QUASAR

ROLE-PLAYING GAME

GM Reference

Copyright  1989, 1998, 2002, 2007 by Conroy & Conroy company.  All rights reserved.

FOURTH EDITION

Permission to copy this material is given provided that the material remains whole and unchanged, including this copyright notice.

Table of Contents

Preface	4
Introduction	6
Non-Player Characters (NPCs)	7
Hiring NPCs for QID Effects	11
Construction	16
New QIDS and Compounds	17
Developing New QID Designs	17
Developing New Compounds	17
New QIDs/Compounds and the GM	18
New Weapons	20
Projectile Weapons	20
Converting Between Quasar and Other Role Playing Games	21
Treasure	24
Random Treasure Determination	24
QID Effect Tables	30
Compound Tables	36
QID Devices	38
Control Stations	38
Belts	39
Helmets	40
Cubes	41
Cylinders	43
Spheres	48
Cloaks	49
Gloves	50
Crystals	51
Goggles	51
Misl. Devices	52
Artifacts	54
Artifact Effects	55
The Great Computer	60
Helmets	61
Quadrahedrons	62
Special Arms and Armor	64
Random Character Party Generation	66
Random Floor and Door Generation	68

Preface

This reference work contains information that is solely for the GM of a Quasar campaign whereas the Player's Guide describes the basic game mechanics. The players may eventually learn some of the information in this guide, but only in the course of play.  This assumes a good working knowledge of the Quasar Player's Guide and Creature Anthology.  This guide is divided into two parts. Part I describes how to referee a game, how the GM should handle specific game situations and provides information not readily available to the PCs.  Part II contains various tables used to generate treasures, NPCs, etc. as well as a description of some of the more flashy technology, including alien artifacts.

PART I

SPECIAL SITUATIONS

Introduction

Quasar is played with one GM (Game Master) and one or more players, each of whom has a PC (Player Character) through which he acts during the game.  The play takes place via the imagination, where the GM is responsible for setting up the atmosphere and resolving issues that come up during play.  Typically, a gaming session (or a series of sessions) are run by the GM under the guidance of a scenario.  The scenario is basically a story, of which only parts are made known to the players.  Additional information usually becomes available during the course of play.  The GM uses the scenario to set up the atmosphere, provide an adventuring hook, and determine what the characters see during play.  An adventuring hook is simply the means by which the characters are drawn into the scenario.  It could be as simple as someone hiring them for something, or as subtle as something happening around them, wherever they are.  The scenario defines locations, objects in those locations, creatures that occupy or pass through those locations, and NPC (non-player characters) which the players interact with.  It is the GM's job to adjust the reactions of the various creatures and NPCs depending upon the actions (or lack thereof) of the characters.

If a scenario is not available, the GM may wish to create one of his own.  It is recommended that the scenario present a challenge to the characters (and thus to the players), but not so much as to result in certain death for all PCs.  Ideally, one scenario should provide sufficient experience points to allow all PCs to advance one level (but no more).  Chances are, that not all possible experience points can be earned in any one scenario, so you should not be too concerned about the characters advancing too rapidly.  Of course, this should be tempered by the length of the scenario.  A short scenario should provide fewer experience points, a longer one should provide more.  All treasure should be "earned" - never just given to the characters.

After you have run some scenarios, you may wish to place them into a larger logical framework, called a campaign.  A campaign source book provides a complete campaign (usually with some undefined areas to allow for GM creativity) that is ready to run.  Alternatively, you may wish to create a campaign setting on your own, maybe with player input.  Some successful campaigns have been the result of on-going development as the characters adventure in the setting.
As the players progress, the campaign must grow and become more challenging. If this growth is too fast, or the campaign is too easy, it will become boring. By the same token, a game that is too deadly is just as boring.  This is summed up in the term "game balance".  An unbalanced game can result in either extreme.

Ultimately it is the GM and the players who make the game exciting.  This guide can only be just that: a guide.  However, the GM holds the final authority in decisions that happen in the game.  As GM, it is your job to keep the game enjoyable. Although these rules are more akin to suggested guidelines, game imbalance can result by ignoring them.  Experienced GMs may wish to experiment by slightly modifying or ignoring existing rules, or adding their own.  Generally, if you allow some new advantage to a vocation, you should provide an equal disadvantage.  Sometimes it may work to allow other vocations some other advantage (resulting, in effect, in a disadvantage to the first).  However, too many advantages may make creatures and other barriers too easy to circumvent.  If you plan to experiment, try one thing at a time to minimize problems.

NON-PLAYER CHARACTERS (NPCS)

In order to add to the realism of the campaign, the GM will need to generate some personality for each NPC.  Though this might be easy for a few NPCs, it can tax the GM if too many are needed. Hence, the following charts will aid the GM in creating unique NPCs.

The classes of NPCs are determined by rolling on the following table (note that Rogues are almost never encountered as an NPC – they have too many disadvantages compared to specialists):

VOCATION RANDOM DETERMINATION TABLE

Roll	Vocation	
01-03	Architect	
04-06	Biologist	
07-09	Chemist	
10-13	Commando	
14-16	Communications Specialist	
17-24	Computer Scientist	
25-29	Engineer, Electrical	
30-33	Engineer, General	
34-36	Engineer, Mechanical	
37-38	Engineer, Planet	
39-42	Engineer, Production	
43-55	Historian	
56-61	Linguist	
62-65	Mathematician	
66-67	Medic	
68-74	Mercenary	
75-83	Physicist	
84-94	Weapons Specialist	
95-00	Multi-vocation character.  Roll twice on this table, ignoring this roll if it happens again.  Re-roll character if this roll occurs three times in a row.	

The following tables can be used to flesh-out an NPCs personality.  Optionally, it can be used to flesh-out a PC for additional role-playing opportunities. Each of the tables should be rolled on (1d10).  Mostly they each represent a spectrum of one aspect of a personality, with 1 being one extreme, and 10 being the opposite, with 5 being the "average".

PERSONALITY TABLES

Altruism
1. Hedonist
5. Average
10. Altruist

Bravery
1. Craven
2. Cowardly
5. Average
6. Brave
8. Fearless
9. Careless
10. Foolhardy

Compassion
1. Cruel
4. Insensitive
5. Average
6. Sensitive
10. Compassionate

Curiosity
1. Apathetic
5. Average
9. Curious
10. Overly curious

Demeanor
1. Constant frown
2. Rarely smiles
5. Average
9. Often smiles
10. Constant smile

Dress
1. Rough
2. Sloppy
5. Average
6. Non-descript
10. Foppish

Drive
1. Phlegmatic
2. Lazy
5. Average
8. Energetic
9. Driven
10. Obsessive

Gullibility
1. Cynical
2. Suspicious
5. Average
10. Gullible

Happiness
1. Manic depressive
2. Melancholic
3. Unhappy
5. Average
7. Happy
8. Cheerful
10. Maniacally happy

