}, v);
- }
- else mySetAttrs({modifier_query: " "}, v);
+ } else mySetAttrs({
+ modifier_query: " "
+ }, v);
});
};
const setTranslatedQueries = () => {
getAttrs(["burst_query", "extra_hp_query", "translation_numdice", "proficient_query", "skill_name_query"], v => {
const setting = {
- burst_query: `?{${translate("BURST")}|${translate("YES")},+ 2[${translate("BURST")}]|${translate("NO")},&` + `#` + `32;}`,
+ burst_query: `?{${translate("BURST")}|${translate("YES")},+ 2[${translate("BURST")}]|${translate("NO")},&` + "#" + "32;}",
extra_hp_query: `?{${translate("EXTRA_HP_QUERY")}|0}[${translate("BONUS")}]`,
proficient_query: `?{${translate("PROFICIENT")}|${translate("YES")}, @{npc_skills}|${translate("NO")}, 0}[${translate("SKILL")}]`,
skill_name_query: `?{${translate("SKILL_NAME")}|${translate("SKILL")}}`,
@@ -2503,12 +2741,20 @@
// for filtering ship modules according to class.
getAttrs(["ship_class", "ship_class_normalised"], v => {
if (["fighter", translate("FIGHTER").toLowerCase()].includes(v.ship_class.toLowerCase()))
- setAttrs({ship_class_normalised: "fighter"});
+ setAttrs({
+ ship_class_normalised: "fighter"
+ });
else if (["frigate", translate("FRIGATE").toLowerCase()].includes(v.ship_class.toLowerCase()))
- setAttrs({ship_class_normalised: "frigate"});
+ setAttrs({
+ ship_class_normalised: "frigate"
+ });
else if (["cruiser", translate("CRUISER").toLowerCase()].includes(v.ship_class.toLowerCase()))
- setAttrs({ship_class_normalised: "cruiser"});
- else mySetAttrs({ship_class_normalised: ""}, v);
+ setAttrs({
+ ship_class_normalised: "cruiser"
+ });
+ else mySetAttrs({
+ ship_class_normalised: ""
+ }, v);
});
};
const calculateShipStats = () => {
@@ -2552,6 +2798,62 @@
}));
};
+ /* Drones */
+ const fillDroneStats = () => {
+ // This must be run from a repeating event, otherwise it will not know where to draw the data from.
+ getAttrs(["repeating_drones_drone_model"], v => {
+ const model = (v.repeating_drones_drone_model || "").toLowerCase().trim().replace(/ /g, "_");
+ if (autofillData.drones.hasOwnProperty(model)) {
+ const setting = Object.entries(autofillData.drones[model]).reduce((m, [key, value]) => {
+ m[`repeating_drones_${key}`] = value;
+ return m;
+ }, {});
+ setting.repeating_drones_drone_HP_max = setting.repeating_drones_drone_HP;
+ setAttrs(setting);
+ }
+ });
+ };
+ const fillDroneFitting = (num) => {
+ const prefix = `repeating_drones_drone_fitting_${num}`;
+ getAttrs([`${prefix}_desc`, `${prefix}_name`], v => {
+ const fittingName = (v[`${prefix}_name`] || "").toLowerCase().trim().replace(/ /g, "_");
+ if (v[`${prefix}_desc`] == "" && autofillData.droneFittings.includes(fittingName)) {
+ setAttrs({
+ [`${prefix}_desc`]: translate(`${fittingName.toUpperCase()}_DESC`)
+ });
+ }
+ });
+ };
+ const calculateDroneAttack = (prefixes) => {
+ const sourceAttrs = prefixes.reduce((m, prefix) => {
+ return m.concat([
+ `${prefix}_drone_weapon1_ab`,
+ `${prefix}_drone_weapon1_active`,
+ `${prefix}_drone_weapon1_attack`,
+ `${prefix}_drone_weapon2_ab`,
+ `${prefix}_drone_weapon2_active`,
+ `${prefix}_drone_weapon2_attack`,
+ `${prefix}_drone_weapon3_ab`,
+ `${prefix}_drone_weapon3_active`,
+ `${prefix}_drone_weapon3_attack`,
+ ]);
+ }, ["intelligence_mod", "skill_pilot", "skill_program"]);
+ getAttrs(sourceAttrs, v => {
+ const skillMod = Math.max(parseInt(v.skill_pilot), parseInt(v.skill_program)) || 0,
+ intMod = parseInt(v.intelligence_mod) || 0;
+
+ const setting = prefixes.reduce((m, prefix) => {
+ [1, 2, 3].filter(num => v[`${prefix}_drone_weapon${num}_active`] === "1")
+ .forEach(num => {
+ m[`${prefix}_drone_weapon${num}_attack`] = skillMod + intMod +
+ parseInt(v[[`${prefix}_drone_weapon${num}_ab`]] || 0);
+ });
+ return m;
+ }, {});
+ mySetAttrs(setting, v);
+ });
+ };
+
/**
* Migrations
*/
@@ -2576,7 +2878,7 @@
* convert old format for burst settings for weapons and attacks
* set ammo and shock checkboxes to reasonable values
* convert old format for gear readied/stowed
- **/
+ **/
if (major == 2 && minor < 1) {
const upgradeFunction = _.after(4, () => {
// recalculate these things just to be sure, in case the v1.6.2 update
@@ -2604,9 +2906,9 @@
m[`repeating_weapons_${id}_weapon_burst`] = "+ 2[Burst]";
if (v[`repeating_weapons_${id}_weapon_shock_damage`] !== "0")
m[`repeating_weapons_${id}_weapon_shock`] = "{{shock=[[@{weapon_shock_damage} + @{weapon_attribute_mod}[Attribute] + @{weapon_skill_to_damage}[Skill]]] ^{SHOCK_DAMAGE_AGAINST_AC_LEQ} @{weapon_shock_ac}!}}";
- if (v[`repeating_weapons_${id}_weapon_ammo`] &&
- v[`repeating_weapons_${id}_weapon_ammo`] !== "0")
+ if (v[`repeating_weapons_${id}_weapon_ammo`] && v[`repeating_weapons_${id}_weapon_ammo`] !== "0") {
m[`repeating_weapons_${id}_weapon_use_ammo`] = "{{ammo=[[0@{weapon_ammo} - (1 @{weapon_burst})]] / @{weapon_ammo|max}}}";
+ }
return m;
}, {});
setAttrs(setting, {}, upgradeFunction);
@@ -2615,10 +2917,9 @@
getSectionIDs("repeating_ship-weapons", idArray => {
getAttrs(idArray.map(id => `repeating_ship-weapons_${id}_weapon_ammo_max`), v => {
const setting = idArray.reduce((m, id) => {
- if (v[`repeating_ship-weapons_${id}_weapon_ammo_max`] &&
- v[`repeating_ship-weapons_${id}_weapon_ammo_max`] !== "0")
- m[`repeating_ship-weapons_${id}_weapon_use_ammo`] =
- "{{ammo=[[@{weapon_ammo} - 1]] / @{weapon_ammo_max}}}";
+ if (v[`repeating_ship-weapons_${id}_weapon_ammo_max`] && v[`repeating_ship-weapons_${id}_weapon_ammo_max`] !== "0") {
+ m[`repeating_ship-weapons_${id}_weapon_use_ammo`] = "{{ammo=[[@{weapon_ammo} - 1]] / @{weapon_ammo_max}}}";
+ }
return m;
}, {});
setAttrs(setting, {}, upgradeFunction);
@@ -2650,7 +2951,7 @@
/** v2.2.0
* convert single armor line to repeating armor
* Change @{attribute_query_none} to @{attribute_query}
- **/
+ **/
else if (major == 2 && minor < 2) {
const upgradeFunction = _.after(2, () => {
calculateStrDexMod();
@@ -2813,7 +3114,7 @@
...customConversionAttrs,
], v => {
const setting = Object.entries(attrConversionData).reduce((m, [oldName, newName]) => {
- if (v[oldName] && v[oldName] !== "" && String(v[newName]) !== String(v[oldName]))
+ if (v[oldName] && v[oldName] !== "" && `${v[newName]}` !== `${v[oldName]}`)
m[newName] = v[oldName];
return m;
}, {});
@@ -2849,9 +3150,9 @@
fillRepeatingSectionFromData("resources", customCounterData, upgradeFunction);
// Tab
- if (String(v.tab) === "1" || String(v.tab) === "4") setting.tab = "character";
- if (String(v.tab) === "2") setting.tab = "ship";
- if (String(v.tab) === "3") {
+ if (`${v.tab}` === "1" || `${v.tab}` === "4") setting.tab = "character";
+ if (`${v.tab}` === "2") setting.tab = "ship";
+ if (`${v.tab}` === "3") {
setting.tab = "character";
setting.npc = "1";
}
@@ -3031,9 +3332,9 @@
getSectionIDs("repeating_gear", idArray => {
getAttrs(idArray.map(id => `repeating_gear_${id}_gear_readied`), v => {
const setting = idArray.reduce((m, id) => {
- if (String(v[`repeating_gear_${id}_gear_readied`]) === "1")
+ if (`${v[`repeating_gear_${id}_gear_readied`]}` === "1")
m[`repeating_gear_${id}_gear_status`] = "readied";
- else if (String(v[`repeating_gear_${id}_gear_readied`]) === "2")
+ else if (`${v[`repeating_gear_${id}_gear_readied`]}` === "2")
m[`repeating_gear_${id}_gear_status`] = "stowed";
return m;
}, {});
@@ -3119,14 +3420,12 @@
on("change:level", calculateSaves);
- on(effortAttributes.map(x => `change:${x}`).join(" "), calculateEffort);
+ on([...effortAttributes, "repeating_psychic-skills:skill"].map(x => `change:${x}`).join(" "), calculateEffort);
on("change:repeating_armor change:innate_ac remove:repeating_armor", calculateAC);
- on("change:strength", calculateGearReadiedStowedMax);
- on("change:repeating_gear remove:repeating_gear change:armor_encumbrance change:repeating_weapons " +
- "remove:repeating_weapons change:gear_readied change:gear_stowed change:repeating_armor " +
- "remove:repeating_armor", calculateGearReadiedStowed);
+ on("change:strength change:repeating_gear remove:repeating_gear change:repeating_weapons " +
+ "remove:repeating_weapons change:repeating_armor remove:repeating_armor", calculateGearReadiedStowed);
on("change:level change:setting_xp_scheme", calculateNextLevelXP);
@@ -3168,6 +3467,19 @@
on("change:repeating_ship-weapons:weapon_name change:repeating_ship-weapons:weapon_attack_bonus " +
"remove:repeating_ship-weapons", buildShipWeaponsMenu);
+ /* Drones */
+ [1,2,3,4,5].forEach(num => {
+ on(`change:repeating_drones:drone_fitting_${num}_name`, () => fillDroneFitting(num));
+ });
+ on("change:repeating_drones:drone_model", fillDroneStats);
+ on("change:intelligence_mod change:skill_pilot change:skill_program", () => getSectionIDs("repeating_drones", idArray => {
+ calculateDroneAttack(idArray.map(id => `repeating_drones_${id}`));
+ }));
+ on([
+ ...[1, 2, 3].map(n => `change:repeating_drones:drone_weapon${n}_ab`),
+ ...[1, 2, 3].map(n => `change:repeating_drones:drone_weapon${n}_active`)
+ ].join(" "), () => calculateDroneAttack(["repeating_drones"]));
+
/* NPC sheet */
on("change:npc_stat_block", fillNPC);
on("change:npc_rolls_hidden", handleNPCRollHide);
diff --git a/Stars_Without_Number_Revised/Stars_Without_Number_Revised.css b/Stars_Without_Number_Revised/Stars_Without_Number_Revised.css
index e8ba07e4b7..23ac51b0cc 100644
--- a/Stars_Without_Number_Revised/Stars_Without_Number_Revised.css
+++ b/Stars_Without_Number_Revised/Stars_Without_Number_Revised.css
@@ -1 +1 @@
-.charsheet{background-color:#fff;padding:0 !important;font-size:12px;min-width:800px;color:#000}div,span,label,textarea,button[type=roll],h1,h2,h3{box-sizing:border-box}label{margin:0;padding:0;color:inherit;font-size:1em;font-weight:normal;width:auto}p{font-size:1em;margin:0 0 5px;line-height:inherit}textarea{resize:vertical;padding:1px 4px;font-size:12px;margin:0;color:#000;display:block}input[type=text],input[type=number]{padding:1px 4px;font-size:12px;height:20px;color:#000}input[type=number][readonly=readonly],input[type=number].sheet-no-spinners{-moz-appearance:textfield}input[type=number][readonly=readonly]::-webkit-inner-spin-button,input[type=number][readonly=readonly]::-webkit-outer-spin-button,input[type=number].sheet-no-spinners::-webkit-inner-spin-button,input[type=number].sheet-no-spinners::-webkit-outer-spin-button{-webkit-appearance:none;margin:0}select{margin:0;color:#000;font-size:12px;padding:1px 2px;line-height:18px;height:22px}button[type=roll].btn{margin:0}button[type=roll].sheet-unstyled-button{text-shadow:none;box-shadow:none;color:inherit;text-align:inherit;padding:0;border:none;border-radius:0;font-size:inherit;background:transparent}button[type=roll].sheet-unstyled-button::before{content:""}button[type=roll].sheet-invisible-button{position:absolute;z-index:1;opacity:0;left:0;width:100%;height:100%;top:0}button[type=roll].sheet-invisible-button:hover + div{color:#2b3fea;border-color:#2b3fea}.sheet-hider[value="0"] + div,.sheet-hider[value="0"] + label,.sheet-hider[value="0"] + button,.sheet-hider[value="0"] + span{display:none}.sheet-hider[value=""] + button{display:none}.sheet-editmode[value="0"] ~ .sheet-content .sheet-empty-hider[value=""] + div{display:none}h1{font-family:"Contrail One",sans-serif;background-color:#9b9b9b;padding-left:5px;color:#fff;font-size:1.3em;line-height:22px;font-weight:normal}h1::after{content:"";position:absolute;right:0;background-color:#223297;background-position:center;background-size:100%;width:22px;height:22px}h2{font-family:"Contrail One",sans-serif;padding-left:5px;border:2px solid #000;background-color:#ccc;color:#000;font-size:1.1em;margin:5px 0;width:175px;line-height:18px}h3{font-size:1.2em;font-family:"Contrail One",sans-serif;color:#6b6b6b;line-height:1.5;font-weight:normal}.sheet-npc-input[value="0"] ~ .sheet-tabs .sheet-npc-tab,.sheet-npc-input[value="1"] ~ .sheet-tabs .sheet-pc-tab,.sheet-tab-input:not([value=character]) ~ .sheet-character,.sheet-tab-input:not([value=ship]) ~ .sheet-ship,.sheet-tab-input:not([value=npc]) ~ .sheet-npc{display:none}.sheet-content{min-width:800px;display:grid;grid-gap:5px}.sheet-editmode[value="0"] ~ .sheet-content .sheet-edit,.sheet-editmode[value="0"] ~ .sheet-content .repcontrol,.sheet-editmode[value="1"] ~ .sheet-content .sheet-display{display:none}.sheet-header{margin-bottom:10px}.sheet-header