Honesty
1. Deceitful
2. Liar
5. Average
6. Honorable
9. Truthful
10. Scrupulous

Humility
1. Haughty
5. Average
10. Humble

Humor
1. Ultra serious
2. Serious
3. Dry
4. Sarcastic
5. Average
6. Wry
7. Mischievous
8. Dramatic
9. Melodramatic
10. Warped

Hygiene
1. Filthy
2. Dirty
3. Unkempt
5. Average
9. Clean
10. Immaculate

Materialism
1. Covetous
2. Greedy
5. Average
7. Utilitarian
9. Spartan
10. Aesthetic

Mental state
1. Insane (consult Insanity table)
2. Unstable
3. Neurotic
5. Average
9. Stable
10. Very stable

Nature
1. Vengeful
2. Unforgiving
3. Hard-hearted
5. Average
7. Soft-hearted
10. Forgiving

Optimism
1. Pessimist
2. Realist
10. Optimist

Personality
1. Overbearing
2. Forceful
3. Very Friendly
5. Average
6. Diplomatic
8. Aloof
9. Retiring
10. Solitary

Social
1. Foul and barbaric
2. Contrary
3. Rude
4. Opinionated
5. Average
9. Servile
10. Obsequious

Temperament
1. Hot-tempered
2. Ornery
3. Moody
5. Average
6. Easy going
9. Sober
10. Even tempered

Thrift
1. Miserly
2. Thrifty
5. Average
9. Spendthrift
10. Wastrel

 
Hiring NPCs for QID Effects

It is likely that at some point the PCs will seek out an NPC engineer whom they can pay to perform some higher-level QID effects.  There will always be a fee for such services and the engineer will never perform a service that would go against his own desires.  Generally, the fee will be equivalent in credits to the maximum experience points of the hired engineer, although the fee may vary.  For example, Gate is a 7th level QID, requiring an engineer of at least level 7.  Let us assume that an 8th level engineer is hired to do one Gate.  The maximum number of experience points required for level 8 is 128,000. Thus, it will cost 128,000 credits.

No NPC engineer (who is not a henchmen or follower) will ever go with a party on any adventure.  Further, if the party continually interrupts these engineers, the prices will surely be adjusted upwards (price increases as demand increases).

The following tables can be used to determine which items an NPC has.  They can also be used to generate a character that is starting at higher than level 1 (such as when inserting a new player into an existing non-level-1 party).

Engineers will always have as some QID designs.  Roll on the appropriate level tables (Table VI, later in this guide) for an engineer of the appropriate level, once for each concurrent QID allowed.  In addition, they will have an additional number of QID plans equal to the following: for each level of QIDs allowed, they have plans for an additional percentage equal to the difference between their actual level and the level of the QID, times 5.  However, an engineer never has less than four first level QID plans.  Thus, a 10th level engineer will have 9 rolls on QID level 1 table, 9 on level 2, 8 on level 3, 7 on level 4, 6 on level 5, 5 on level 6, 4 on level 7, 3 on level 8, 2 on level 9, and 1 on level 10.  The engineer will have prepared QIDs for all of these rolls, as well as plans for them.  Duplicate rolls simply mean that the engineer decided to prepare two, or more, QIDs of the same kind.  In addition, the engineer has plans for 4 additional level 1 plans (level 10 engineer minus 1 (QID level) = 9, times 5% = 45%, 45% of the 9 QIDs allowed = 4.05, rounded down to 4), 3 additional level 2 plans, 2 additional level 3, 2 additional level 4, 1 additional level 5, and one additional level 6 plan. Always round down.

Chemists follow the same rules as Engineers except that compounds are generated rather than QIDs.

Treasure and items that a character has are generated on the following tables, with one roll on each table (1 through 4) for every 5 levels of the character. Before any rolls for a table, decide whether or not that table will be rolled on.  The chance is 10% per level of the character.  If the roll fails, skip to the next table.  For example, a 5th level engineer has a 50% chance to roll on each table.  Let's say that our engineer rolls 45 on table 1 - he gets some weapons/armor.  Roll twice on the table.  Then he rolls 76 on table 2 - he gets no money.  Then he rolls 14 on table 3 - he gets some compounds.  Roll twice on table 3.  Finally he rolls 98 - he gets no items from table 4.

Table 1 - Armor and Weaponry (1d6)

Roll	Result	
1-3	Roll on table 1a	
4-6	Roll on table 1b	

Table 1a (roll 1d100)

Roll	Result	
1	Antimatter Grenade	
2-3	Antimatter Rifle	
4-6	Bow and 1d6 Arrows	
7	Crossbow and 1d6 Bolts	
8-10	Club	
11	Flame Thrower	
12	Flare Gun	
13-30	Knife	
31-40	Laser Pistol	
41-42	Laser Rifle	
43	Machine Gun	
44-60	.22 Revolver	
61-75	.38 Revolver	
76-79	.44 Revolver	
80-88	.22 Rifle	
87-95	.38 Rifle	
96	.44 Rifle	
97	Sonic Disrupter	
98	Sonic Grenade	
99	Whip	
100	Special arms or armor (roll again on this table and then roll on Table VII A and Table VII B, later in the guide).	

Table 1b (roll 1d100)

Roll	Result	
1	Environmental Suit	
2-3	Heavy Battle Armor	
4-7	Medium Battle Armor	
8-15	Light Battle Armor	
16-47	Helmet	
48-80	Jumpsuit	
81-100	Shield generator (3d6 hp)	

Table 2 - Money (1d100)

Roll	Result	
1-50	1d4 credits (1-4)	
51-75	2d6 credits (2-12)	
76-88	3d10 credits (3-30)	
89-95	1d10 x 10 credits (10-100)	
96-99	1d10 x 100 credits (100-1000)	
100	Roll twice more on this table, adding results	

Table 3 - Compounds (1d100)

Roll	Result	
1-50	Roll on Table V a	
51-75	Roll on Table V b	
76-88	Roll on Table V c	
89-95	Roll on Table V d	
96-99	Roll on Table V e	
100	Roll on table 3a	

Table 3a (1d100)

Roll	Result	
1-50	Roll on Table V f	
51-75	Roll on Table V g	
76-88	Roll on table V i	
89-100	Roll on table V h	

Table 4 - Misc. items (1d6)

Roll	Result	
1	Roll on table 4a	
2-3	Roll on table 4b	
4	Roll on table 4c	
5	Roll on table 4d	
6	Roll on table 4e	

Table 4a (1d10)

Roll	Result	
1	Belt	
2	Boots	
3	Cap/Hat	
4	Cloak/Coat	
5	Gloves	
6	Fur Coat	
7	Fur Jacket	
8	Pants/Dress	
9	Protective helmet	
10	Shirt/Blouse	

Table 4b (1d100)

Roll	Result	
1-25	1d4 Week's Std Rations	
26-40	1d4 Week's Iron Rations	
41-60	1d2 Week's Water Supply	
61-70	1d10 pints Alcoholic Beverage	
71-75	Canteen	
76-78	Milk	
79-80	Poor Meal	
81	Rich Meal	
82-95	Soft Drinks	
96-100	1d3 pounds Spices	

Table 4c (1d100)

Roll	Result	
1-50	Servant Robot	
51-75	Android	
76-88	Cleaning Drone (minor)	
89-95	Cleaning Drone (major)	
96-99	Guard Robot	
100	Task Force Robot	

Table 4d (1d100)

Roll	Result	
1-50	Car	
51-60	ATV	
61-65	Boat, Motor (1d6 person capacity)	
65-75	Parachute	
76-79	Light Plane	
80-84	Raft, Small	
85-89	Truck, Small	
90-94	Bus	
95	Boat, Small	
96	Helicopter	
97	Raft, Large	
98	Truck, Large	
99	Shuttle Craft	
100	Spacecraft, Small	

Table 4e (1d100)

Roll	Result	
1-9	Box, Small Wooden	
10-14	Box, Large Wooden	
15-19	Box, Small Metal	
20-22	Box, Large Metal	
23-25	Chain, 25' Steel	
26-35	Flashlights	
36-39	Floodlights	
40	Incense	
41-44	Lighter and Lighter Fluid	
45-54	Matches, 24	
55-59	Matches, 24 Waterproof	
60-69	Minor First-Aid Kit	
70-71	Packs	
72	Perfume	
73-82	Radio	
83-89	Sack, Small	
90-92	Sack, Large	
93	Rope/50' (150 pounds)	
94	Rope/50' (650 pounds)	
95	Rope/50' (1,250 lbs.)	
96	Rope/50' (2,250 lbs.)	
97	Rope/50' (7,800 lbs.)	
98	Tent, 2 man	
99	Tent, 6 man	
100	Smoke Screen Generator	

Construction

It is possible that higher-level characters may desire to build fortresses, large ships, and other such works.  When hiring workers, no worker may work more than 8 hours in a given 24-hour period, regardless of pay.  However, there is no reason that multiple shifts cannot be run and thus obtain round the clock construction (assuming that weather permits).

  
NEW QIDS AND COMPOUNDS

This chapter discusses how to handle the situation where a PC wishes to create a new QID or compound.  Guidelines are given for how to assign levels to the plans, how much development costs, etc.

Developing New QID Designs

At some point, the PC engineer may wish to invent a new QID effect.  This can be done after he reaches 7th level.  He cannot invent a QID effect that has a level higher than the QID effects he can use at his level.  He must submit a written description of the QID to the GM who will decide what level it is.  He must then spend the following amount of time and money, dependant upon the QID level.  After the time and money are spent, the GM will roll for success.  The Quasar Player's Guide lists the costs in time and money, of QID research and development.

It is possible to contract with a high-level engineer to create a QID that the PC engineer is unable to design (due to level, time, money, etc.).  In this case, the time will be the same as the above, but the amount will be double. Further, there is a 1% chance per QID level of a failure (for a 9th level QID, there is a 9% chance of failure after having spent the money).  The hired engineer will make it clear that there is no guarantee of success before he starts research.  He will likely also keep a copy of the QID plan for his own use.

Note that although there is no theoretical limit to the QID level, no one has yet created higher than a tenth-level QID effect.

Developing New Compounds

Chemists may invent new chemical compounds after they reach 7th level.  They cannot create a compound whose effective level is higher than they can use.  The player must submit a written description of the compound's effects to the GM who will decide what level it is.  He must then spend the following amount of time and money, dependant upon the compound level.  After the time and money are spent, the GM will roll for success.  The chance of success is equal to the chemist's level plus intellect score, minus the level of the compound being invented, times three.  For example, a 7th level chemist with an intellect of 12, trying to create a level 1 compound has a 7 (PC level) + 12 (intellect) - 1 (compound level) x 3 = 54% chance of success.  Failure means that the PC must start over and spend the same amount of time and money for another attempt.

COMPOUND INVENTION TABLE

Compound Level	Money	Time	
1	1,000 cr.	1 week	
2	2,000 cr.	2 weeks	
3	3,000 cr.	3 weeks	
4	4,000 cr.	1 month	
5	5,000 cr.	2 months	
6	10,000 cr.	4 months	
7	20,000 cr.	6 months	
8	30,000 cr.	8 months	
9	50,000 cr.	12 months	

It is possible to contract with a high-level chemist to create a compound that the PC chemist is unable to design (due to level, time, money, etc.).  In this case, the time will be the same as the above table, but the amount will be double. Success is automatic, assuming the GM has decided that the compound is even possible.

Note that although there is no theoretical limit to the compound level, no one has yet created a tenth-level (or higher) compound.

New QIDs/Compounds and the GM

The GM must be able to decide what level a new QID design or compound is when a player decides that his PC will attempt the creation of one.  The first step is to compare the effect to existing ones.  If an "equivalent" can be found, the GM's job is over.  The following table lists maximum damage that a QID or compound should be able to do at a given level.  Maximum hp may have two values separated by a slash.  The first/only is for effects that have a standard effect.  The second is for those that vary by the level of the engineer and is the maximum amount per level of the engineer.  The GM may decide to allow lower maximums if he desires, but to retain game balance, it is not recommended to exceed the listed values.

QID/COMPOUND LIMIT TABLE

Level	Maximum hp	Comments	
1	12/7		
2	18/10		
3	25/13		
4	31/16		
5	37/19		
6	43/22		
7	49/25	death for < 5th level	
8	55/28	death for < 6th level	
9	61/31	death for < 7th level	
10	67/39	death for < 8th level, no "miss" allowed	

NEW WEAPONS

This chapter discusses how to create new weapons, assigning them damage and bonuses.

Projectile Weapons

Projectile weapons are second-most common weapon type.  No matter which kind of projectile is being shot, there is a common formula to use for determining damage.  It is Mass (in grams) times Speed (in feet per second).  Multiplying these two gives you a force.  Take the result and divide by 1620 to get the maximum damage done by the projectile.  For example, let's take the .22 caliber pistol.  A typical one fires a 3.24 gram bullet at about 500 feet per second. The result is 1620.  Divide by 1620, which gives you 1.  No damage can be less than 1 for any serious weapon; thus the .22 pistol does 1 hp of damage if it hits.  Further, for every 2000 feet per second that a projectile travels, it gains a 5% bonus to hit due to increased accuracy and penetration.  Always round the result down to an even number and it should never exceed 25%.  As one more example, let's take a Rail Gun Rifle.  It fires a 10 gram projectile at 25,000 feet per second.  That gives is 10 x 25,000 = 250,000 / 1620 = 157 hp. To make life easier on the GM, we will allow a roll of two eight-sided dice to suffice (2-16 times 10) for a damage rating of 20-160.  Further, since the rail gun fires projectiles at 25,000 feet per second, the to hit bonus is 25,000 / 2,000 = 12 x 5% = 60%.  Since the maximum hit bonus is 25%, we assign a 25% bonus to hit.  Given the incredible amount of damage, it is wise to make such a weapon a HUGE weapon, meaning that it can only be used on ships and fortresses.  To allow a PC to carry around one of these would serious unbalance the game!  In fact, anything which can cause more than 40 hp (minimum) or 50 hp (maximum), without modifiers, should be rated HUGE.