input{opacity:0;position:absolute}.sheet-header .sheet-logo{width:480px}.sheet-header .sheet-npc-chooser{cursor:pointer;margin-left:auto;color:#fff}.sheet-header .sheet-npc-chooser span{padding:3px 6px}.sheet-header .sheet-npc-chooser input:not(:checked) ~ .sheet-pc-label,.sheet-header .sheet-npc-chooser input:checked ~ .sheet-npc-label{background:#11194b}.sheet-header .sheet-npc-chooser input:checked ~ .sheet-pc-label,.sheet-header .sheet-npc-chooser input:not(:checked) ~ .sheet-npc-label{background:#223297}.sheet-header .sheet-edit-button{margin:0 5px 0 20px}.sheet-header .sheet-settings-gear,.sheet-header .sheet-edit-button{cursor:pointer;font-size:16px;font-family:pictos}.sheet-header .sheet-settings-gear input:not(:checked) + span,.sheet-header .sheet-edit-button input:not(:checked) + span{color:#888}.sheet-header .sheet-settings-gear input:checked + span,.sheet-header .sheet-edit-button input:checked + span{color:#223297}.sheet-footer{font-size:10px;border-top:1px solid #ccc;margin-top:10px;color:#666}.sheet-footer button[type=roll].btn:hover{color:#223297}.sheet-tabs{margin-bottom:10px;width:100%;position:relative;z-index:2;border-top:1px solid #333;font-family:"Contrail One",sans-serif;flex-flow:row-reverse;justify-content:flex-end}.sheet-tabs input{opacity:0;position:absolute}.sheet-tabs input:checked + span{background:#11194b}.sheet-tabs input:not(:checked) + span{background:#223297}.sheet-tabs span{padding:1px 25px 0}.sheet-tabs label{cursor:pointer;line-height:17px;display:flex;margin:-1px -10px 0 0;color:#fff;clip-path:polygon(0 0, 100% 0, 100% 10px, calc(100% - 10px) 100%, 0 100%)}.sheet-flex{display:flex}.sheet-flex-start{display:flex;align-items:flex-start}.sheet-flex-center{display:flex;align-items:center}.sheet-flex-between{display:flex;align-items:center;justify-content:space-between}.sheet-flex-wrap{display:flex;flex-wrap:wrap;align-content:flex-start;align-items:flex-start}.sheet-grow{flex-grow:1}.sheet-halfgrid{display:grid;grid:auto/1fr 1fr;grid-column-gap:5px}.sheet-thirdsgrid{display:grid;grid:auto/repeat(3, 1fr);grid-column-gap:1%}.sheet-column > div:not(:first-child){margin-top:5px}.sheet-col-1-3{grid-column:1/3}.sheet-col-1-4{grid-column:1/4}.sheet-col-1-5{grid-column:1/5}.sheet-col-2{grid-column:2}.sheet-col-2-4{grid-column:2/4}.sheet-col-3{grid-column:3}.sheet-col-3-5{grid-column:3/5}.sheet-col-4{grid-column:4}.sheet-col-4-7{grid-column:4/7}.sheet-col-5-7{grid-column:5/7}.sheet-row-3-5{grid-row:3/5}.sheet-col55{width:55%}.sheet-col50{width:50%}.sheet-col40{width:40%}.sheet-colthird{width:calc(100%/3)}.sheet-col25{width:25%}.sheet-colsixth{width:calc(100%/6)}.sheet-grey-box,.sheet-grey-box-bordered{padding:4px;background:#f0f0f0}.sheet-grey-box-bordered{border:1px solid #aaa}.sheet-core-box{padding:8px;background:#f0f0f0}.sheet-core-box-text{padding:8px 3px 3px 8px;background:#f0f0f0}input[type=text].sheet-inherit{border-radius:0;border:none;background:transparent;box-shadow:none;padding:0;color:inherit;font:inherit}input[type=number].sheet-inline-input{position:relative;z-index:2;vertical-align:baseline;padding:0 3px}.sheet-text-input{color:#666;padding-right:5px;line-height:1}.sheet-text-input .sheet-label{font-size:.9em;text-align:inherit;line-height:14px;border-top:1px solid #aaa}.sheet-text-input .sheet-label input[type=checkbox]{height:14px;margin:0 3px 0 0}.sheet-text-input input[type=text],.sheet-text-input input[type=number],.sheet-text-input textarea{background:transparent;padding:1px 0;width:100%;border-radius:0;color:#223297;border:none;text-align:inherit;font-weight:inherit;box-shadow:none}.sheet-text-input input[type=text][readonly=readonly],.sheet-text-input input[type=number][readonly=readonly],.sheet-text-input textarea[readonly=readonly]{cursor:default}.sheet-text-input input[type=text],.sheet-text-input input[type=number]{font-size:1.1em}.sheet-text-input textarea{height:20px;min-height:20px}.sheet-text-input > input[type=checkbox]{height:14px;margin:3px 0}.sheet-text-input select{width:100%;height:20px;color:#223297;background:transparent;border:none}.sheet-text-input.sheet-important{font-weight:bold;font-size:1.1em}.sheet-text-input.sheet-center{text-align:center}.sheet-text-input.sheet-duo{display:grid;text-align:center;grid:auto/1fr 5px 1fr;align-items:center;align-content:start;grid-column-gap:4px}.sheet-text-input.sheet-duo > span{font-size:16px;color:#333}.sheet-text-input.sheet-duo .sheet-label{grid-column:1/4}.sheet-text-input button[type=roll].btn{width:100%}.sheet-text-input button[type=roll].btn:hover{color:red}.sheet-table-header{font-size:.9em;color:#666}.sheet-table-header .sheet-center{text-align:center}.sheet-table-header > div{padding-left:2px;border-bottom:1px solid #aaa}.sheet-blue-button{text-align:center}.sheet-blue-button button[type=roll].btn{background:#2b3fea;width:35px;height:35px;display:block;margin:0 auto;color:#fff}.sheet-blue-button button[type=roll].btn::before{content:""}.sheet-lower{text-transform:lowercase}.sheet-space-before::before,.sheet-space-after::after{content:" "}.sheet-colon-after::after{content:":"}.sheet-hide-empty[value=""] + span{display:none}.sheet-add-plus:not([value^="-"]) + span::before{content:"+"}.sheet-api{font-size:.8em;background:#f0f0f0;border-radius:5px;padding:1px;line-height:1;vertical-align:super}.sheet-simple-repsection .repitem{margin-bottom:3px}.sheet-simple-repsection textarea{margin:3px 0 0;height:50px}.sheet-simple-repsection .sheet-display .sheet-name{font-weight:bold;font-size:1.1em;border-bottom:1px solid #777}.sheet-simple-repsection .sheet-display .sheet-details{line-height:1.4;text-align:justify;white-space:pre-wrap}.sheet-rep-grid{display:grid;align-items:start;grid-column-gap:3px;margin-bottom:3px}.sheet-rep-grid .sheet-text-input{padding:0}.sheet-skills-type[value=neither] ~ div .sheet-skills-either,.sheet-skills-type:not([value=first]) ~ div .sheet-skills-first,.sheet-skills-type:not([value=revised]) ~ div .sheet-skills-revised,.sheet-skills-type:not([value=neither]) ~ div .sheet-skills-neither,.sheet-skills-query:not([value=hover]) ~ div .sheet-skills-query-hover,.sheet-skills-query[value=query] ~ div .sheet-skills-query-display,.sheet-skills-query[value=query] ~ div .sheet-skills-query-ask{display:none}.sheet-skills-query-display input:not([value*=str]) ~ .sheet-str,.sheet-skills-query-display input:not([value*=dex]) ~ .sheet-dex,.sheet-skills-query-display input:not([value*=con]) ~ .sheet-con,.sheet-skills-query-display input:not([value*=int]) ~ .sheet-int,.sheet-skills-query-display input:not([value*=wis]) ~ .sheet-wis,.sheet-skills-query-display input:not([value*=cha]) ~ .sheet-cha{display:none}.sheet-skills-query[value=hover] ~ div .sheet-skill:hover .sheet-skills-query-display,.sheet-skill .sheet-display .sheet-query:focus + .sheet-skills-query-display{display:none}.repcontrol{display:flex;margin-top:4px}.repcontrol button{padding:3px 10px}.repcontrol_edit{order:1;margin-left:auto}.repcontrol button{background:#223297;color:#fff;box-shadow:none;text-shadow:none}.repcontrol_move,.repcontrol_del{padding:1px 10px}.itemcontrol{z-index:100}.sheet-section-toggle-header{position:relative}.sheet-section-toggle-header input{cursor:pointer;position:absolute;width:22px;height:100%;z-index:2;right:0;opacity:0}.sheet-section-toggle-header input + h1::after{background-image:url("https://svgshare.com/i/6Vz.svg")}.sheet-section-toggle-header input:not(:checked) + h1::after{transform:rotate(180deg)}.sheet-section-toggle-header + input + div{margin-top:5px}.sheet-settings label{font-weight:bold}.sheet-settings label span{margin-right:4px}.sheet-settings select{width:120px;display:inline-block}.sheet-settings select.sheet-wide{width:170px}.sheet-generate{margin-bottom:5px}.sheet-generate .sheet-generate-source{height:20px;width:170px}.sheet-generate .sheet-generate-info{margin:0 5px;min-height:20px;flex-grow:1;background:#f0f0f0;border-radius:4px;padding:1px 4px}.sheet-generate .sheet-generate-button{padding:1px 8px;border-radius:4px;cursor:pointer;background:#223297;color:#fff}.sheet-generate .sheet-generate-button input[type=checkbox]{position:absolute;visibility:hidden}.sheet-generate .sheet-generate-button:active{outline:5px auto;outline-offset:-2px}.sheet-core{display:grid;grid-column-gap:5px}.sheet-core.sheet-core-info{grid:auto/2.5fr 1fr .8fr}.sheet-core.sheet-core-info .sheet-info{flex-wrap:wrap;padding-right:3px}.sheet-core.sheet-core-info .sheet-info .sheet-important{width:calc(60% - 22px)}.sheet-core.sheet-core-info .sheet-info .sheet-level{width:44px}.sheet-core.sheet-core-info .sheet-info .sheet-level-rest{width:calc(40% - 22px)}.sheet-core.sheet-core-stats{grid:auto/minmax(310px, 1.2fr) minmax(260px, 1fr) minmax(220px, 0.8fr)}.sheet-core .sheet-main-content{margin-top:3px;display:grid;grid:auto/repeat(3, 1fr);grid-row-gap:3px}.sheet-core .sheet-main-content .sheet-left-margin{margin-left:15px}.sheet-saves .sheet-flex{margin-top:4px}.sheet-menus-content{display:grid;grid:auto/1fr 1fr}.sheet-character .sheet-menus button[type=roll].btn{margin-right:auto}.sheet-menus button[type=roll].btn{color:#2b3fea;font-size:1.1em}.sheet-menus button[type=roll].btn:hover{color:red}.sheet-attributes{font-size:1.1em;line-height:16px}.sheet-attributes table{width:100%;height:100%}.sheet-attributes td:first-child,.sheet-attributes .sheet-mod{font-weight:bold}.sheet-attributes td:not(:first-child){text-align:center}.sheet-attributes input[type=number]{width:45px}.sheet-attributes .sheet-mod{font-size:1.1em}.sheet-editmode[value="0"] ~ .sheet-content .sheet-resources .repcontainer{grid:auto/1fr 1fr}.sheet-resources .sheet-credits{margin-left:auto}.sheet-resources .repcontainer{display:grid;grid-row-gap:3px;margin-top:3px}.sheet-resources input[type=text]{width:calc(100% - 8em);margin-right:auto}.sheet-resources .sheet-slash{margin:0 2px}.sheet-weapons .sheet-edit{justify-content:space-between;padding-right:1px}.sheet-weapons .sheet-edit .sheet-name{width:138px}.sheet-weapons .sheet-edit .sheet-ab{width:45px}.sheet-weapons .sheet-edit .sheet-weapon-skill{width:80px}.sheet-weapons .sheet-edit .sheet-attribute{width:60px}.sheet-weapons .sheet-edit .sheet-burst{width:65px}.sheet-weapons .sheet-edit .sheet-damage{width:60px}.sheet-weapons .sheet-edit .sheet-shock-damage{width:55px}.sheet-weapons .sheet-edit .sheet-shock-ac{width:55px}.sheet-weapons .sheet-edit .sheet-skill-to-damage{width:30px}.sheet-weapons .sheet-edit .sheet-range{width:60px}.sheet-weapons .sheet-edit .sheet-ammo{width:80px}.sheet-weapons .sheet-edit .sheet-enc{width:40px}.sheet-weapons .sheet-text-input{padding-right:3px}.sheet-weapons .repitem{margin-bottom:3px}.sheet-weapons .sheet-display{font-size:1.1em;border:1px solid #888;text-indent:-10px;padding:2px 4px 2px 14px}.sheet-weapons .sheet-display .sheet-name{font-weight:bold}.sheet-weapons .repitem:nth-child(odd) .sheet-display{background:#d3d3d3}.sheet-skill-container,.sheet-skills-repeating .repcontainer{display:grid;grid:auto/1fr 1fr;grid-gap:4px 1%}.sheet-skill{position:relative}.sheet-skill .sheet-display,.sheet-skill .sheet-edit{border:1px solid #888;padding:2px 4px;height:100%}.sheet-skill .sheet-display{font-weight:bold;font-size:1.1em}.sheet-skill .sheet-display .sheet-dice[value="3d6d1"] + .sheet-name::after{content:"3d6"}.sheet-skill .sheet-display .sheet-dice[value="4d6d2"] + .sheet-name::after{content:"4d6"}.sheet-skill .sheet-display .sheet-name{margin-right:auto}.sheet-skill .sheet-display .sheet-name::after{vertical-align:super;margin-left:2px;font-weight:normal;font-size:.7em}.sheet-skill .sheet-display .sheet-query{width:55px;background:transparent;border-color:transparent;position:relative;height:18px;z-index:2;margin:0 2px;outline:none;color:inherit;flex-shrink:0;line-height:16px;padding:0}.sheet-skill:not(:hover) .sheet-display .sheet-query:not(:focus){display:none}.sheet-skill .sheet-skills-query-display{margin:0 3px;flex-shrink:0;font-weight:normal}.sheet-skill .sheet-edit input[type=text].sheet-name{width:100%;margin-bottom:2px}.sheet-skill .sheet-edit div.sheet-name{flex-grow:1;width:0;padding:1px 2px}.sheet-skill .sheet-edit .sheet-level{margin:0 2px;padding:1px 2px;width:40px}.sheet-skill .sheet-edit .sheet-query{width:50px}.sheet-skill .sheet-edit .sheet-dice{width:35px}.sheet-skill .sheet-edit.sheet-flex-wrap select,.sheet-skill .sheet-edit.sheet-flex-wrap input{flex-grow:1}.sheet-skill.sheet-skill-points .sheet-display{font-size:1.1em;font-weight:bold;width:100%}.sheet-skill.sheet-skill-points .sheet-name{background:#000;color:#fff;flex-grow:0;margin-right:auto;width:auto;padding:0 4px}.sheet-skill.sheet-skill-points .sheet-edit .sheet-level{margin:0}.sheet-skill-container .sheet-skill:nth-of-type(4n+1),.sheet-skill-container .sheet-skill:nth-of-type(4n+2){background:#d3d3d3}.repcontainer[data-groupname=repeating_skills] .repitem:nth-of-type(4n+1) .sheet-skill,.repcontainer[data-groupname=repeating_skills] .repitem:nth-of-type(4n+2) .sheet-skill{background:#d3d3d3}.sheet-skills-type:not([value=neither]) ~ div .sheet-skills-repeating,.sheet-psionics .sheet-skills-repeating,.sheet-magic .sheet-skills-repeating{margin-top:4px}.sheet-skill-blurb{font-style:italic;text-align:center}.sheet-details-button{margin-left:auto;font-weight:bold;color:#999;letter-spacing:1px;cursor:pointer;text-transform:uppercase;font-size:10px}.sheet-details-button input{visibility:hidden;position:absolute}.sheet-details-button input:checked + span{color:#333}.sheet-input-details:not([value="1"]) ~ div .sheet-details{display:none}.sheet-super-type:not([value=psionics]) ~ div .sheet-super-psionics-only,.sheet-super-type:not([value=magic]) ~ div .sheet-super-magic-only,.sheet-super-type:not([value=both]) ~ div .sheet-super-both,.sheet-super-type[value=magic] ~ div .sheet-super-psionics,.sheet-super-type[value=psionics] ~ div .sheet-super-magic,.sheet-super-type[value=neither] ~ div .sheet-super{display:none}.sheet-tab-input:not([value=psionics]) ~ .sheet-psionics,.sheet-tab-input:not([value=magic]) ~ .sheet-magic{display:none}.sheet-psionics-effort{display:grid;grid:auto/auto 60px 60px 60px 80px;align-items:center;grid-column-gap:4px;margin-top:5px}.sheet-psionics-effort h3{line-height:1}.sheet-techniques{margin-top:5px}.sheet-techniques > .sheet-flex-center{margin-bottom:5px}.sheet-techniques .sheet-display .sheet-discipline{margin-left:auto}.sheet-techniques .sheet-edit .sheet-discipline{margin-left:5px;width:90px}.sheet-spells{margin-top:5px}.sheet-spells > .sheet-flex-center{margin-bottom:5px}.sheet-spells > .sheet-flex{border-bottom:1px solid #666;margin-bottom:3px}.sheet-spells > .sheet-flex :not(:first-child){text-align:center}.sheet-spells .sheet-edit .sheet-name{width:220px;flex-grow:1}.sheet-spells .sheet-edit .sheet-prepared{margin:0 3px}.sheet-spells .sheet-edit .sheet-prepared,.sheet-spells .sheet-edit .sheet-damage{width:60px}.sheet-spells .sheet-display .sheet-name{padding-bottom:1px}.sheet-spells .sheet-display span.sheet-prepared{margin:0 4px 0 auto}.sheet-spells .sheet-display input[type=number].sheet-prepared{padding:0 4px;position:relative;z-index:2}.sheet-foci-loc[value=left] ~ .sheet-column .sheet-foci-right,.sheet-foci-loc[value=right] ~ .sheet-column .sheet-foci-left{display:none}.sheet-foci .sheet-details-button{position:relative;z-index:2}.sheet-foci .sheet-class-ability{position:relative}.sheet-foci .sheet-class-ability .sheet-edit .sheet-name{font-weight:bold;font-size:1.1em;border-bottom:1px solid #777}.sheet-foci .sheet-class-ability .sheet-name,.sheet-foci .sheet-class-ability .sheet-edit textarea,.sheet-foci .sheet-class-ability .sheet-display{margin-bottom:3px}.sheet-foci .sheet-edit .sheet-name{flex-grow:1}.sheet-foci .sheet-edit .sheet-level{margin-left:3px;width:60px}.sheet-foci .sheet-display .sheet-level{margin-left:auto}.sheet-armor .sheet-total-ac{margin-left:auto;font-weight:bold}.sheet-armor .sheet-armor-grid{grid:auto/40px 1fr 40px 75px 35px 70px}.sheet-readied-stowed{display:grid;align-items:center;grid:auto/1fr 60px 60px 80px 80px;grid-column-gap:7px}.sheet-readied-stowed .sheet-input-gear-over[value="1"] + .sheet-text-input input:first-child{color:red}.sheet-cyberware h3{margin:5px 0}.sheet-cyberware .sheet-edit{flex-wrap:wrap}.sheet-cyberware .sheet-edit input[type=text]{width:0;flex-grow:1}.sheet-cyberware .sheet-edit > span{margin:0 3px}.sheet-equipment .repcontainer[data-groupname=repeating_weapons] + .repcontrol{display:none}.sheet-equipment .sheet-gear-grid{grid:auto/minmax(120px, 1fr) 2fr 35px 70px}.sheet-equipment .sheet-other h3{margin-bottom:5px}.sheet-equipment .sheet-other-gear{height:100px}.sheet-misc .sheet-text-input input{padding-left:2px}.sheet-misc .repitem{margin-bottom:2px}.sheet-misc .sheet-xp{width:50px}.sheet-notes{margin-top:5px}.sheet-ship-class[value=fighter] ~ .sheet-section .sheet-generate-source .sheet-frigate,.sheet-ship-class[value=fighter] ~ .sheet-section .sheet-generate-source .sheet-cruiser,.sheet-ship-class[value=fighter] ~ .sheet-section .sheet-generate-source .sheet-capital{display:none}.sheet-ship-class[value=frigate] ~ .sheet-section .sheet-generate-source .sheet-cruiser,.sheet-ship-class[value=frigate] ~ .sheet-section .sheet-generate-source .sheet-capital{display:none}.sheet-ship-class[value=cruiser] ~ .sheet-section .sheet-generate-source .sheet-capital{display:none}.sheet-ship{margin-top:-20px;grid:auto/repeat(4, 1fr)}.sheet-ship .sheet-menus h3{line-height:1}.sheet-ship .sheet-menus button[type=roll].btn{line-height:1}.sheet-ship .sheet-type{padding:5px 8px}.sheet-ship .sheet-type h3{line-height:1}.sheet-ship .sheet-type select{height:20px;width:80px;background:transparent}.sheet-ship .sheet-info{flex-wrap:wrap}.sheet-ship .sheet-info .sheet-text-input{margin-bottom:3px}.sheet-ship .sheet-data{display:grid;grid:auto/repeat(3, 1fr)}.sheet-ship .sheet-data .sheet-text-input,.sheet-ship .sheet-data .sheet-text-input input[type=number]{text-align:center}.sheet-ship .sheet-stats{display:grid;grid:auto/1fr 1fr}.sheet-ship .sheet-hulltype{position:relative}.sheet-ship .sheet-hulltype .sheet-details{position:absolute;z-index:1;opacity:1;width:250px;top:22px;left:-63px;transition:all .3s;background:#fff;border:1px solid #777;border-radius:8px;padding:5px}.sheet-ship .sheet-hulltype input:not(:focus) ~ .sheet-details{visibility:hidden;opacity:0}.sheet-ship .sheet-input-color-negative[value^="-"] + .sheet-text-input input:first-child{color:red}.sheet-ship .repcontainer{display:grid;grid-row-gap:3px}.sheet-ship .repitem,.sheet-ship .repitem .sheet-edit,.sheet-ship .repitem .sheet-display{width:100%}.sheet-ship .sheet-grey-box-bordered{padding-right:0}.sheet-ship .sheet-ship-weapons .sheet-edit .sheet-name{width:calc(100% - 200px)}.sheet-ship .sheet-ship-weapons .sheet-edit .sheet-damage{width:65px}.sheet-ship .sheet-ship-weapons .sheet-edit .sheet-duo{width:80px}.sheet-ship .sheet-ship-weapons .sheet-edit .sheet-qualities{width:calc(100% - 195px)}.sheet-ship .sheet-ship-weapons .sheet-display{text-indent:-10px;padding-left:14px}.sheet-ship .sheet-ship-defenses .sheet-edit .sheet-name,.sheet-ship .sheet-ship-defenses .sheet-edit .sheet-effect,.sheet-ship .sheet-ship-fitting .sheet-edit .sheet-name,.sheet-ship .sheet-ship-fitting .sheet-edit .sheet-effect{flex:1 1 auto;width:0}.sheet-ship .sheet-ship-defenses .sheet-display,.sheet-ship .sheet-ship-fitting .sheet-display{text-indent:-10px;padding:2px 4px 2px 14px}.sheet-ship .sheet-edit .sheet-broken{width:50px}.sheet-ship .sheet-edit .sheet-number{width:50px}.sheet-ship .sheet-display .sheet-name{font-weight:bold}.sheet-ship .sheet-display .sheet-broken{color:red;text-transform:uppercase}.sheet-ship .sheet-display .sheet-description{font-style:italic}.sheet-ship .sheet-input-type[value=SHIP] ~ div .sheet-vehicle-type:not(.sheet-vehicle-type-ship),.sheet-ship .sheet-input-type[value=MECH] ~ div .sheet-vehicle-type:not(.sheet-vehicle-type-mech),.sheet-ship .sheet-input-type[value=VEHICLE] ~ div .sheet-vehicle-type:not(.sheet-vehicle-type-custom){display:none}.sheet-editmode[value="0"] ~ .sheet-ship .sheet-ship-defenses,.sheet-editmode[value="0"] ~ .sheet-ship .sheet-ship-fitting{background:#f0f0f0;padding:3px 0}.sheet-npc{margin-top:-20px;grid:auto/3fr .8fr 2.2fr}.sheet-npc .sheet-input-individual-hide:not([value="1"]) ~ .sheet-rolls .sheet-individual-hide{display:none}.sheet-npc .sheet-menus h3{line-height:1}.sheet-npc .sheet-menus button[type=roll].btn{line-height:1}.sheet-npc .sheet-info{display:grid;grid:auto/repeat(5, 1fr) 1.3fr}.sheet-npc .sheet-npc-hp{display:grid;grid:auto/40px 1fr}.sheet-npc .sheet-individual-hide input[type=checkbox]{margin-right:2px}.sheet-npc .sheet-npc-rep-header{margin:4px}.sheet-npc .sheet-rolls > :first-child{margin-bottom:5px}.sheet-npc .sheet-npc-checkbox{font-size:.9em}.sheet-npc .sheet-npc-checkbox span{vertical-align:middle;margin-right:4px}.sheet-npc .repcontainer{display:grid;grid-gap:3px}.sheet-npc .sheet-full-attacks{margin:0 6px 0 auto}.sheet-npc .sheet-grey-box-bordered{padding-right:1px}.sheet-npc .sheet-text-input{padding-right:3px}.sheet-npc .sheet-npc-attacks .sheet-edit .sheet-name{width:0;flex-grow:1}.sheet-npc .sheet-npc-attacks .sheet-edit .sheet-attacks,.sheet-npc .sheet-npc-attacks .sheet-edit .sheet-ab{width:50px}.sheet-npc .sheet-npc-attacks .sheet-edit .sheet-burst,.sheet-npc .sheet-npc-attacks .sheet-edit .sheet-damage{width:65px}.sheet-npc .sheet-npc-attacks .sheet-display{font-size:1.1em;font-weight:bold;padding:4px 8px}.sheet-npc .sheet-npc-attacks .sheet-display .sheet-attacks[value="1"] + span{display:none}.sheet-npc .sheet-npc-attacks .sheet-display .sheet-attacks{text-transform:lowercase}.sheet-npc .sheet-npc-abilities .sheet-npc-checkbox{margin-left:auto}.sheet-npc .sheet-npc-abilities .sheet-edit .sheet-name{width:100px}.sheet-npc .sheet-npc-abilities .sheet-edit .sheet-description{width:0;flex-grow:1}.sheet-npc .sheet-npc-abilities .sheet-display{text-indent:-10px;padding:4px 8px 4px 18px}.sheet-npc .sheet-npc-abilities .sheet-display .sheet-name{font-weight:bold}.sheet-npc .sheet-npc-abilities .sheet-display .sheet-description{font-style:italic}.withoutavatars .sheet-rolltemplate-swn-default,.withoutavatars .sheet-rolltemplate-swn-attack,.withoutavatars .sheet-rolltemplate-swn-skill,.withoutavatars .sheet-rolltemplate-swn-save{margin-left:-11px}.sheet-rolltemplate-swn-default,.sheet-rolltemplate-swn-attack,.sheet-rolltemplate-swn-skill,.sheet-rolltemplate-swn-save{margin-left:-41px;width:292px;color:#fff;font-family:"Arial",sans-serif}.sheet-rolltemplate-swn-default div,.sheet-rolltemplate-swn-attack div,.sheet-rolltemplate-swn-skill div,.sheet-rolltemplate-swn-save div{box-sizing:border-box}.sheet-rolltemplate-swn-default .sheet-container .inlinerollresult,.sheet-rolltemplate-swn-attack .sheet-container .inlinerollresult,.sheet-rolltemplate-swn-skill .sheet-container .inlinerollresult,.sheet-rolltemplate-swn-save .sheet-container .inlinerollresult{padding:0;font-family:inherit;background:transparent;border-color:transparent;border:none}.sheet-rolltemplate-swn-default .sheet-container,.sheet-rolltemplate-swn-attack .sheet-container,.sheet-rolltemplate-swn-skill .sheet-container,.sheet-rolltemplate-swn-save .sheet-container{min-height:175px;position:relative;padding:18px 20px;clip-path:polygon(0 7px, 7px 0, 173px 0, 177px 3px, 281px 3px, 289px 11px, 289px 82px, 100% 87px, 100% calc(100% - 6px), calc(100% - 6px) 100%, 22px 100%, 0 calc(100% - 22px))}.sheet-rolltemplate-swn-default .sheet-header,.sheet-rolltemplate-swn-attack .sheet-header,.sheet-rolltemplate-swn-skill .sheet-header,.sheet-rolltemplate-swn-save .sheet-header{width:198px}.sheet-rolltemplate-swn-default .sheet-header .sheet-name,.sheet-rolltemplate-swn-attack .sheet-header .sheet-name,.sheet-rolltemplate-swn-skill .sheet-header .sheet-name,.sheet-rolltemplate-swn-save .sheet-header .sheet-name{margin-bottom:12px;font-size:13px;line-height:1;height:13px;overflow:hidden;text-overflow:ellipsis;white-space:nowrap;font-family:"Times New Roman",serif;font-weight:bold}.sheet-rolltemplate-swn-default .sheet-header .sheet-title,.sheet-rolltemplate-swn-attack .sheet-header .sheet-title,.sheet-rolltemplate-swn-skill .sheet-header .sheet-title,.sheet-rolltemplate-swn-save .sheet-header .sheet-title{font-size:14px;height:32px;line-height:16px;overflow:hidden;font-weight:bold;margin-bottom:24px}.sheet-rolltemplate-swn-default .sheet-content,.sheet-rolltemplate-swn-attack .sheet-content,.sheet-rolltemplate-swn-skill .sheet-content,.sheet-rolltemplate-swn-save .sheet-content{position:relative}.sheet-rolltemplate-swn-default .sheet-rolls .inlinerollresult,.sheet-rolltemplate-swn-attack .sheet-rolls .inlinerollresult,.sheet-rolltemplate-swn-skill .sheet-rolls .inlinerollresult,.sheet-rolltemplate-swn-save .sheet-rolls .inlinerollresult{font-size:36px;font-weight:bold;line-height:29px;white-space:nowrap}.sheet-rolltemplate-swn-default .sheet-rolls,.sheet-rolltemplate-swn-attack .sheet-rolls,.sheet-rolltemplate-swn-skill .sheet-rolls,.sheet-rolltemplate-swn-save .sheet-rolls{height:35px;display:flex;align-items:start}.sheet-rolltemplate-swn-default .sheet-rollname,.sheet-rolltemplate-swn-attack .sheet-rollname,.sheet-rolltemplate-swn-skill .sheet-rollname,.sheet-rolltemplate-swn-save .sheet-rollname{font-size:12px;line-height:1}.sheet-rolltemplate-swn-default a,.sheet-rolltemplate-swn-attack a,.sheet-rolltemplate-swn-skill a,.sheet-rolltemplate-swn-save a{color:inherit}.sheet-rolltemplate-swn-default a:hover,.sheet-rolltemplate-swn-attack a:hover,.sheet-rolltemplate-swn-skill a:hover,.sheet-rolltemplate-swn-save a:hover{color:red}.sheet-rolltemplate-swn-default a[href^="~"],.sheet-rolltemplate-swn-attack a[href^="~"],.sheet-rolltemplate-swn-skill a[href^="~"],.sheet-rolltemplate-swn-save a[href^="~"]{padding:0;background:transparent;border:none;line-height:1.4}.sheet-rolltemplate-swn-default .sheet-container{background:url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-top-black.png") top no-repeat,url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-bottom.png") bottom no-repeat,#0f0f0f}.sheet-rolltemplate-swn-default .sheet-name{color:#bababa}.sheet-rolltemplate-swn-default .sheet-rollname{margin-right:auto}.sheet-rolltemplate-swn-default .sheet-desc,.sheet-rolltemplate-swn-default .sheet-buttons{font-size:12px;line-height:1.4}.sheet-rolltemplate-swn-default .sheet-info{font-style:italic;font-size:10px;line-height:1;margin:-10px 0 5px}.sheet-rolltemplate-swn-default .sheet-info .inlinerollresult{font-size:1em;font-weight:normal}.sheet-rolltemplate-swn-attack .sheet-container{background:url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-top-purple.png") top no-repeat,url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-bottom.png") bottom no-repeat,#0f0f0f}.sheet-rolltemplate-swn-attack .sheet-name{color:#b291ec}.sheet-rolltemplate-swn-attack .sheet-title .inlinerollresult{font-size:1em;pointer-events:none}.sheet-rolltemplate-swn-attack .sheet-damage{margin-left:auto}.sheet-rolltemplate-swn-attack .sheet-roll{margin-left:10px}.sheet-rolltemplate-swn-attack .sheet-rolls:not(:first-of-type){margin-top:5px}.sheet-rolltemplate-swn-attack .sheet-shock{font-style:italic;margin-top:4px;font-size:12px}.sheet-rolltemplate-swn-attack .sheet-info{font-style:italic;font-size:10px}.sheet-rolltemplate-swn-attack .sheet-info > span:first-child{margin-right:10px}.sheet-rolltemplate-swn-attack .sheet-info .inlinerollresult{font-weight:normal;font-size:1em;margin-left:2px}.sheet-rolltemplate-swn-attack .sheet-desc{font-size:12px;line-height:1.4}.sheet-rolltemplate-swn-skill .sheet-container{background:url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-top-blue.png") top no-repeat,url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-bottom.png") bottom no-repeat,#0f0f0f}.sheet-rolltemplate-swn-skill .sheet-name{color:#80b0ff}.sheet-rolltemplate-swn-skill .sheet-title .sheet-italic{font-style:italic}.sheet-rolltemplate-swn-skill .sheet-title .inlinerollresult{font-size:1em;pointer-events:none}.sheet-rolltemplate-swn-skill .sheet-rollname{margin-right:auto}.sheet-rolltemplate-swn-save .sheet-container.sheet-success{background:url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-top-green.png") top no-repeat,url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-bottom.png") bottom no-repeat,#0f0f0f}.sheet-rolltemplate-swn-save .sheet-container.sheet-success .sheet-name{color:#83db53}.sheet-rolltemplate-swn-save .sheet-container.sheet-failure{background:url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-top-red.png") top no-repeat,url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-bottom.png") bottom no-repeat,#0f0f0f}.sheet-rolltemplate-swn-save .sheet-container.sheet-failure .sheet-name{color:#ff8080}.sheet-rolltemplate-swn-save .sheet-vs{margin:0 10px}.sheet-rolltemplate-swn-save .sheet-rollname{margin-right:auto}
+.charsheet{background-color:#fff;padding:0 !important;font-size:12px;line-height:18px;min-width:800px;color:#000}div,span,label,textarea,button[type=roll],h1,h2,h3{box-sizing:border-box}label{margin:0;padding:0;color:inherit;font-size:1em;font-weight:normal;width:auto}p{font-size:1em;margin:0 0 5px;line-height:inherit}textarea{resize:vertical;padding:1px 4px;font-size:12px;margin:0;color:#000;display:block}input[type=text],input[type=number]{padding:1px 4px;font-size:12px;height:20px;color:#000}input[type=number][readonly=readonly],input[type=number].sheet-no-spinners{-moz-appearance:textfield}input[type=number][readonly=readonly]::-webkit-inner-spin-button,input[type=number][readonly=readonly]::-webkit-outer-spin-button,input[type=number].sheet-no-spinners::-webkit-inner-spin-button,input[type=number].sheet-no-spinners::-webkit-outer-spin-button{-webkit-appearance:none;margin:0}select{margin:0;color:#000;font-size:12px;padding:1px 2px;line-height:18px;height:22px}button[type=roll].btn{margin:0}button[type=roll].sheet-unstyled-button{text-shadow:none;box-shadow:none;color:inherit;text-align:inherit;padding:0;border:none;border-radius:0;font-size:inherit;background:transparent}button[type=roll].sheet-unstyled-button::before{content:""}button[type=roll].sheet-invisible-button{position:absolute;z-index:1;opacity:0;left:0;width:100%;height:100%;top:0}button[type=roll].sheet-invisible-button:hover + div{color:#2b3fea;border-color:#2b3fea}.sheet-hider[value="0"] + div,.sheet-hider[value="0"] + label,.sheet-hider[value="0"] + button,.sheet-hider[value="0"] + span{display:none}.sheet-hider[value=""] + button{display:none}.sheet-editmode[value="0"] ~ .sheet-content .sheet-empty-hider[value=""] + div{display:none}h1{font-family:"Contrail One",sans-serif;background-color:#9b9b9b;padding-left:5px;color:#fff;font-size:1.3em;line-height:22px;font-weight:normal}h1::after{content:"";position:absolute;right:0;background-color:#223297;background-position:center;background-size:100%;width:22px;height:22px}h2{font-family:"Contrail One",sans-serif;padding-left:5px;border:2px solid #000;background-color:#ccc;color:#000;font-size:1.1em;margin:5px 0;width:175px;line-height:18px}h3{font-size:1.2em;font-family:"Contrail One",sans-serif;color:#6b6b6b;line-height:1.5;font-weight:normal}.sheet-npc-input[value="0"] ~ .sheet-tabs .sheet-npc-tab,.sheet-npc-input[value="1"] ~ .sheet-tabs .sheet-pc-tab,.sheet-tab-input:not([value=character]) ~ .sheet-character,.sheet-tab-input:not([value=ship]) ~ .sheet-ship,.sheet-tab-input:not([value=drones]) ~ .sheet-drones,.sheet-tab-input:not([value=npc]) ~ .sheet-npc{display:none}.sheet-content{min-width:800px;display:grid;grid-gap:5px}.sheet-editmode[value="0"] ~ .sheet-content .sheet-edit,.sheet-editmode[value="0"] ~ .sheet-content .repcontrol,.sheet-editmode[value="1"] ~ .sheet-content .sheet-display{display:none}.sheet-header{margin-bottom:10px}.sheet-header input{opacity:0;position:absolute}.sheet-header .sheet-logo{width:480px}.sheet-header .sheet-npc-chooser{cursor:pointer;margin-left:auto;color:#fff}.sheet-header .sheet-npc-chooser span{padding:3px 6px}.sheet-header .sheet-npc-chooser input:not(:checked) ~ .sheet-pc-label,.sheet-header .sheet-npc-chooser input:checked ~ .sheet-npc-label{background:#11194b}.sheet-header .sheet-npc-chooser input:checked ~ .sheet-pc-label,.sheet-header .sheet-npc-chooser input:not(:checked) ~ .sheet-npc-label{background:#223297}.sheet-header .sheet-edit-button{margin:0 5px 0 20px}.sheet-header .sheet-settings-gear,.sheet-header .sheet-edit-button{cursor:pointer;font-size:16px;font-family:pictos}.sheet-header .sheet-settings-gear input:not(:checked) + span,.sheet-header .sheet-edit-button input:not(:checked) + span{color:#888}.sheet-header .sheet-settings-gear input:checked + span,.sheet-header .sheet-edit-button input:checked + span{color:#223297}.sheet-footer{font-size:10px;border-top:1px solid #ccc;margin-top:10px;color:#666}.sheet-footer button[type=roll].btn:hover{color:#223297}.sheet-tabs{margin-bottom:10px;width:100%;position:relative;z-index:2;border-top:1px solid #333;font-family:"Contrail One",sans-serif;flex-flow:row-reverse;justify-content:flex-end}.sheet-tabs input{opacity:0;position:absolute}.sheet-tabs input:checked + span{background:#11194b}.sheet-tabs input:not(:checked) + span{background:#223297}.sheet-tabs span{padding:1px 25px 0}.sheet-tabs label{cursor:pointer;line-height:17px;display:flex;margin:-1px -10px 0 0;color:#fff;clip-path:polygon(0 0, 100% 0, 100% 10px, calc(100% - 10px) 100%, 0 100%)}.sheet-flex{display:flex}.sheet-flex-start{display:flex;align-items:flex-start}.sheet-flex-center{display:flex;align-items:center}.sheet-flex-between{display:flex;align-items:center;justify-content:space-between}.sheet-flex-wrap{display:flex;flex-wrap:wrap;align-content:flex-start;align-items:flex-start}.sheet-grow{flex-grow:1}.sheet-halfgrid{display:grid;grid:auto/1fr 1fr;grid-gap:5px}.sheet-thirdsgrid{display:grid;grid:auto/repeat(3, 1fr);grid-column-gap:1%}.sheet-column > div:not(:first-child){margin-top:5px}.sheet-col-2{grid-column:2}.sheet-col-3{grid-column:3}.sheet-col-4{grid-column:4}.sheet-cols-2{grid-column:span 2}.sheet-cols-3{grid-column:span 3}.sheet-cols-4{grid-column:span 4}.sheet-rows-2{grid-row:span 2}.sheet-col55{width:55%}.sheet-col50{width:50%}.sheet-col40{width:40%}.sheet-colthird{width:calc(100%/3)}.sheet-col25{width:25%}.sheet-colsixth{width:calc(100%/6)}.sheet-grey-box,.sheet-grey-box-bordered{padding:4px;background:#f0f0f0}.sheet-grey-box-bordered{border:1px solid #aaa}.sheet-core-box{padding:8px;background:#f0f0f0}.sheet-core-box-text{padding:8px 3px 3px 8px;background:#f0f0f0}input[type=text].sheet-inherit{border-radius:0;border:none;background:transparent;box-shadow:none;padding:0;color:inherit;font:inherit}input[type=number].sheet-inline-input{position:relative;z-index:2;vertical-align:baseline;padding:0 3px}.sheet-text-input{color:#666;padding-right:5px;line-height:1}.sheet-text-input .sheet-label{font-size:.9em;text-align:inherit;line-height:14px;border-top:1px solid #aaa}.sheet-text-input .sheet-label input[type=checkbox]{height:14px;margin:0 3px 0 0}.sheet-text-input input[type=text],.sheet-text-input input[type=number],.sheet-text-input textarea{background:transparent;padding:1px 0;width:100%;border-radius:0;color:#223297;border:none;text-align:inherit;font-weight:inherit;box-shadow:none}.sheet-text-input input[type=text][readonly=readonly],.sheet-text-input input[type=number][readonly=readonly],.sheet-text-input textarea[readonly=readonly]{cursor:default}.sheet-text-input input[type=text],.sheet-text-input input[type=number]{font-size:1.1em}.sheet-text-input textarea{height:20px;min-height:20px}.sheet-text-input > input[type=checkbox]{height:14px;margin:3px 0}.sheet-text-input select{width:100%;height:20px;color:#223297;background:transparent;border:none}.sheet-text-input.sheet-important{font-weight:bold;font-size:1.1em}.sheet-text-input.sheet-center{text-align:center}.sheet-text-input.sheet-duo{display:grid;text-align:center;grid:auto/1fr 5px 1fr;align-items:center;align-content:start;grid-column-gap:4px}.sheet-text-input.sheet-duo > span{font-size:16px;color:#333}.sheet-text-input.sheet-duo .sheet-label{grid-column:1/4}.sheet-text-input button[type=roll].btn{width:100%}.sheet-text-input button[type=roll].btn:hover{color:red}.sheet-table-header{font-size:.9em;color:#666}.sheet-table-header .sheet-center{text-align:center}.sheet-table-header > div{padding-left:2px;border-bottom:1px solid #aaa}.sheet-blue-button{text-align:center;line-height:1.5}.sheet-blue-button button[type=roll].btn{background:#2b3fea;width:35px;height:35px;display:block;margin:0 auto;color:#fff}.sheet-blue-button button[type=roll].btn::before{content:""}.sheet-focusinfo{position:relative}.sheet-focusinfo .sheet-details{position:absolute;z-index:1;opacity:1;width:250px;top:22px;left:calc(50% - 125px);transition:all .3s;background:#fff;border:1px solid #777;border-radius:8px;padding:5px}.sheet-focusinfo input:not(:focus) ~ .sheet-details{visibility:hidden;opacity:0}.sheet-lower{text-transform:lowercase}.sheet-space-before::before,.sheet-space-after::after{content:" "}.sheet-colon-after::after{content:":"}.sheet-hide-empty[value=""] + span{display:none}.sheet-add-plus:not([value^="-"]) + span::before{content:"+"}.sheet-api{font-size:.8em;background:#f0f0f0;border-radius:5px;padding:1px;line-height:1;vertical-align:super}.sheet-simple-repsection .repitem{margin-bottom:3px}.sheet-simple-repsection textarea{margin:3px 0 0;height:50px}.sheet-simple-repsection .sheet-display .sheet-name{font-weight:bold;font-size:1.1em;border-bottom:1px solid #777}.sheet-simple-repsection .sheet-display .sheet-details{line-height:1.4;text-align:justify;white-space:pre-wrap}.sheet-rep-grid{display:grid;align-items:start;grid-column-gap:3px;margin-bottom:3px}.sheet-rep-grid .sheet-text-input{padding:0}.sheet-skills-type[value=neither] ~ div .sheet-skills-either,.sheet-skills-type:not([value=first]) ~ div .sheet-skills-first,.sheet-skills-type:not([value=revised]) ~ div .sheet-skills-revised,.sheet-skills-type:not([value=neither]) ~ div .sheet-skills-neither,.sheet-skills-query:not([value=hover]) ~ div .sheet-skills-query-hover,.sheet-skills-query[value=query] ~ div .sheet-skills-query-display,.sheet-skills-query[value=query] ~ div .sheet-skills-query-ask{display:none}.sheet-skills-query-display input:not([value*=str]) ~ .sheet-str,.sheet-skills-query-display input:not([value*=dex]) ~ .sheet-dex,.sheet-skills-query-display input:not([value*=con]) ~ .sheet-con,.sheet-skills-query-display input:not([value*=int]) ~ .sheet-int,.sheet-skills-query-display input:not([value*=wis]) ~ .sheet-wis,.sheet-skills-query-display input:not([value*=cha]) ~ .sheet-cha{display:none}.sheet-skills-query[value=hover] ~ div .sheet-skill:hover .sheet-skills-query-display,.sheet-skill .sheet-display .sheet-query:focus + .sheet-skills-query-display{display:none}.repcontrol{display:flex;margin-top:4px}.repcontrol button{padding:3px 10px}.repcontrol_edit{order:1;margin-left:auto}.repcontrol button{background:#223297;color:#fff;box-shadow:none;text-shadow:none}.repcontrol_move,.repcontrol_del{padding:1px 10px}.itemcontrol{z-index:100}.sheet-section-toggle-header{position:relative}.sheet-section-toggle-header input{cursor:pointer;position:absolute;width:22px;height:100%;z-index:2;right:0;opacity:0}.sheet-section-toggle-header input + h1::after{background-image:url("https://svgshare.com/i/6Vz.svg")}.sheet-section-toggle-header input:not(:checked) + h1::after{transform:rotate(180deg)}.sheet-section-toggle-header + input + div{margin-top:5px}.sheet-settings label{font-weight:bold}.sheet-settings label span{margin-right:4px}.sheet-settings select{width:120px;display:inline-block}.sheet-settings select.sheet-wide{width:170px}.sheet-generate{margin-bottom:5px}.sheet-generate .sheet-generate-source{height:20px;width:170px}.sheet-generate .sheet-generate-info{margin:0 5px;min-height:20px;flex-grow:1;background:#f0f0f0;border-radius:4px;padding:1px 4px}.sheet-generate .sheet-generate-button{padding:1px 8px;border-radius:4px;cursor:pointer;background:#223297;color:#fff}.sheet-generate .sheet-generate-button input[type=checkbox]{position:absolute;visibility:hidden}.sheet-generate .sheet-generate-button:active{outline:5px auto;outline-offset:-2px}.sheet-core{display:grid;grid-column-gap:5px}.sheet-core.sheet-core-info{grid:auto/2.5fr 1fr .8fr}.sheet-core.sheet-core-info .sheet-info{flex-wrap:wrap;padding-right:3px}.sheet-core.sheet-core-info .sheet-info .sheet-important{width:calc(60% - 22px)}.sheet-core.sheet-core-info .sheet-info .sheet-level{width:44px}.sheet-core.sheet-core-info .sheet-info .sheet-level-rest{width:calc(40% - 22px)}.sheet-core.sheet-core-stats{grid:auto/minmax(310px, 1.2fr) minmax(260px, 1fr) minmax(220px, 0.8fr)}.sheet-core .sheet-main-content{margin-top:3px;display:grid;grid:auto/repeat(3, 1fr);grid-row-gap:3px}.sheet-core .sheet-main-content .sheet-left-margin{margin-left:15px}.sheet-saves .sheet-flex{margin-top:4px}.sheet-menus-content{display:grid;grid:auto/1fr 1fr}.sheet-menus button[type=roll].btn{color:#2b3fea;font-size:1.1em}.sheet-menus button[type=roll].btn:hover{color:red}.sheet-character .sheet-menus button[type=roll].btn{margin-right:auto}.sheet-attributes{font-size:1.1em;line-height:1.2}.sheet-attributes table{width:100%;height:100%}.sheet-attributes td:first-child,.sheet-attributes .sheet-mod{font-weight:bold}.sheet-attributes td:not(:first-child){text-align:center}.sheet-attributes input[type=number]{width:45px}.sheet-attributes .sheet-mod{font-size:1.1em}.sheet-editmode[value="0"] ~ .sheet-content .sheet-resources .repcontainer{grid:auto/1fr 1fr}.sheet-resources .sheet-credits{margin-left:auto}.sheet-resources .repcontainer{display:grid;grid-row-gap:3px;margin-top:3px}.sheet-resources input[type=text]{width:calc(100% - 8em);margin-right:auto}.sheet-resources .sheet-slash{margin:0 2px}.sheet-weapons .sheet-edit{justify-content:space-between;padding-right:1px}.sheet-weapons .sheet-edit .sheet-name{width:138px}.sheet-weapons .sheet-edit .sheet-ab{width:45px}.sheet-weapons .sheet-edit .sheet-weapon-skill{width:80px}.sheet-weapons .sheet-edit .sheet-attribute{width:60px}.sheet-weapons .sheet-edit .sheet-burst{width:65px}.sheet-weapons .sheet-edit .sheet-damage{width:60px}.sheet-weapons .sheet-edit .sheet-shock-damage{width:55px}.sheet-weapons .sheet-edit .sheet-shock-ac{width:55px}.sheet-weapons .sheet-edit .sheet-skill-to-damage{width:30px}.sheet-weapons .sheet-edit .sheet-range{width:60px}.sheet-weapons .sheet-edit .sheet-ammo{width:80px}.sheet-weapons .sheet-edit .sheet-enc{width:40px}.sheet-weapons .sheet-text-input{padding-right:3px}.sheet-weapons .repitem{margin-bottom:3px}.sheet-weapons .sheet-display{font-size:1.1em;border:1px solid #888;text-indent:-10px;padding:2px 4px 2px 14px}.sheet-weapons .sheet-display .sheet-name{font-weight:bold}.sheet-weapons .repitem:nth-child(odd) .sheet-display{background:#d3d3d3}.sheet-skill-container,.sheet-skills-repeating .repcontainer{display:grid;grid:auto/1fr 1fr;grid-gap:4px 1%}.sheet-skill{position:relative}.sheet-skill .sheet-display,.sheet-skill .sheet-edit{border:1px solid #888;padding:2px 4px;height:100%}.sheet-skill .sheet-display{font-weight:bold;font-size:1.1em}.sheet-skill .sheet-display .sheet-dice[value="3d6d1"] + .sheet-name::after{content:"3d6"}.sheet-skill .sheet-display .sheet-dice[value="4d6d2"] + .sheet-name::after{content:"4d6"}.sheet-skill .sheet-display .sheet-name{margin-right:auto}.sheet-skill .sheet-display .sheet-name::after{vertical-align:super;margin-left:2px;font-weight:normal;font-size:.7em}.sheet-skill .sheet-display .sheet-query{width:55px;background:transparent;border-color:transparent;position:relative;height:18px;z-index:2;margin:0 2px;outline:none;color:inherit;flex-shrink:0;line-height:16px;padding:0}.sheet-skill:not(:hover) .sheet-display .sheet-query:not(:focus){display:none}.sheet-skill .sheet-skills-query-display{margin:0 3px;flex-shrink:0;font-weight:normal}.sheet-skill .sheet-edit input[type=text].sheet-name{width:100%;margin-bottom:2px}.sheet-skill .sheet-edit div.sheet-name{flex-grow:1;width:0;padding:1px 2px}.sheet-skill .sheet-edit .sheet-level{margin:0 2px;padding:1px 2px;width:40px}.sheet-skill .sheet-edit .sheet-query{width:50px}.sheet-skill .sheet-edit .sheet-dice{width:35px}.sheet-skill .sheet-edit.sheet-flex-wrap select,.sheet-skill .sheet-edit.sheet-flex-wrap input{flex-grow:1}.sheet-skill.sheet-skill-points .sheet-display{font-size:1.1em;font-weight:bold;width:100%}.sheet-skill.sheet-skill-points .sheet-name{background:#000;color:#fff;flex-grow:0;margin-right:auto;width:auto;padding:0 4px}.sheet-skill.sheet-skill-points .sheet-edit .sheet-level{margin:0}.sheet-skill-container .sheet-skill:nth-of-type(4n+1),.sheet-skill-container .sheet-skill:nth-of-type(4n+2){background:#d3d3d3}.repcontainer[data-groupname=repeating_skills] .repitem:nth-of-type(4n+1) .sheet-skill,.repcontainer[data-groupname=repeating_skills] .repitem:nth-of-type(4n+2) .sheet-skill{background:#d3d3d3}.sheet-skills-type:not([value=neither]) ~ div .sheet-skills-repeating,.sheet-psionics .sheet-skills-repeating,.sheet-magic .sheet-skills-repeating{margin-top:4px}.sheet-skill-blurb{margin-top:3px;font-style:italic;text-align:center}.sheet-details-button{margin-left:auto;font-weight:bold;color:#999;letter-spacing:1px;cursor:pointer;text-transform:uppercase;font-size:10px}.sheet-details-button input{visibility:hidden;position:absolute}.sheet-details-button input:checked + span{color:#333}.sheet-input-details:not([value="1"]) ~ div .sheet-details{display:none}.sheet-super-type:not([value=psionics]) ~ div .sheet-super-psionics-only,.sheet-super-type:not([value=magic]) ~ div .sheet-super-magic-only,.sheet-super-type:not([value=both]) ~ div .sheet-super-both,.sheet-super-type[value=magic] ~ div .sheet-super-psionics,.sheet-super-type[value=psionics] ~ div .sheet-super-magic,.sheet-super-type[value=neither] ~ div .sheet-super{display:none}.sheet-tab-input:not([value=psionics]) ~ .sheet-psionics,.sheet-tab-input:not([value=magic]) ~ .sheet-magic{display:none}.sheet-psionics-effort{display:grid;grid:auto/auto 60px 60px 60px 80px;align-items:center;grid-column-gap:4px;margin-top:5px}.sheet-psionics-effort h3{line-height:1}.sheet-techniques{margin-top:5px}.sheet-techniques > .sheet-flex-center{margin-bottom:5px}.sheet-techniques .sheet-display .sheet-discipline{margin-left:auto}.sheet-techniques .sheet-edit .sheet-discipline{margin-left:5px;width:90px}.sheet-spells{margin-top:5px}.sheet-spells > .sheet-flex-center{margin-bottom:5px}.sheet-spells > .sheet-flex{border-bottom:1px solid #666;margin-bottom:3px}.sheet-spells > .sheet-flex :not(:first-child){text-align:center}.sheet-spells .sheet-edit .sheet-name{width:220px;flex-grow:1}.sheet-spells .sheet-edit .sheet-prepared{margin:0 3px}.sheet-spells .sheet-edit .sheet-prepared,.sheet-spells .sheet-edit .sheet-damage{width:60px}.sheet-spells .sheet-display .sheet-name{padding-bottom:1px}.sheet-spells .sheet-display span.sheet-prepared{margin:0 4px 0 auto}.sheet-spells .sheet-display input[type=number].sheet-prepared{padding:0 4px;position:relative;z-index:2}.sheet-foci-loc[value=left] ~ .sheet-column .sheet-foci-right,.sheet-foci-loc[value=right] ~ .sheet-column .sheet-foci-left{display:none}.sheet-foci .sheet-details-button{position:relative;z-index:2}.sheet-foci .sheet-class-ability{position:relative}.sheet-foci .sheet-class-ability .sheet-edit .sheet-name{font-weight:bold;font-size:1.1em;border-bottom:1px solid #777}.sheet-foci .sheet-class-ability .sheet-name,.sheet-foci .sheet-class-ability .sheet-edit textarea,.sheet-foci .sheet-class-ability .sheet-display{margin-bottom:3px}.sheet-foci .sheet-edit .sheet-name{flex-grow:1}.sheet-foci .sheet-edit .sheet-level{margin-left:3px;width:60px}.sheet-foci .sheet-display .sheet-level{margin-left:auto}.sheet-armor .sheet-armor-grid{grid:auto/40px 1fr 40px 75px 35px 35px 70px}.sheet-armor .sheet-details div,.sheet-armor .sheet-details label{grid-column:2/8}.sheet-armor .sheet-details .sheet-display{line-height:1.3}.sheet-readied-stowed{display:grid;align-items:center;grid:auto/1fr 60px 60px 80px 80px;grid-column-gap:7px}.sheet-readied-stowed .sheet-input-gear-over[value="1"] + .sheet-text-input input:first-child{color:red}.sheet-cyberware h3{margin:5px 0}.sheet-cyberware .sheet-edit{flex-wrap:wrap}.sheet-cyberware .sheet-edit input[type=text]{width:0;flex-grow:1}.sheet-cyberware .sheet-edit > span{margin:0 3px}.sheet-equipment .repcontainer[data-groupname=repeating_weapons] + .repcontrol{display:none}.sheet-equipment .sheet-gear-grid{grid:auto/35px minmax(130px, 1fr) 2fr 35px 70px}.sheet-equipment .sheet-other h3{margin-bottom:5px}.sheet-equipment .sheet-other-gear{height:100px}.sheet-misc .sheet-text-input input{padding-left:2px}.sheet-misc .repitem{margin-bottom:2px}.sheet-misc .sheet-xp{width:50px}.sheet-notes{margin-top:5px}.sheet-ship-class[value=fighter] ~ .sheet-section .sheet-generate-source .sheet-frigate,.sheet-ship-class[value=fighter] ~ .sheet-section .sheet-generate-source .sheet-cruiser,.sheet-ship-class[value=fighter] ~ .sheet-section .sheet-generate-source .sheet-capital{display:none}.sheet-ship-class[value=frigate] ~ .sheet-section .sheet-generate-source .sheet-cruiser,.sheet-ship-class[value=frigate] ~ .sheet-section .sheet-generate-source .sheet-capital{display:none}.sheet-ship-class[value=cruiser] ~ .sheet-section .sheet-generate-source .sheet-capital{display:none}.sheet-ship{margin-top:-20px;grid:auto/2fr 1fr 1fr}.sheet-ship .sheet-menus h3{line-height:1}.sheet-ship .sheet-menus button[type=roll].btn{line-height:1}.sheet-ship .sheet-type{padding:5px 8px}.sheet-ship .sheet-type h3{line-height:1}.sheet-ship .sheet-type select{height:20px;width:80px;background:transparent}.sheet-ship .sheet-info{flex-wrap:wrap}.sheet-ship .sheet-info .sheet-text-input{margin-bottom:3px}.sheet-ship .sheet-data{display:grid;grid:auto/repeat(3, 1fr)}.sheet-ship .sheet-data .sheet-text-input,.sheet-ship .sheet-data .sheet-text-input input[type=number]{text-align:center}.sheet-ship .sheet-stats{display:grid;grid:auto/1fr 1fr}.sheet-ship .sheet-input-color-negative[value^="-"] + .sheet-text-input input:first-child{color:red}.sheet-ship .repcontainer{display:grid;grid-row-gap:3px}.sheet-ship .repitem,.sheet-ship .repitem .sheet-edit,.sheet-ship .repitem .sheet-display{width:100%}.sheet-ship .sheet-grey-box-bordered{padding-right:0}.sheet-ship .sheet-ship-weapons .sheet-edit .sheet-name{width:calc(100% - 200px)}.sheet-ship .sheet-ship-weapons .sheet-edit .sheet-damage{width:65px}.sheet-ship .sheet-ship-weapons .sheet-edit .sheet-duo{width:80px}.sheet-ship .sheet-ship-weapons .sheet-edit .sheet-qualities{width:calc(100% - 195px)}.sheet-ship .sheet-ship-weapons .sheet-edit .sheet-range{width:70px}.sheet-ship .sheet-ship-weapons .sheet-display{text-indent:-10px;padding-left:14px}.sheet-ship .sheet-ship-defenses .sheet-edit .sheet-name,.sheet-ship .sheet-ship-defenses .sheet-edit .sheet-effect,.sheet-ship .sheet-ship-fitting .sheet-edit .sheet-name,.sheet-ship .sheet-ship-fitting .sheet-edit .sheet-effect{flex:1 1 auto;width:0}.sheet-ship .sheet-ship-defenses .sheet-display,.sheet-ship .sheet-ship-fitting .sheet-display{text-indent:-10px;padding:2px 4px 2px 14px}.sheet-ship .sheet-edit .sheet-broken{width:50px}.sheet-ship .sheet-edit .sheet-number{width:50px}.sheet-ship .sheet-display .sheet-name{font-weight:bold}.sheet-ship .sheet-display .sheet-broken{color:red;text-transform:uppercase}.sheet-ship .sheet-display .sheet-description{font-style:italic}.sheet-ship .sheet-input-type[value=SHIP] ~ div .sheet-vehicle-type:not(.sheet-vehicle-type-ship),.sheet-ship .sheet-input-type[value=MECH] ~ div .sheet-vehicle-type:not(.sheet-vehicle-type-mech),.sheet-ship .sheet-input-type[value=VEHICLE] ~ div .sheet-vehicle-type:not(.sheet-vehicle-type-custom){display:none}.sheet-editmode[value="0"] ~ .sheet-ship .sheet-ship-defenses,.sheet-editmode[value="0"] ~ .sheet-ship .sheet-ship-fitting{background:#f0f0f0;padding:3px 0}.sheet-npc{margin-top:-20px;grid:auto/3fr .8fr 2.2fr}.sheet-npc .sheet-input-individual-hide:not([value="1"]) ~ .sheet-rolls .sheet-individual-hide{display:none}.sheet-npc .sheet-menus h3{line-height:1}.sheet-npc .sheet-menus button[type=roll].btn{line-height:1}.sheet-npc .sheet-info{display:grid;grid:auto/repeat(5, 1fr) 1.3fr}.sheet-npc .sheet-npc-hp{display:grid;grid:auto/40px 1fr}.sheet-npc .sheet-individual-hide input[type=checkbox]{margin-right:2px}.sheet-npc .sheet-npc-rep-header{margin:4px}.sheet-npc .sheet-rolls > :first-child{margin-bottom:5px}.sheet-npc .sheet-npc-checkbox{font-size:.9em}.sheet-npc .sheet-npc-checkbox span{vertical-align:middle;margin-right:4px}.sheet-npc .repcontainer{display:grid;grid-gap:3px}.sheet-npc .sheet-full-attacks{margin:0 6px 0 auto}.sheet-npc .sheet-grey-box-bordered{padding-right:1px}.sheet-npc .sheet-text-input{padding-right:3px}.sheet-npc .sheet-npc-attacks .sheet-edit .sheet-name{width:0;flex-grow:1}.sheet-npc .sheet-npc-attacks .sheet-edit .sheet-attacks,.sheet-npc .sheet-npc-attacks .sheet-edit .sheet-ab{width:50px}.sheet-npc .sheet-npc-attacks .sheet-edit .sheet-burst,.sheet-npc .sheet-npc-attacks .sheet-edit .sheet-damage{width:65px}.sheet-npc .sheet-npc-attacks .sheet-display{font-size:1.1em;font-weight:bold;padding:4px 8px}.sheet-npc .sheet-npc-attacks .sheet-display .sheet-attacks[value="1"] + span{display:none}.sheet-npc .sheet-npc-attacks .sheet-display .sheet-attacks{text-transform:lowercase}.sheet-npc .sheet-npc-abilities .sheet-npc-checkbox{margin-left:auto}.sheet-npc .sheet-npc-abilities .sheet-edit .sheet-name{width:100px}.sheet-npc .sheet-npc-abilities .sheet-edit .sheet-description{width:0;flex-grow:1}.sheet-npc .sheet-npc-abilities .sheet-display{text-indent:-10px;padding:4px 8px 4px 18px}.sheet-npc .sheet-npc-abilities .sheet-display .sheet-name{font-weight:bold}.sheet-npc .sheet-npc-abilities .sheet-display .sheet-description{font-style:italic}.sheet-drone{display:grid;grid:86px 1fr/1fr 1fr;grid-gap:5px;align-items:start;border-top:1px solid #555;padding:5px 0}.sheet-drone .sheet-stats{display:grid;align-content:start;grid:auto/repeat(7, 1fr)}.sheet-drone .sheet-fittings .sheet-name{font-weight:bold}.sheet-drone .sheet-fittings .sheet-name:not(:empty)::after{content:". "}.sheet-drone .sheet-fittings .sheet-desc{font-style:italic}.sheet-drone .sheet-fittings .sheet-display{margin-bottom:3px}.sheet-drone .sheet-fitting-grid{grid:auto/0.8fr 1.2fr}.sheet-drone .sheet-num-fittings[value="1"] ~ .sheet-fitting-5,.sheet-drone .sheet-num-fittings[value="2"] ~ .sheet-fitting-5,.sheet-drone .sheet-num-fittings[value="3"] ~ .sheet-fitting-5,.sheet-drone .sheet-num-fittings[value="4"] ~ .sheet-fitting-5{display:none}.sheet-drone .sheet-num-fittings[value="1"] ~ .sheet-fitting-4,.sheet-drone .sheet-num-fittings[value="2"] ~ .sheet-fitting-4,.sheet-drone .sheet-num-fittings[value="3"] ~ .sheet-fitting-4{display:none}.sheet-drone .sheet-num-fittings[value="1"] ~ .sheet-fitting-3,.sheet-drone .sheet-num-fittings[value="2"] ~ .sheet-fitting-3{display:none}.sheet-drone .sheet-num-fittings[value="1"] ~ .sheet-fitting-2{display:none}.sheet-drone .sheet-weapon-grid{grid:auto/35px 1fr 50px 60px 35px 70px}.sheet-drone .sheet-weapon{position:relative}.sheet-drone .sheet-weapon .sheet-name{font-weight:bold}.sheet-drone .sheet-weapon .sheet-display{margin-right:4px}.sheet-drone .sheet-weapon .sheet-display div::after{content:","}.sheet-editmode[value="0"] ~ .sheet-content .sheet-drone .sheet-drone-weapons{display:flex;flex-wrap:wrap}.sheet-rolltemplate-swn-default,.sheet-rolltemplate-swn-attack,.sheet-rolltemplate-swn-skill,.sheet-rolltemplate-swn-save{margin-left:-41px;width:292px;color:#fff;font-family:"Arial",sans-serif}.sheet-rolltemplate-swn-default div,.sheet-rolltemplate-swn-attack div,.sheet-rolltemplate-swn-skill div,.sheet-rolltemplate-swn-save div{box-sizing:border-box}.withoutavatars .sheet-rolltemplate-swn-default,.withoutavatars .sheet-rolltemplate-swn-attack,.withoutavatars .sheet-rolltemplate-swn-skill,.withoutavatars .sheet-rolltemplate-swn-save{margin-left:-11px}.sheet-rolltemplate-swn-default .sheet-container .inlinerollresult,.sheet-rolltemplate-swn-attack .sheet-container .inlinerollresult,.sheet-rolltemplate-swn-skill .sheet-container .inlinerollresult,.sheet-rolltemplate-swn-save .sheet-container .inlinerollresult{padding:0;font-family:inherit;background:transparent;border-color:transparent;border:none}.sheet-rolltemplate-swn-default .sheet-container,.sheet-rolltemplate-swn-attack .sheet-container,.sheet-rolltemplate-swn-skill .sheet-container,.sheet-rolltemplate-swn-save .sheet-container{min-height:175px;position:relative;padding:18px 20px;clip-path:polygon(0 7px, 7px 0, 173px 0, 177px 3px, 281px 3px, 289px 11px, 289px 82px, 100% 87px, 100% calc(100% - 6px), calc(100% - 6px) 100%, 22px 100%, 0 calc(100% - 22px))}.sheet-rolltemplate-swn-default .sheet-header,.sheet-rolltemplate-swn-attack .sheet-header,.sheet-rolltemplate-swn-skill .sheet-header,.sheet-rolltemplate-swn-save .sheet-header{width:198px}.sheet-rolltemplate-swn-default .sheet-header .sheet-name,.sheet-rolltemplate-swn-attack .sheet-header .sheet-name,.sheet-rolltemplate-swn-skill .sheet-header .sheet-name,.sheet-rolltemplate-swn-save .sheet-header .sheet-name{margin-bottom:12px;font-size:13px;line-height:1;height:13px;overflow:hidden;text-overflow:ellipsis;white-space:nowrap;font-family:"Times New Roman",serif;font-weight:bold}.sheet-rolltemplate-swn-default .sheet-header .sheet-title,.sheet-rolltemplate-swn-attack .sheet-header .sheet-title,.sheet-rolltemplate-swn-skill .sheet-header .sheet-title,.sheet-rolltemplate-swn-save .sheet-header .sheet-title{font-size:14px;height:32px;line-height:16px;overflow:hidden;font-weight:bold;margin-bottom:24px}.sheet-rolltemplate-swn-default .sheet-content,.sheet-rolltemplate-swn-attack .sheet-content,.sheet-rolltemplate-swn-skill .sheet-content,.sheet-rolltemplate-swn-save .sheet-content{position:relative}.sheet-rolltemplate-swn-default .sheet-rolls .inlinerollresult,.sheet-rolltemplate-swn-attack .sheet-rolls .inlinerollresult,.sheet-rolltemplate-swn-skill .sheet-rolls .inlinerollresult,.sheet-rolltemplate-swn-save .sheet-rolls .inlinerollresult{font-size:36px;font-weight:bold;line-height:29px;white-space:nowrap}.sheet-rolltemplate-swn-default .sheet-rolls,.sheet-rolltemplate-swn-attack .sheet-rolls,.sheet-rolltemplate-swn-skill .sheet-rolls,.sheet-rolltemplate-swn-save .sheet-rolls{height:35px;display:flex;align-items:start}.sheet-rolltemplate-swn-default .sheet-rollname,.sheet-rolltemplate-swn-attack .sheet-rollname,.sheet-rolltemplate-swn-skill .sheet-rollname,.sheet-rolltemplate-swn-save .sheet-rollname{font-size:12px;line-height:1}.sheet-rolltemplate-swn-default a,.sheet-rolltemplate-swn-attack a,.sheet-rolltemplate-swn-skill a,.sheet-rolltemplate-swn-save a{color:inherit}.sheet-rolltemplate-swn-default a:hover,.sheet-rolltemplate-swn-attack a:hover,.sheet-rolltemplate-swn-skill a:hover,.sheet-rolltemplate-swn-save a:hover{color:red}.sheet-rolltemplate-swn-default a[href^="~"],.sheet-rolltemplate-swn-attack a[href^="~"],.sheet-rolltemplate-swn-skill a[href^="~"],.sheet-rolltemplate-swn-save a[href^="~"]{padding:0;background:transparent;border:none;line-height:1.4}.sheet-rolltemplate-swn-default .sheet-container{background:url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-top-black.png") top no-repeat,url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-bottom.png") bottom no-repeat,#0f0f0f}.sheet-rolltemplate-swn-default .sheet-name{color:#bababa}.sheet-rolltemplate-swn-default .sheet-rollname{margin-right:auto}.sheet-rolltemplate-swn-default .sheet-desc,.sheet-rolltemplate-swn-default .sheet-buttons{font-size:12px;line-height:1.4}.sheet-rolltemplate-swn-default .sheet-info{font-style:italic;font-size:10px;line-height:1;margin:-10px 0 5px}.sheet-rolltemplate-swn-default .sheet-info .inlinerollresult{font-size:1em;font-weight:normal}.sheet-rolltemplate-swn-attack .sheet-container{background:url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-top-purple.png") top no-repeat,url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-bottom.png") bottom no-repeat,#0f0f0f}.sheet-rolltemplate-swn-attack .sheet-name{color:#b291ec}.sheet-rolltemplate-swn-attack .sheet-title .inlinerollresult{font-size:1em;pointer-events:none}.sheet-rolltemplate-swn-attack .sheet-damage{margin-left:auto}.sheet-rolltemplate-swn-attack .sheet-roll{margin-left:10px}.sheet-rolltemplate-swn-attack .sheet-rolls:not(:first-of-type){margin-top:5px}.sheet-rolltemplate-swn-attack .sheet-shock{font-style:italic;margin-top:4px;font-size:12px}.sheet-rolltemplate-swn-attack .sheet-info{font-style:italic;font-size:10px}.sheet-rolltemplate-swn-attack .sheet-info > span:first-child{margin-right:10px}.sheet-rolltemplate-swn-attack .sheet-info .inlinerollresult{font-weight:normal;font-size:1em;margin-left:2px}.sheet-rolltemplate-swn-attack .sheet-desc{font-size:12px;line-height:1.4}.sheet-rolltemplate-swn-skill .sheet-container{background:url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-top-blue.png") top no-repeat,url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-bottom.png") bottom no-repeat,#0f0f0f}.sheet-rolltemplate-swn-skill .sheet-name{color:#80b0ff}.sheet-rolltemplate-swn-skill .sheet-title .sheet-italic{font-style:italic}.sheet-rolltemplate-swn-skill .sheet-title .inlinerollresult{font-size:1em;pointer-events:none}.sheet-rolltemplate-swn-skill .sheet-rollname{margin-right:auto}.sheet-rolltemplate-swn-save .sheet-container.sheet-success{background:url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-top-green.png") top no-repeat,url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-bottom.png") bottom no-repeat,#0f0f0f}.sheet-rolltemplate-swn-save .sheet-container.sheet-success .sheet-name{color:#83db53}.sheet-rolltemplate-swn-save .sheet-container.sheet-failure{background:url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-top-red.png") top no-repeat,url("https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Stars_Without_Number_Revised/Assets/rt-bottom.png") bottom no-repeat,#0f0f0f}.sheet-rolltemplate-swn-save .sheet-container.sheet-failure .sheet-name{color:#ff8080}.sheet-rolltemplate-swn-save .sheet-vs{margin:0 10px}.sheet-rolltemplate-swn-save .sheet-rollname{margin-right:auto}