Finally, weapons which fire more than one round of ammunition per game round gain a 5% bonus to hit bonus per two rounds beyond the first.  For example, an assault rifle that fired 3 bullets per round gains a 5% bonus to hit.  Remember that total hit bonus cannot exceed 25% from all sources, excluding the user of the weapon.  Also note that just because the assault rifle fires 3 bullets, it does not get 3 attacks or do 3 times the rated damage - it simply increases the chance that one of the bullets will hit. 

CONVERTING BETWEEN QUASAR AND OTHER ROLE PLAYING GAMES

The GM may desire to convert characters from one Role Playing Game (such as Quasar) to another (such as AD&D).   The following section describes how this may be done.  Realize, however, that the systems are dissimilar enough to prevent a true conversion.  What this section describes will create a PC in one system that is reminiscent of one from the other.  This is the best that can be hoped for.  Certain characteristics transfer straight across. Gender, hair color, eye color, etc.  Since Quasar only has humans, converting from Quasar is easy (if the target system defines humans).  Going the other way, you will have to change other races into humans.  This may require converting age, height, and weight as well.  This can be done by determining the statistics relative to the average and then applying an equivalent modification to the average in the Quasar system.  Thus, an elf who is 75% heavier than the average would become a human who is 75% heavier than average.  Age should be converted as a percentage of maximum age.  Conversion of hit points is done similarly. Calculate the maximum possible hit points for the character in both systems and then what percentage of that he/she has in the original system.  Assign an equivalent percentage of the total possible in the target system.  For example, assume that the maximum possible hit points for a character is 50 in one system and 40 in the destination system.  The character has 25 hp, which is 50% (or .5) of the total.  50% of 40 is 20.  Thus, the new hit point value is 20.  Note that a Quasar character should never have less than 6 hp, minimum.

Ability scores are more difficult.  Since AD&D uses a 3d6 rating and Quasar uses a 1d6 rating, you can convert by multiplying or dividing by three, but never less than 1 for Quasar and never less than 3 for AD&D.  You may wish to round the results.  The ability scores do not have a direct relationship between the systems, but close enough that you can equate the following:

Quasar ability	AD&D ability	
Charisma	Charisma	
Cognitive	Intelligence	
Comeliness	Comeliness	
Constitution	Constitution	
Dexterity	Dexterity	
Perception	N/A	
Strength	Strength	
Will	N/A	
Wisdom	Wisdom	

For those marked N/A, ignore when converting from Quasar, roll 1d6 when converting to Quasar.

Much more difficult is the conversion of vocations and classes.  Since there is no direct correspondence between the two game systems, you may need to combine or split vocations and/or classes during the conversion.  The following tables list logical equivalents, where the left column indicates the vocation or class being converted FROM, and the right column indicates the vocations or classes to convert TO.

Vocation	Classes	
Architect	N/A	
Biologist	Magic User	
Chemist	Magic User, Cleric	
Commando	Rogue	
Communications Specialist	N/A	
Computer Scientist	N/A	
Engineer	Magic User, Cleric	
Historian	Rogue	
Linguist	Rogue	
Mathematician	N/A	
Medic	Cleric	
Mercenary	Fighter, Rogue	
Physicist	Magic User	
Weapons Specialist	Fighter	

Class	Vocations	
Fighter	Mercenary	
Cleric	Medic, Engineer	
Magic User	Chemist, Engineer, Biologist	
Rogue	Historian	

Special care must be taken when converting between chemists, engineers, and spell casters.  The commonality between these classes and vocations is that they all deal with "special effects".  Note that psionics fits into this category as well.   Typically, special effects are arranged by level, where the higher the level, the more powerful the effect.   At various levels, the characters become capable of using higher level effects and more of them in a relatively short span of time.  To convert between the systems requires identifying logically equivalent effects in both systems and assigning the character's effects in the target system.  One problem is that there is no direct correlation between special effects in both systems in regards to the number of special effects available to a character of a given level.  The suggestion is to simply limit (or expand) the number of special effects during the conversion.  If you must limit, you may wish to allow the player of the converted character to decide which of the effects should be lost in the conversion.  Another, but less optimal, method is to determine the closest levels between both systems insofar as the total number of special effects go and adjust the level of the character appropriately.  You could also base it on the highest level special effect allowed, but this tends to drop characters in level when going to Quasar and increase them in level when going to AD&D.

Converting weapons and armor is best done by converting between defensive bonus and armor class, and then finding something equivalent in the target game system.  To convert from defensive bonus to armor class, divide by 5 and subtract from 10.  For instance, a defensive bonus of 60% would convert to armor class -2 (60% / 5 = 12.  10 - 12 = -2).  To convert from armor class, add 10, subtract from 20, and then multiply by 5.  For instance, armor class -1 would convert to a defensive bonus of 55% (-1 + 10 = 9.  20 - 9 = 11. 11 x 5 = 55%).

Converting other items is best left up to the whim of the GM.  If you can think of a logical equivalent between the two systems, use it.  Otherwise the item does not convert.  If this happens to too many items, you may wish to simply give the converted character some random items to make up for the loss.

PART II

TABLES

TREASURE

This chapter provides several tables for the GMs use in quickly providing random treasures.

Random Treasure Determination

Roll on the following table to determine what type of treasure is available.

Table I - Treasure (roll 1d100)

Roll	Result	
01-50	Monetary (roll on table IIA)	
51-70	Other (roll on table IIB)	
71-90	Weapon (roll on table 1)	
91-00	Combined (roll on table IIC)	

Table IIA - Monetary treasure (roll 1d20)

Roll	Result	
1	2,000-8,000 lbs. of copper (2d4) + 2,000-5,000 lbs. of silver (1d4+1)	
2	100-1,000 credits (1d10)	
3	2,000-16,000 credits (2d8)	
4-5	500-3,000 lbs. of electrum (5d6)	
6	3,000-18,000 credits (3d6)	
7-10	300-1,800 lbs. of gold (3d6)	
11	3,000-12,000 credits (3d4)	
12	50-200 lbs. of platinum (5d4)	
13-15	10-100 gems (1d10)	
16-17	5-50 pieces of jewelry (5d10)	
18	Roll twice, ignoring rolls above 17	
19	Roll three times, ignoring rolls above 17	
20	One each of 1-17	

Table IIB - Other treasure (roll 1d20)

Roll	Result	
1-8	Compound - roll on table IIIA	
9-10	Compound recipe - roll on table IIIA	
11-14	QID plans - roll on table IIIB	
15-19	QID devices - roll on table IIIC	
20	Artifact - roll on table IIID	

Table IIC - Combined treasure (roll 1d100)

Roll	Result	
01-20	1 monetary and 1-8 other	
21-40	7-10 monetary and 1-8 other	
41-55	4-5 & 7-10 monetary and 1-8 & 15-19 other	
56-65	1, 4-5, & 7-10 monetary and 9-10 & 11-14 other	
66-75	7-10 & 12 monetary and 6-8 & 15-19 other	
76-80	4-5, 7-10, 12, & 16-17 monetary & 1-8 & 9-10 other	
81-85	20 monetary and 1-8 other	
86-90	20 monetary and 15-19 other	
91-96	map to monetary treasure	
97-00	map to other treasure	

Note: This table indicates which rolls on the monetary or other table apply. For example, 7-10 monetary indicates the monetary treasure indicated by a roll of 7 to 10.

Table IIIA - Compounds (roll 1d100)

Roll	Result	
1-40	Level 1	
41-65	Level 2	
66-75	Level 3	
76-83	Level 4	
84-89	Level 5	
90-94	Level 6	
95-97	Level 7	
98-99	Level 8	
100	Level 9	

Note: Compounds are worth 200 credits per level and 100 EP per level.  Compound recipes are worth 400 credits per level and 200 EP per level.  Roll on appropriate Compound table to determine actual compound.

Table IIIB - QID Plans (roll 1d100)

Roll	Result	
1-25	Level 1	
26-37	Level 2	
38-47	Level 3	
48-57	Level 4	
58-68	Level 5	
69-85	Level 6	
86-93	Level 7	
94-97	Level 8	
98-99	Level 9	
100	Level 10	

Note: QID plans are worth 500 credits per level and 300 EP per level.  Normal QID devices are worth 250 credits per level and 150 EP per level.  Roll on appropriate QID effect table to determine actual QID.

Table IIIC - QID Devices (roll 1d100)

Roll	
Result	
Experience	Sale Value In Credits	
01-24	Normal QID device, roll on table IIIB to determine level			
25	Aquatic Control Station	10,000	30,000	
26	Geologic Control Station	10,000	30,000	
27	Pyrotechnic Control Station	10,000	30,000	
28	Weather Control Station	10,000	30,000	
29	Antigravity Belt	4,000	20,000	
30	Defense Belt	500/5%	3,000/5%	
31	Healing Belt	10,000	40,000	
32	Jumping Belt	4,000	20,000	
33	Strength Belt	500/plus	2,500/plus	
34	Gas Helmet	1,500	20,000	
35	Hairiness Helmet	500	2,500	
36	Hairlessness Helmet	500	2,500	
37	Illusion Helmet	1,000	10,000	
38	Sleeping Helmet	1,000	15,000	
39	Stupidity Helmet	---	1,000	
40	Underwater Helmet	1,500	20,000	
41	Control Cube	1,000	5,000	
42	Feast Cube	5,000	25,000	
43	Fire Resistance Cube	1,000	10,000	
44	Force Cube	4,000	20,000	
45	Gate Cube	5,000	25,000	
46	Invisibility Cube	1,500	15,000	
47	Protection Cube	2,000	20,000	
48	Warmth Cube	1,000	10,000	
49	Absorption Cylinder	8,000	50,000	
50	Aging Cylinder	8,000	50,000	
51	Alertness Cylinder	8,000	50,000	
52	Alteration Cylinder	10,000	20,000	
53	Attack Cylinder	5,000	20,000	
54	Cold Cylinder	5,000	50,000	
55	Control Cylinder	7,500	50,000	
56	Deafening Cylinder	1,000	50,000	
57	Defense Cylinder	5,000	40,000	
58	Detection Cylinder	2,000	20,000	
59	Discovery Cylinder	500	5,000	
60	Electrical Cylinder	6,000	30,000	
61	Fear Cylinder	3,000	30,000	
62	Fire Cylinder	5,000	50,000	
63	Explosion Cylinder	2,000	20,000	
64	Gate Cylinder	5,000	20,000	
65	Light Cylinder	2,500	50,000	
66	Missile Cylinder	4,000	40,000	
67	Negation Cylinder	10,000	30,000	
68	Paralyzation Cylinder	4,000	40,000	
69	Morph Cylinder	4,000	40,000	
70	Power Cylinder	8,000	40,000	
71	Protection Cylinder	6,000	42,000	
72	QID Extender Cylinder	special	special	
73	Utility Cylinder	15,000	50,000	
74	Wildcard Cylinder	2,500	20,000	
75	Death Sphere	5,000	50,000	
76	Disintegrate Sphere	1,000	10,000	
77	Extradimensional Sphere	2,500	25,000	
78	Insanity Sphere	2,500	25,000	
79	Displacement Cloak	3,000	30,000	
80	Invisibility Cloak	1,000	10,000	
81	Protection Cloak	1,000/5% bonus	10,000/5% bonus	
82	Warmth Cloak	1,000	10,000	
83	Weakness Cloak	---	4,000	
84	Dexterous Gloves	1,000	10,000	
85	Fumbling Gloves	---	1,000	
86	Strength Gloves	1,000	10,000	
87	Light Crystal	1,000	10,000	
88	Movement Crystal	2,500	25,000	
89	Extended Sight Goggles	2,000	20,000	
90	Infra-red vision Goggles	1,000	5,000	
91	Telescoping Goggles	4,000	32,000	
92	Ultra-violet vision Goggles	1,000	7,500	
93	X-Ray Goggles	4,000	40,000	
94	Bottomless Hole	5,000	50,000	
95	Holding Bottle	5,000/200 pound capacity	50,000/200 pound capacity	
96	Holding Pack	special	special	
97	Illusion Projector	3,000	30,000	
98	Spying Glass	1,000	10,000	
99	Universal Duplicator	9,000	90,000	
00	Universal Key	2,000	20,000	

Table IIID - Artifacts (roll 1d100)

Roll	Result	
01-05	Extra-dimensional Crystal	
06-10	Impervious Protection Cloak	
11-15	Illusory Helmet	
16-20	Kren's Ring	
21-25	Machine Of The Unknown	
26	Star Bomb	
27-30	Zorac's Amazing Transport	
31-40	Descrying Screen	
41-45	Type A Helmet	
46-50	Type B Helmet	
51-55	Type C Helmet	
56-60	Type D Helmet	
61-65	Type E Helmet	
66-70	Type F Helmet	
71-75	Type G Helmet	
76-77	Mind Trap	
78-79	Knowledge Quadrehedron	
80-82	Resurrect Quadrehedron	
83-85	Time Stop Quadrehedron	
86-90	Transfer Quadrehedron	
91-93	Limited Wish Quadrehedron	
94-99	Sustenance Quadrehedron	
00	Wish Quadrehedron	

QID Effect Tables

TABLE IV a
QID LEVEL 1 (roll 1d100)

Roll	Result	
1-4	Bland	
5-10	Change	
12-14	Condense	
15-18	Detect Illusion	
19-21	Detect QID	
22-24	Encouragement	
25-27	Endure	
28-30	Enlarge	
31-33	Evaporate	
34-37	Fear	
38-42	Fog	
43	Forecast  (PL)	
44-49	Harm	
50-52	Heal	
53-55	Impede	
56-58	Interfere	
59-61	Invisibility	
62-64	Knockout	
65-67	Lock	
68-70	Mend	
71-73	Message	
74-77	Missile	
78-80	Poison	
81-82	Purify	
83-85	Push	
86-88	Resize	
89-91	Sleep	
92-95	Tame	
96-100	reroll	