diff --git a/Stars_Without_Number_Revised/Stars_Without_Number_Revised.html b/Stars_Without_Number_Revised/Stars_Without_Number_Revised.html
index 089c0a865c..ed5bf68529 100644
--- a/Stars_Without_Number_Revised/Stars_Without_Number_Revised.html
+++ b/Stars_Without_Number_Revised/Stars_Without_Number_Revised.html
@@ -1,3 +1,3 @@
-
+
{{#reaction}}
{{#rollLess() reaction 3}} {{/rollLess() reaction 3}}{{#rollBetween() reaction 3 5}} {{/rollBetween() reaction 3 5}}{{#rollBetween() reaction 6 8}} {{/rollBetween() reaction 6 8}}{{#rollBetween() reaction 9 11}} {{/rollBetween() reaction 9 11}}{{#rollGreater() reaction 11}} {{/rollGreater() reaction 11}}
{{reaction}}
{{/reaction}} {{#info}}
{{info}}
{{/info}} {{#rollGreater() damage 0}}
{{/rollGreater() damage 0}} {{#allprops() charname title damage reaction desc info buttons}}
{{/allprops() charname title damage reaction desc info buttons}}
{{desc}}
{{buttons}}
{{#attack2}}
{{/attack2}}{{#attack3}}
{{/attack3}}{{#attack4}}
{{/attack4}} {{#shock}}
{{shock}}
{{/shock}}
{{#range}} {{range}}{{/range}}{{#ammo}} {{ammo}}{{/ammo}}
{{desc}}
{{#save}} {{#^rollLess() dice save}}{{dice}}
{{save}}{{morale}}
{{/^rollLess() dice save}} {{#rollLess() dice save}}{{dice}}
{{save}}{{morale}}
{{/rollLess() dice save}} {{/save}} {{#morale}} {{#^rollGreater() dice morale}}{{dice}}
{{save}}{{morale}}
{{/^rollGreater() dice morale}} {{#rollGreater() dice morale}}{{dice}}
{{save}}{{morale}}
{{/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/TailsOfEquestria/GruntFile.js b/TailsOfEquestria/GruntFile.js
index bbd64339ae..1d4f65dc5c 100644
--- a/TailsOfEquestria/GruntFile.js
+++ b/TailsOfEquestria/GruntFile.js
@@ -31,7 +31,10 @@ module.exports = function(grunt) {
{
pattern: /\.((?!charsheet)[^ .\n]+)(?=.+\{)/g,
replacement: function(match, p1) {
- return '.sheet-' + p1;
+ if(p1 === 'itemcontrol' || p1 === 'repcontrol')
+ return '.' + p1;
+ else
+ return '.sheet-' + p1;
}
}
]
diff --git a/TailsOfEquestria/js/worker.js b/TailsOfEquestria/js/worker.js
index 82c95c2438..4ebf93b609 100644
--- a/TailsOfEquestria/js/worker.js
+++ b/TailsOfEquestria/js/worker.js
@@ -208,7 +208,7 @@ onChange(['body_equation', 'mind_equation', 'charm_equation'], () => {
on('sheet:opened', () => {
setAttrs({
- character_sheet: 'TailsOfEquestria v1.3'
+ character_sheet: 'TailsOfEquestria v1.4'
});
updateTraits(() => {
updateTalents();
diff --git a/TailsOfEquestria/less/colors.less b/TailsOfEquestria/less/colors.less
index c989a101aa..9617c17d69 100644
--- a/TailsOfEquestria/less/colors.less
+++ b/TailsOfEquestria/less/colors.less
@@ -2,4 +2,5 @@
@twilightColor: #DECFE1;
@pinkieColor: #F9B6DD;
@dashieColor: #B3E7EF;
-@flutterColor: #FAD1E4;
+@flutterColor: #FCF4A4;
+@starlightColor: #EDBBF3;
diff --git a/TailsOfEquestria/less/fields.less b/TailsOfEquestria/less/fields.less
index 66381888ce..ba5dd90f84 100644
--- a/TailsOfEquestria/less/fields.less
+++ b/TailsOfEquestria/less/fields.less
@@ -212,6 +212,16 @@ textarea {
}
}
+ & > label {
+ display: inline-block;
+ font-size: 0.7em;
+ line-height: 1em;
+ margin: 0;
+ text-align: right;
+ vertical-align: middle;
+ width: 0.5in;
+ }
+
.labelledUnderlined {
min-width: auto;
}
diff --git a/TailsOfEquestria/less/icons.less b/TailsOfEquestria/less/icons.less
new file mode 100644
index 0000000000..81b0ccccb8
--- /dev/null
+++ b/TailsOfEquestria/less/icons.less
@@ -0,0 +1,39 @@
+.d20 {
+ display: inline-block;
+ font-family: dicefontd20;
+ vertical-align: middle;
+
+ &::before {
+ content: "t";
+ }
+}
+
+.quirkIcon {
+ display: inline-block;
+ font-family: pictos;
+ vertical-align: middle;
+
+ &::before {
+ content: "k";
+ }
+}
+
+.reputationIcon {
+ display: inline-block;
+ font-family: pictos;
+ vertical-align: middle;
+
+ &::before {
+ content: "^";
+ }
+}
+
+.talentIcon {
+ display: inline-block;
+ font-family: pictos;
+ vertical-align: middle;
+
+ &::before {
+ content: "e";
+ }
+}
diff --git a/TailsOfEquestria/less/main.less b/TailsOfEquestria/less/main.less
index b6bf03732a..116ba2238b 100644
--- a/TailsOfEquestria/less/main.less
+++ b/TailsOfEquestria/less/main.less
@@ -1,4 +1,5 @@
@import "colors.less";
+@import "icons.less";
.main-container {
border: solid 5px #ea60e1;
@@ -29,7 +30,7 @@
.labelledUnderlined {
display: block;
font-size: 2em;
- margin-bottom: 0.5em;
+ margin-bottom: 0.1in;
width: 100%;
label {
@@ -57,6 +58,8 @@
}
.explodingHooves {
+ text-align: center;
+
h1 {
display: inline-block;
font-size: 1.5em;
@@ -74,7 +77,7 @@
border: none;
font-size: 3em;
font-weight: bold;
- height: 0.5in;
+ height: 0.4in;
width: 0.5in;
}
@@ -106,6 +109,11 @@
font-family: dicefontd12;
content: "l";
}
+
+ &:nth-of-type(6) button::before {
+ font-family: dicefontd20;
+ content: "t";
+ }
}
}
@@ -115,7 +123,7 @@
display: inline-block;
height: 1.5in;
position: absolute;
- right: 1em;
+ right: 0.5in;
top: 1em;
width: 1.5in;
@@ -199,17 +207,59 @@
color: @fontColor;
}
- .labelledUnderlined:nth-of-type(2) {
+ .labelledUnderlined:nth-of-type(3) {
width: 4.5in;
}
}
}
+ .reputations {
+ background: @starlightColor;
+ border-radius: 0.1in;
+ padding: 1em;
+
+ h1 {
+ color: @fontColor;
+ font-size: 2em;
+ }
+
+ .reputation {
+ background: @starlightColor;
+ border-radius: 0.1in;
+ padding: 0.25em;
+ padding-bottom: 1em;
+ position: relative;
+ transition: background 0.5s;
+ width: 7in;
+
+ &:hover {
+ background: darken(@starlightColor, 20%);
+ }
+
+ & > label {
+ display: inline-block;
+ margin-bottom: 0;
+ margin-top: 0.5em;
+ vertical-align: middle;
+ width: 0.5in;
+ }
+
+ input, select {
+ background: transparent;
+ color: @fontColor;
+ }
+
+ .labelledUnderlined {
+ vertical-align: middle;
+ }
+ }
+ }
+
.stamina {
background: @pinkieColor;
border-radius: 0.1in;
display: inline-block;
- height: 0.6in;
+ height: 1in;
padding: 1em;
vertical-align: middle;
@@ -281,6 +331,7 @@
.talent {
background: @dashieColor;
border-radius: 0.1in;
+ height: 0.6in;
padding: 0.25em;
padding-bottom: 1em;
position: relative;
@@ -313,6 +364,32 @@
background: transparent;
color: @fontColor;
}
+
+ .labelledUnderlined {
+ vertical-align: middle;
+ }
+
+ .notes .labelledUnderlined {
+ display: block;
+ width: 7in;
+
+ label {
+ display: inline-block;
+ font-size: 0.75em;
+ margin-bottom: 0;
+ padding-right: 0;
+ padding-top: 4px;
+ position: relative;
+ top: 0;
+ vertical-align: middle;
+ width: auto;
+ }
+
+ .inner {
+ display: inline-block;
+ width: 6in;
+ }
+ }
}
}
@@ -324,7 +401,7 @@
background: #aaa;
border-radius: 0.1in;
display: inline-block;
- height: 0.6in;
+ height: 1in;
padding: 1em;
position: relative;
transition: background 0.5s;
@@ -343,13 +420,13 @@
background: transparent;
border: none;
color: @fontColor;
- font-size: 1.25em;
- left: 0;
+ font-size: 1.5em;
+ left: 0.2in;
position: absolute;
text-align: center;
text-align-last: center;
top: 0.4in;
- width: 1in;
+ width: 1.1in;
}
label.traitName {
@@ -359,8 +436,7 @@
.updowngrade {
position: absolute;
- right: 0.05in;
- top: 0.4in;
+ top: 0.8in;
input {
background: transparent;
@@ -386,12 +462,53 @@
}
&.charm {
- background: @flutterColor;
+ background: @starlightColor;
&:hover {
- background: darken(@flutterColor, 10%);
+ background: darken(@starlightColor, 10%);
}
}
+
+ .d20 {
+ font-size: 2.5em;
+ left: 0.06in;
+ position: absolute;
+ top: 0;
+ }
}
}
}
+
+// Show either the API or non-API versions of the exploding hoof dice,
+// depending on whether the user wants to use the API.
+input[name="attr_useApiExplodingHoof"] {
+ &:checked {
+ & ~ .main-container .explodingHooves.noApi {
+ display: none;
+ }
+ }
+
+ &:not(:checked) {
+ & ~ .main-container .explodingHooves.api {
+ display: none;
+ }
+ }
+}
+
+.itemcontrol {
+ z-index: 99;
+}
+
+.repcontrol button {
+ background: #ddaaff;
+ border: none;
+ color: #5e3dba;
+ margin-top: 0.1in;
+ text-shadow: none;
+ transition: background 0.5s;
+ z-index: 99;
+
+ &:hover {
+ background: #aa88ff;
+ }
+}
diff --git a/TailsOfEquestria/pug/explodingHooves.pug b/TailsOfEquestria/pug/explodingHooves.pug
new file mode 100644
index 0000000000..0393a46e72
--- /dev/null
+++ b/TailsOfEquestria/pug/explodingHooves.pug
@@ -0,0 +1,40 @@
+div.explodingHooves.api
+ h1 Exploding Hoof Dice:
+ .explodingHoof
+ button(type='roll', value='!tailsOfEquestriaHelper_explodingHoof @{character_name} 4', title='Click to roll!')
+ .explodingHoof
+ button(type='roll', value='!tailsOfEquestriaHelper_explodingHoof @{character_name} 6', title='Click to roll!')
+ .explodingHoof
+ button(type='roll', value='!tailsOfEquestriaHelper_explodingHoof @{character_name} 8', title='Click to roll!')
+ .explodingHoof
+ button(type='roll', value='!tailsOfEquestriaHelper_explodingHoof @{character_name} 10', title='Click to roll!')
+ .explodingHoof
+ button(type='roll', value='!tailsOfEquestriaHelper_explodingHoof @{character_name} 12', title='Click to roll!')
+ .explodingHoof
+ button(type='roll', value='!tailsOfEquestriaHelper_explodingHoof @{character_name} 20', title='Click to roll!')
+div.explodingHooves.noApi
+ h1 Exploding Hoof Dice:
+ -
+ var exd12 = '1d11, floor(1d12/12)*{{0} + 12, 1d20}k1';
+ var exd10 = '1d9, floor(1d10/10)*{{0} + 10, ' + exd12 + '}k1';
+ var exd8 = '1d7, floor(1d8/8)*{{0} + 8, ' + exd10 + '}k1';
+ var exd6 = '1d5, floor(1d6/6)*{{0} + 6, ' + exd8 + '}k1';
+ var exd4 = '1d3, floor(1d4/4)*{{0} + 4, ' + exd6 + '}k1';
+ .explodingHoof
+ +input('hidden', 'exploding_hoof_d4')(value='{' + exd4 + '}k1', style='display: none;')
+ +rollButton('exploding_hoof_d4')
+ .explodingHoof
+ +input('hidden', 'exploding_hoof_d6')(value='{' + exd6 + '}k1', style='display: none;')
+ +rollButton('exploding_hoof_d6')
+ .explodingHoof
+ +input('hidden', 'exploding_hoof_d8')(value='{' + exd8 + '}k1', style='display: none;')
+ +rollButton('exploding_hoof_d8')
+ .explodingHoof
+ +input('hidden', 'exploding_hoof_d10')(value='{' + exd10 + '}k1', style='display: none;')
+ +rollButton('exploding_hoof_d10')
+ .explodingHoof
+ +input('hidden', 'exploding_hoof_d12')(value='{' + exd12 + '}k1', style='display: none;')
+ +rollButton('exploding_hoof_d12')
+ .explodingHoof
+ +input('hidden', 'exploding_hoof_d20')(value='1d20', style='display: none;')
+ +rollButton('exploding_hoof_d20')
diff --git a/TailsOfEquestria/pug/fields.pug b/TailsOfEquestria/pug/fields.pug
index c1c83d0bbf..eff58e931c 100644
--- a/TailsOfEquestria/pug/fields.pug
+++ b/TailsOfEquestria/pug/fields.pug
@@ -5,7 +5,7 @@ mixin fraction(name)
input(type='number', name='attr_' + name + '_max')
mixin input(type, name)
- input(type=type, name='attr_' + name, placeholder=attributes.placeholder, style=attributes.style, value=attributes.value, min=attributes.min, max=attributes.max)
+ input(type=type, name='attr_' + name, placeholder=attributes.placeholder, style=attributes.style, value=attributes.value, min=attributes.min, max=attributes.max, disabled=attributes.disabled)
mixin labelledAbove(label)
.labelledAbove(style=attributes.style)
@@ -95,7 +95,11 @@ mixin updowngrade(prefix)
if(prefix !== '' && !prefix.endsWith('_'))
prefix += '_';
- .updowngrade(title="Upgrade/Downgrade")
+ .updowngrade(title="Adjust this to upgrade or downgrade your roll.")