TABLE IV b
QID LEVEL 2 (roll 1d100)

Roll	Result	
1-4	Armor	
5-7	Antidote	
8	Blur  (PR)	
9-11	Charm	
12-14	Chill	
15-17	Colorblind	
18-20	Control	
21-23	Deafen	
24-27	Detect Life	
28	Discover  (ME)	
29-31	Enfeeble	
32-34	Flame	
35-37	Float	
38-40	Force	
41-43	Heat	
44-47	Hyperdimension	
48	Image  (PR)	
49-51	Misdetect	
52-54	Open	
55-58	Read	
59-63	Resonate	
64-66	Silence	
67-70	Sphere	
71	Spring (PL)	
72-75	Strength	
76-79	Warp	
80-100	reroll	

TABLE IV c
QID LEVEL 3 (roll 1d100)

Roll	Result	
1-4	Agitate	
5-8	Blind	
9-12	Breathe	
13-16	Cancel	
17-20	Cocoon	
21-24	Cure	
25-28	Demagnetize	
29-32	Electricity (EL)	
33-36	Explosion	
37-40	Feign	
41-44	Food	
45-48	Hologram (PR)	
49-52	Immobilize	
53-56	Infra-red vision	
57-60	Magnetism	
61-64	Mask  (PR)	
65-68	Paralyze	
69-72	Release	
73-76	Sight	
77-80	Slow	
81-84	Speed	
85-89	Wind	
90-100	reroll	

TABLE IV d
QID LEVEL 4 (roll 1d100)

Roll	Result	
1-4	Deanimate	
5-8	Detect Lie	
9-12	Detoxify	
13-16	Excavate	
17-22	Extend	
23-26	Reversal	
27-31	Synthesize	
32-33	Terrain  (PR)	
34-38	Fumble	
39-42	Immunity	
43-46	Insulate	
47-52	Lie	
53-56	Morph	
57-61	Protection	
62-68	Quench	
69-72	Repel	
74-76	See  (PR)	
77-84	Sounds	
85-86	Summon	
87-89	Toxify	
90-92	Ultra-violet vision	
93-100	Reroll	

TABLE IV e
QID LEVEL 5 (roll 1d100)

Roll	Result	
1-5	Anti-gravity	
6-10	Communicate	
11-15	Falsify	
17-20	Fire	
22-25	Firewall	
26-30	Forcefield	
32-35	Hydropulverize	
37-41	Icewall	
43-44	Illusion  (PR)	
45-50	Kill	
51-54	Pass	
55-57	Repulse	
58-65	Shape	
66-70	Shield	
71-75	Solidify	
76-81	Transport	
82-88	Travel	
89-95	Wall	
96-100	reroll	

TABLE IV f
QID LEVEL 6 (roll 1d20)

Roll	Result	
1	Absolute Zero	
2	Barrier	
3	Blast	
4	Contingency	
5	Disintegrate	
6	Fold	
7	Know	
8	Pain	
9	Part	
10	Rust	
11	Stupify	
12	Transparency	
13	Unrust	
14-20	Reroll	

TABLE IV g
QID LEVEL 7 (roll 1d10)

Roll	Result	
1	Cloak	
2	Confuse	
3	Earthquake  (PL)	
4	Firestorm	
5	Gate	
6	Restrain	
7	Stun	
8	Transport II	
9	Weather  (PL)	
10	Reroll	

TABLE IV h
QID LEVEL 8 (roll 1d10)

Roll	Result	
1-2	Blank	
3	Maze  (PR)	
4-5	Punch	
6-7	Seizure	
8	Storm  (PL)	
9-10	Tidalwave  (PL)	

TABLE IV i
QID LEVEL 9 (roll 1d12)

Roll	Result	
1-2	Age	
3-4	Combustion	
5-6	Crush	
7-8	Crystallize	
9-10	Invulnerability	
11-12	Suspend	

TABLE IV j
QID LEVEL 10 (roll 1d6)

Roll	Result	
1-3	Restore Memories	
4-6	Wipe Memories	

Compound Tables

TABLE V a
Compound LEVEL 1 (roll 1d10)

Roll	Result	
1-2	Dexterity	
3-4	Courage	
5-6	Healing I	
7-8	Insect repellent	
9-10	Jumping	

TABLE V b
Compound LEVEL 2 (roll 1d6)

Roll	Result	
1	Fish Repellent	
2	Heat Resistance	
3	Healing II	
4	Pigmentation	
5-6	Strength I	

TABLE V c
Compound LEVEL 3 (roll 1d8)

Roll	Result	
1-2	Healing III	
3-4	Speed	
5-6	Strength II	
7	Truth	
8	Water Breathing	

TABLE V d
Compound LEVEL 4 (roll 1d6)

Roll	Result	
1-2	Intellect	
3-4	Stamina	
5-6	Strength III	

TABLE V e
Compound LEVEL 5 (roll 1d6)

Roll	Result	
1-2	Freeze	
3-4	Fumes	
5-6	Strength IV	

TABLE V f
Compound LEVEL 6 (roll 1d6)

Roll	Result	
1-2	Insanity	
3-4	Napalm	
5-6	Strength V	

TABLE V g
Compound LEVEL 7 (roll 1d4)

Roll	Result	
1-2	Health	
3-4	Strength VI	

TABLE V h
Compound LEVEL 8 (roll 1d4)

1-2	Incineration compound	
3-4	Youth compound	

TABLE V i
Compound LEVEL 10 (roll 1d10000)

Roll	Result	
1	Level 14 explosive	
2-3	Level 13 explosive	
4-7	Level 12 explosive	
8-15	Level 11 explosive	
16-31	Level 10 explosive	
32-63	Level 9 explosive	
64-127	Level 8 explosive	
128-255	Level 7 explosive	
256-511	Level 6 explosive	
512-999	Level 5 explosive	
1000-1999	Level 4 explosive	
2000-3999	Level 3 explosive	
4000-6999	Level 2 explosive	
7000-10000	Level 1 explosive	

QID Devices

QIDs can be formed into general-use devices that are activated by tactile means and are thus usable by any class.  These devices may be created by any engineer who is level 7 or over.  At level 11 or over, engineers can build powerful devices that do not require QIDs.  Each QID requires a virgin core, which usually run about 1 cr. a piece.  There is a base 20% chance that any general-use QID will fail to operate.  This is modified by +1% per level of the QID effect, and -1% per level of the engineer.  For example, a general-use QID that can perform a Crush effect, created by a 20th level engineer has a 20% (base) + 9% (level of Crush effect) - 20% (level of engineer) = 9% chance of failure.  Normal QIDs cannot fail, being simpler of design than general-use QIDs.

QIDs are usually found in small metal cases.  All found QIDs are assumed to have been constructed so as to make it easy and quick as possible for the creator.  Thus the level of the effect will always be 1 level greater than the minimum level needed to use it, but never below sixth level.

Other devices usually require specific operating procedures for them to operate properly (or at all).  Sometimes these procedures can be determined; other times they must be found out from someone else, or from instructions. These devices tend to be expensive as they are not manufactured in bulk and can be built only by specialized individuals.  Effects are normally instantaneous, unless otherwise specified.

Control Stations

These devices are the same general shape and size of an average book.  They provide QID-like abilities (some of which are limited).  Various control buttons line one face just below a screen display.  The display and buttons are in the language of the device's creator.  The devices operate at the equivalent of level 12.

Aquatic control station

The following QID-like abilities are available via this device.

Breathe
Evaporate
Float

Geologic control station

The following QID-like abilities are available via this device.

Excavate (once per week)
Terrain
Pass (twice per day)
Wall (once per day)
Earthquake (once per week)

Pyrotechnic control station

The following QID-like abilities are available via this device.

Heat
Fire (twice per day)
Explosion (once per hour)
Firewall (once per day)
Flame (twice per week)
Firestorm (once per week)

Weather control station

The following QID-like abilities are available via this device.

Forecast
Fog (once per day)
Condense (twice per day)
Wind (once per day)
Weather (once per week)

Belts

Belts are straps that fit around the waist, being adjustable for nearly any size creature.  They clasp with a buckle, which usually serves as the control for the belt.  Unless otherwise stated, only one belt may be activated at a time although as many can be worn as desired.  Note that if more than one activate (intentionally or not), none work until all are deactivated.

Antigravity belt

This belt has a control in the "buckle" which activates or deactivates antigravity.  The belt automatically activates if the wearer falls more than five feet.

Defense belt

This belt provides a personal force field for the wearer.  Several different types are available:

Roll	Additional defensive bonus	
01-05	+5%	
06-15	+10%	
16-25	+15%	
26-35	+20%	
36-45	+25%	
46-55	+30%	
56-65	+35%	
66-75	+40%	
76-85	+45%	
86-100	+50%	

Healing belt

This belt will restore 1 hit point of damage per 10 minutes.  Only total destruction of the wearer (acid, fire, etc) will prevent it from working, as it will cure all problems eventually.  Death is only temporary with this as it restores hit points even after death.

Jumping belt

While wearing this belt, the wearer can leap 30 feet ahead, 10 feet backward, or 20 feet straight up.  This will work up to four times per day.

Strength belt

This belt will increase the wearer's strength while worn.  It does not add to any other QID effects or devices that increase strength.  There are several types available.  No belt will increase strength beyond 9.

Roll	Increase in strength	
01-50	+1	
51-75	+2	
75-87	+3	
88-94	+4	
95-98	+5	
99-100	+6	

Helmets

Helmets generally cover the entire head.  Obviously, only one can be worn, and therefore used, at a time.

Gas helmet

This helmet will extract molecules from surrounding gas to form oxygen to breathe.

Hairiness helmet

This helmet appears as any other helmet.  However, when worn it will cause the wearer to grow more hairy.  For example, a bald person could end up with a full head of hair.  An already hairy person would have a coat of fur.  Hair can be cut off, but will quickly grow back if the helmet is worn again (or still). Hair grows by 3 inches per week.  Normally hairless areas will have 2 inches of fur.  Other areas will have roughly ten times the length of hair as normal. Even if only worn for a round, the effect is equivalent to a minimum of one week of wear.  A creature made hairy by this device can withstand temperatures up to 50 degrees (F) cooler than normal.  However, the creature will suffer heatstroke at a temperature 50 degrees (F) cooler than normal.

Hairlessness helmet

This helmet appears as any other helmet.  However, when worn it will cause the loss of all bodily hair.  The hair loss becomes noticeable in 2d4 rounds, and is complete within 1 day.  So long as this helmet is worn, the wearer will grow no new hair.  Removing the helmet will allow hair to grow back within 2d4 weeks (noticeable in 1d4 days).  This also negates the effect of a Hairiness Helmet.

Illusion helmet

This helmet cloaks the wearer in an illusion equivalent to the Illusion QID effect, as desired by the wearer.

Sleeping helmet

This helmet places the wearer into suspended animation by slowing brain and other bodily functions.  A player in suspended animation only ages 1 minute for every 24 hours of time.  Need for sustenance is likewise reduced.  Once removed, the wearer slowly awakens (1d6 rounds).  If placed on a willing creature, full suspension occurs within 1d4 rounds.  If placed on an unwilling creature, a hit is required in order for the wearer to succumb to suspension within 1d4 rounds.  Otherwise, it will take 6d6 rounds before suspension occurs.  Until then, the wearer can remove the helmet if possible.

Stupidity helmet

This helmet appears to be one of the others, but when worn, it will lower the cognitive of the wearer by 2, or by 1 if the cognitive is less than 2. The stupidity of the wearer will convince him that the item is beneficial. Further, the helmet cannot be removed without a Cancel QID effect.

Underwater helmet

This helmet will extract oxygen suspended in the surrounding liquid thus allowing the wearer to breathe as normal.  Integral with the helmet are goggles which can be drawn over the eyes and provide underwater sight as great as that out of water.

Cubes

Cubes are usually six-sided, die-sized, devices which are constantly active or are activated by pressing one or more sides.

Control cube

This cube provides the same effect as the Control QID effect.  It takes 30 seconds to activate.

Feast cube

This cube provides food for 120 human-sized creatures (one meal).  It can only be used once per week.

Fire Resistance cube

This cube provides the same protection as the Cool QID effect.

Force cube

This cube provides different functions, each of which has a cost as per the following table.  The cube has 36 charges, which are restored each day.  The duration of the force field depends upon how many charges are left, which function is desired, etc.  Any combination of functions may be used simultaneously.  The force field extends in a 5' radius from the cube.

Cost per 10 minutes	Function	
1	Keep in/out gases	
2	Keep in/out liquids	
3	Keep in/out solids	
4	Keep in/out energy	
5	Keep in/out QID effects	

Gate cube

This cube offers a means of creating a gate between the current universe and one of six others.  Each side of the cube is tuned to one.  By pressing the side once, a gate is opened.  After 10 minutes there is a cumulative 1% chance per minute of something coming through the gate from the other universe.  If the side is pressed twice, the creature doing so and all others within a 5' radius will be drawn through the gate to the other universe.  Only one gate can be opened at one time as pressing another side while a gate is open will close it.

Invisibility cube

This cube provides the same effect as the Invisibility QID effect.

Protection cube

This cube provides the same effect as the Protection QID effect.  Two or more Protection Cubes do not combine.  Only the strongest takes effect.

Warmth cube

This cube resembles a Force Cube.  When activated, a force field is set up at a 5' radius around the cube.  Within the field, the temperature is kept at 68 degrees F.  Any cold or cold-based attack is kept outside.  Any single attack that does more than 50 hp in any 10 minutes will cause the field to collapse and be unusable for one hour.  Any single attack which does 100 hp or more will destroy the cube.  Note that for temperatures under 0 degrees F, every 5 degrees F is equivalent to 1 hp of damage, so at -41 F, the field can only survive a single 42 hp attack.