+ label
+ | Upgrade/
+ br
+ | Downgrade
span.arrows
.up
input(type='checkbox', name='attr_' + prefix + 'tickup', value='1', title="Upgrade 1 step")
diff --git a/TailsOfEquestria/pug/index.pug b/TailsOfEquestria/pug/index.pug
index f051ad506c..12bd2f1423 100644
--- a/TailsOfEquestria/pug/index.pug
+++ b/TailsOfEquestria/pug/index.pug
@@ -1,6 +1,7 @@
include fields.pug
+input('hidden', 'character_sheet')(value='TailsOfEquestria', style='display: none;')
++input('checkbox', 'useApiExplodingHoof')(style="display: none;")
.top
img(src='http://ninjadivision.com/wp-content/uploads/2017/02/MLP-Website-Header-900x325.jpg')
@@ -10,7 +11,7 @@ include fields.pug
.bio
+labelledUnderlined('Pony Name:'): +input('text', 'character_name')
+labelledUnderlined('Player Name:'): +input('text', 'player_name')
- +labelledUnderlined('Pony Type:'): +input('text', 'race')
+ +labelledUnderlined('Race:'): +input('text', 'race')
+labelledUnderlined('Level:'): +input('number', 'level')
+labelledUnderlined('Element of Harmony:'): +select('elementOfHarmony')
+option('generosity')
@@ -20,35 +21,29 @@ include fields.pug
+option('loyalty')
+option('magic')
+option('other')
- //
- div.colors
- span.mane
- label Mane Color:
- +input('color', 'mane_color')
- span.coat
- label Coat Color:
- +input('color', 'coat_color')
-
- .friendshipTokens
- h1
- span F
- span R
- span I
- span E
- span N
- span D
- span S
- span H
- span I
- span P
- +input('number', 'friendshipTokens')(value='0')
+ div(style='display: inline-block; width: 2.2in;')
+ .friendshipTokens
+ h1
+ span F
+ span R
+ span I
+ span E
+ span N
+ span D
+ span S
+ span H
+ span I
+ span P
+ +input('number', 'friendshipTokens')(value='0')
+ include explodingHooves.pug
+
div
.stamina
div
h1 Stamina:
+fraction('stamina')
div
- +labelledUnderlined('Damage Reduction:'): +input('text', 'damageReduction')
+ +labelledUnderlined('Damage Modifiers:')(style='font-size: 1.5em; max-width: 2in;'): +input('text', 'damageReduction')(style='width: 2.4in;')
.traits
.trait.body
label.traitName Body
@@ -80,30 +75,6 @@ include fields.pug
+selectDice('charm')
+updowngrade("charm")
+input('hidden', 'charm_equation')
-
- div.explodingHooves
- h1 Exploding Hoof Dice:
- -
- var exd12 = '1d11, floor(1d12/12)*{{0} + 12, 1d20}k1';
- var exd10 = '1d9, floor(1d10/10)*{{0} + 10, ' + exd12 + '}k1';
- var exd8 = '1d7, floor(1d8/8)*{{0} + 8, ' + exd10 + '}k1';
- var exd6 = '1d5, floor(1d6/6)*{{0} + 6, ' + exd8 + '}k1';
- var exd4 = '1d3, floor(1d4/4)*{{0} + 4, ' + exd6 + '}k1';
- .explodingHoof
- +input('hidden', 'exploding_hoof_d4')(value='{' + exd4 + '}k1', style='display: none;')
- +rollButton('exploding_hoof_d4')
- .explodingHoof
- +input('hidden', 'exploding_hoof_d6')(value='{' + exd6 + '}k1', style='display: none;')
- +rollButton('exploding_hoof_d6')
- .explodingHoof
- +input('hidden', 'exploding_hoof_d8')(value='{' + exd8 + '}k1', style='display: none;')
- +rollButton('exploding_hoof_d8')
- .explodingHoof
- +input('hidden', 'exploding_hoof_d10')(value='{' + exd10 + '}k1', style='display: none;')
- +rollButton('exploding_hoof_d10')
- .explodingHoof
- +input('hidden', 'exploding_hoof_d12')(value='{' + exd12 + '}k1', style='display: none;')
- +rollButton('exploding_hoof_d12')
div
.talents
@@ -113,23 +84,21 @@ include fields.pug
var isCutieMark = prefix === 'talent_cutieMark_';
var isRacial = prefix === 'talent_racial_';
.talent(class=isCutieMark ? 'isCutieMark' : '')
- if(isCutieMark)
- label Cutie Mark:
- else if(isRacial)
- label Racial:
- else
- label T:
+rollButton({
attr: '@{' + prefix + 'name}',
result: prefix + 'equation',
notes: prefix + 'notes',
updowngrade: prefix + 'updowngrade'
})
- +labelledUnderlined(''): +input('text', prefix + 'name')
- +labelledUnderlined('Dice:'): +selectDice(prefix + 'dice')
- +updowngrade(prefix)
- +labelledUnderlined('Trait'): +selectTrait(prefix + 'trait')
- +labelledUnderlined('Notes:')(style='width: 2in;'): +input('text', prefix + 'notes')
+ div(style="display: inline-block; vertical-align: top; width: 0.4in;")
+ .talentIcon(style='font-size: 3em;')
+ div(style="display: inline-block; width: 6.5in;")
+ +labelledUnderlined('')(style='width: 2.5in;'): +input('text', prefix + 'name')
+ +labelledUnderlined('Dice:'): +selectDice(prefix + 'dice')
+ +labelledUnderlined('Trait'): +selectTrait(prefix + 'trait')
+ +updowngrade(prefix)
+ .notes
+ +labelledUnderlined('Notes:'): +input('text', prefix + 'notes')
+input('hidden', prefix + 'equation')
h1 Talents:
@@ -142,10 +111,7 @@ include fields.pug
mixin quirk(isMain)
-var prefix = isMain ? 'quirk_main_' : '';
.quirk(class=isMain ? 'quirkMain' : '')
- if(isMain)
- label Main:
- else
- label Q:
+ .quirkIcon(style='font-size: 2em;')
+labelledUnderlined(''): +input('text', prefix + 'name')
+labelledUnderlined('Notes'): +input('text', prefix + 'notes')
@@ -154,6 +120,21 @@ include fields.pug
+repeating('quirks')
+quirk(false)
+ div
+ .reputations
+ h1 Reputation:
+ +repeating('reputations')
+ .reputation
+ .reputationIcon(style='font-size: 2em;')
+ +labelledUnderlined('Faction/Individual'): +input('text', 'name')
+ +labelledUnderlined('Level'): +select('level')
+ +option('Esteemed (2x upgrade)', 2)
+ +option('Friendly (1x upgrade)', 1)
+ +option('Neutral', 0, true)
+ +option('Unfriendly (1x downgrade)', -1)
+ +option('Hostile (2x downgrade)', -2)
+ +labelledUnderlined('Notes')(style='width: 3in;'): +input('text', 'notes')
+
div
.inlineBlock(style='margin-right: 1em; vertical-align: top; width: 48%;')
h1 Equipment:
diff --git a/TailsOfEquestria/sheet.css b/TailsOfEquestria/sheet.css
index 10fc1cb5c1..9a64a3353b 100644
--- a/TailsOfEquestria/sheet.css
+++ b/TailsOfEquestria/sheet.css
@@ -211,9 +211,50 @@
.charsheet .sheet-updowngrade .sheet-arrows .sheet-up input[type=checkbox]:checked + span, .charsheet .sheet-updowngrade .sheet-arrows .sheet-down input[type=checkbox]:checked + span {
color: #bbace4;
}
+.charsheet .sheet-updowngrade > label {
+ display: inline-block;
+ font-size: 0.7em;
+ line-height: 1em;
+ margin: 0;
+ text-align: right;
+ vertical-align: middle;
+ width: 0.5in;
+}
.charsheet .sheet-updowngrade .sheet-labelledUnderlined {
min-width: auto;
}
+.charsheet .sheet-d20 {
+ display: inline-block;
+ font-family: dicefontd20;
+ vertical-align: middle;
+}
+.charsheet .sheet-d20::before {
+ content: "t";
+}
+.charsheet .sheet-quirkIcon {
+ display: inline-block;
+ font-family: pictos;
+ vertical-align: middle;
+}
+.charsheet .sheet-quirkIcon::before {
+ content: "k";
+}
+.charsheet .sheet-reputationIcon {
+ display: inline-block;
+ font-family: pictos;
+ vertical-align: middle;
+}
+.charsheet .sheet-reputationIcon::before {
+ content: "^";
+}
+.charsheet .sheet-talentIcon {
+ display: inline-block;
+ font-family: pictos;
+ vertical-align: middle;
+}
+.charsheet .sheet-talentIcon::before {
+ content: "e";
+}
.charsheet .sheet-main-container {
border: solid 5px #ea60e1;
border-radius: 0.25in;
@@ -240,7 +281,7 @@
.charsheet .sheet-main-container .sheet-bio .sheet-labelledUnderlined {
display: block;
font-size: 2em;
- margin-bottom: 0.5em;
+ margin-bottom: 0.1in;
width: 100%;
}
.charsheet .sheet-main-container .sheet-bio .sheet-labelledUnderlined label {
@@ -262,6 +303,9 @@
padding: 0;
width: 3in;
}
+.charsheet .sheet-main-container .sheet-explodingHooves {
+ text-align: center;
+}
.charsheet .sheet-main-container .sheet-explodingHooves h1 {
display: inline-block;
font-size: 1.5em;
@@ -278,7 +322,7 @@
border: none;
font-size: 3em;
font-weight: bold;
- height: 0.5in;
+ height: 0.4in;
width: 0.5in;
}
.charsheet .sheet-main-container .sheet-explodingHooves .sheet-explodingHoof:hover {
@@ -304,13 +348,17 @@
font-family: dicefontd12;
content: "l";
}
+.charsheet .sheet-main-container .sheet-explodingHooves .sheet-explodingHoof:nth-of-type(6) button::before {
+ font-family: dicefontd20;
+ content: "t";
+}
.charsheet .sheet-main-container .sheet-friendshipTokens {
background: #f226e4;
border-radius: 0.75in;
display: inline-block;
height: 1.5in;
position: absolute;
- right: 1em;
+ right: 0.5in;
top: 1em;
width: 1.5in;
}
@@ -385,14 +433,49 @@
background: transparent;
color: #5e3dba;
}
-.charsheet .sheet-main-container .sheet-quirks .sheet-quirk .sheet-labelledUnderlined:nth-of-type(2) {
+.charsheet .sheet-main-container .sheet-quirks .sheet-quirk .sheet-labelledUnderlined:nth-of-type(3) {
width: 4.5in;
}
+.charsheet .sheet-main-container .sheet-reputations {
+ background: #EDBBF3;
+ border-radius: 0.1in;
+ padding: 1em;
+}
+.charsheet .sheet-main-container .sheet-reputations h1 {
+ color: #5e3dba;
+ font-size: 2em;
+}
+.charsheet .sheet-main-container .sheet-reputations .sheet-reputation {
+ background: #EDBBF3;
+ border-radius: 0.1in;
+ padding: 0.25em;
+ padding-bottom: 1em;
+ position: relative;
+ transition: background 0.5s;
+ width: 7in;
+}
+.charsheet .sheet-main-container .sheet-reputations .sheet-reputation:hover {
+ background: #d664e4;
+}
+.charsheet .sheet-main-container .sheet-reputations .sheet-reputation > label {
+ display: inline-block;
+ margin-bottom: 0;
+ margin-top: 0.5em;
+ vertical-align: middle;
+ width: 0.5in;
+}
+.charsheet .sheet-main-container .sheet-reputations .sheet-reputation input, .charsheet .sheet-main-container .sheet-reputations .sheet-reputation select {
+ background: transparent;
+ color: #5e3dba;
+}
+.charsheet .sheet-main-container .sheet-reputations .sheet-reputation .sheet-labelledUnderlined {
+ vertical-align: middle;
+}
.charsheet .sheet-main-container .sheet-stamina {
background: #F9B6DD;
border-radius: 0.1in;
display: inline-block;
- height: 0.6in;
+ height: 1in;
padding: 1em;
vertical-align: middle;
}
@@ -454,6 +537,7 @@
.charsheet .sheet-main-container .sheet-talents .sheet-talent {
background: #B3E7EF;
border-radius: 0.1in;
+ height: 0.6in;
padding: 0.25em;
padding-bottom: 1em;
position: relative;
@@ -483,6 +567,28 @@
background: transparent;
color: #5e3dba;
}
+.charsheet .sheet-main-container .sheet-talents .sheet-talent .sheet-labelledUnderlined {
+ vertical-align: middle;
+}
+.charsheet .sheet-main-container .sheet-talents .sheet-talent .sheet-notes .sheet-labelledUnderlined {
+ display: block;
+ width: 7in;
+}
+.charsheet .sheet-main-container .sheet-talents .sheet-talent .sheet-notes .sheet-labelledUnderlined label {
+ display: inline-block;
+ font-size: 0.75em;
+ margin-bottom: 0;
+ padding-right: 0;
+ padding-top: 4px;
+ position: relative;
+ top: 0;
+ vertical-align: middle;
+ width: auto;
+}
+.charsheet .sheet-main-container .sheet-talents .sheet-talent .sheet-notes .sheet-labelledUnderlined .sheet-inner {
+ display: inline-block;
+ width: 6in;
+}
.charsheet .sheet-main-container .sheet-traits {
display: inline-block;
vertical-align: middle;
@@ -491,7 +597,7 @@
background: #aaa;
border-radius: 0.1in;
display: inline-block;
- height: 0.6in;
+ height: 1in;
padding: 1em;
position: relative;
transition: background 0.5s;
@@ -509,13 +615,13 @@
background: transparent;
border: none;
color: #5e3dba;
- font-size: 1.25em;
- left: 0;
+ font-size: 1.5em;
+ left: 0.2in;
position: absolute;
text-align: center;
text-align-last: center;
top: 0.4in;
- width: 1in;
+ width: 1.1in;
}
.charsheet .sheet-main-container .sheet-traits .sheet-trait label.sheet-traitName {
font-size: 2em;
@@ -523,8 +629,7 @@
}
.charsheet .sheet-main-container .sheet-traits .sheet-trait .sheet-updowngrade {
position: absolute;
- right: 0.05in;
- top: 0.4in;
+ top: 0.8in;
}
.charsheet .sheet-main-container .sheet-traits .sheet-trait .sheet-updowngrade input {
background: transparent;
@@ -544,10 +649,37 @@
background: #c8b0cd;
}
.charsheet .sheet-main-container .sheet-traits .sheet-trait.sheet-charm {
- background: #FAD1E4;
+ background: #EDBBF3;
}
.charsheet .sheet-main-container .sheet-traits .sheet-trait.sheet-charm:hover {
- background: #f5a3c9;
+ background: #e290eb;
+}
+.charsheet .sheet-main-container .sheet-traits .sheet-trait .sheet-d20 {
+ font-size: 2.5em;
+ left: 0.06in;
+ position: absolute;
+ top: 0;
+}
+.charsheet input[name="attr_useApiExplodingHoof"]:checked ~ .sheet-main-container .sheet-explodingHooves.sheet-noApi {
+ display: none;
+}
+.charsheet input[name="attr_useApiExplodingHoof"]:not(:checked) ~ .sheet-main-container .sheet-explodingHooves.sheet-api {
+ display: none;
+}
+.charsheet .itemcontrol {
+ z-index: 99;
+}
+.charsheet .repcontrol button {
+ background: #ddaaff;
+ border: none;
+ color: #5e3dba;
+ margin-top: 0.1in;
+ text-shadow: none;
+ transition: background 0.5s;
+ z-index: 99;
+}
+.charsheet .repcontrol button:hover {
+ background: #aa88ff;
}
.charsheet h1 {
color: #5e3dba;
diff --git a/TailsOfEquestria/sheet.html b/TailsOfEquestria/sheet.html
index cbae4c4ce2..9ea44924be 100644
--- a/TailsOfEquestria/sheet.html
+++ b/TailsOfEquestria/sheet.html
@@ -1,5 +1,6 @@
+
@@ -19,7 +20,7 @@