Cylinders

Cylinders are six-inch (or so) long tubes (usually not hollow) which are activated by pressing controls on the side.  They are held in the hand to operate.  Only one may be held in each hand at a time.  Of those cylinders that require power packs for use, it takes 10 minutes to open and close them, plus five seconds per pack installed.  During this period, the cylinder cannot be used.  Each power pack is consumed after one use.

Unless otherwise specified, up to 25 power packs can be in a cylinder at one time.  However, the engineer who changes the power packs must be of level 16 or greater, or will not be able to open the cylinder.  Each use of a cylinder uses one power pack.  When found, the cylinder will usually contain fewer than the maximum possible charges.  It is recommended that for cylinders holding up to 25 power packs, that 0-5 charges will already have been used.  For cylinders holding up to 50 power packs, 0-9 will have already been used.  For cylinders holding up to 100 power packs, 0-19 will have already been used.

Further, cylinders can be set to self-destruct, causing the cylinder to be destroyed, plus everything within a 60' radius of the cylinder takes damage equal to 10 hp per number of undrained power packs in the cylinder.  A miss reduces damage by half.  Once the self-destruct sequence is started, it cannot be stopped.  The person setting it can set the time anywhere from immediate to 1 hour.  Anyone actually holding the cylinder when it self-destructs is completely disintegrated (no possibility of survival).  Note that this does not make a good bomb as it calls out the time remaining at 1 minute or 10 second intervals, depending on the time remaining.

Absorption cylinder

This cylinder absorbs the energy generated by an active QID.  The QID effect must be directed at the person holding the cylinder.  The cylinder has a display that graphically shows how much energy is stored within.  Up to 50 levels of QID energy may be stored (a second level QID, used by a fifth level engineer is equivalent to ten levels).  The holder must activate the cylinder to absorb the energy, which may also be released as bolts of energy once per 10 seconds.  Each level of energy released does the same damage of an Electricity QID effect but for 1-10 hp.  Only 50 levels may ever be absorbed by the cylinder and after that no more will be absorbed even if the cylinder is completely drained.  As many levels of energy may be released at a time as are in the cylinder.  The QIDs absorbed have no effect.  QIDs partially absorbed (due to the 50 level maximum) either fail completely or have an equivalent percentage reduction in effect.  This cylinder holds no power packs.

Aging cylinder

This cylinder accelerates the aging process in the opponent hit.  Non-living opponents are unaffected.  A single charge will do 2-5 hp of damage.  Two charges will age the opponent 10 years.  Three charges will age the opponent 10 years and do 2-5 hp of damage.

Alertness cylinder

This cylinder will increase the holder's alertness such that the holder is 10% likely not to be surprised under circumstances in which he otherwise would be.  Further, the holder can be used to detect illusions, QIDs, or invisibility.  Further, if a charge is expended, the cylinder will indicate in which direction(s) any sentient beings are located (within 200').

Alteration cylinder

This cylinder enables the user to change the size of any creature.  The creatures are changed with the Resize QID effect.  The range of the cylinder is 30'.  Willing targets cannot be missed.  Each change uses one charge.

Attack cylinder

This cylinder is an offensive weapon which inflicts 3-10 (1d8+2) hp of damage upon a touched opponent.  If the opponent is electromechanical, the damage is 6-20 (2d8+4).  In the second case, one charge is used.  The cylinder cannot be recharged and holds 50 (minus 0-9) charges.  Each use requires one round.  Note that a hit roll of 20 upon an electromechanical opponent will disintegrate the opponent.

Cold cylinder

This cylinder provides the following QID-like effects, one per round:

1.	Absolute Zero
2.	Chill
3.	Icewall

Each effect is at the sixth level of use.  The cylinder may hold up to 100 power packs.

Control cylinder

This cylinder requires one power pack per use.  The total number of power packs that can be held at once is 50.  Each use will have the same effect as the Control I QID effect.  No "to hit" is required - it is automatic.

Deafening cylinder

This cylinder emits an ultrasonic beam of sound, which will deafen creatures within 100' of the front of the cylinder.   Further, creatures within 25' are stunned for 2-8 rounds.

Defense cylinder

This cylinder is a defensive weapon which restores 5-20 (3d6+2) hp of damage to the creature touched.  It may be used but twice per day.  Further, each use must follow the previous one by at least one hour.  Each use requires one charge.  It cannot be recharged and has up to 25 (minus 0-5) when found.

Detection cylinder

This cylinder has an indicator that detects QID effects. Each 10 minutes (or portion thereof) of use requires one charge.  The cylinder may hold up to 100 power packs.

Discovery cylinder

This cylinder performs the same function as the Discover QID effect, but at the sixth level of use.  The cylinder may hold up to 100 power packs. It may be used once per round.  The effective radius is 20'.

Electrical cylinder

This cylinder provides the following QID-like functions, one per round:

Electricity
Paralyze

Each effect is at the sixth level of use.  The cylinder may hold up to 100 power packs.

Fear cylinder

This cylinder emits a ray of red light in a cone 10' long by 4' wide at the base.  Any creature touched by the ray is affected as per the Fear QID effect but at the equivalent of the sixth level of use.  It may be used once per round and uses one charge per use.  It can hold up to 100 power packs.

Fire cylinder

This cylinder provides the following QID-like effects, one per round:

Flame
Explosion
Firewall

Each effect is at the sixth level of use.  The cylinder may hold up to 100 power packs.

Explosion cylinder

This cylinder takes 5 seconds to activate and discharges an Explosion (QID at level 6).  It holds a maximum of 25 power packs.

Gate cylinder

This cylinder will transfer the user and up to six other creatures to a parallel universe.  Until learned, use of this device has random results.  Each cylinder has twenty different universes available, which are rolled up when it is found.

Light cylinder

This cylinder provides the following functions, one per round:

1.	Energy, as per the QID effect.  This function expends one charge.

2.	Light Burst.  This function causes a flash of brilliant white light to be emitted from one end of the cylinder.  Any creature facing the cylinder at the moment of the flash (duration is about .1 seconds) will be blinded for 20-60 seconds (assuming they have eyes sensitive to visible light).  This function expends two charges.

Each effect is at the sixth level of use.  The cylinder may hold up to 100 power packs.

Missile cylinder
This cylinder has the same effect as the Missile QID effect, but at the second level of use.  The cylinder may hold up to 100 power packs.

Negation cylinder

This cylinder negates the effects of another cylinder device.  It is 75% likely to negate any other device, including QIDs.  It may be used once per round and each use drains one charge.  It may not be recharged and has up to 100 charges.

Paralyzation cylinder

This cylinder performs the same function as the Paralyze QID effect, but at the sixth level of use.  The cylinder may hold up to 100 power packs. It may be used once per round.

Morph cylinder

This cylinder performs the same function as the Morph QID effect, but at the sixth level of use.  The cylinder may hold up to 100 power packs.  It may be used once per round.  If touched, the opponent is always morphed (no miss), otherwise a "to hit" must be made.

Power cylinder

This powerful device can perform several QID-like effects, all at the eighth level of use.  Each use requires one complete round.  The following effects do not drain any power: 

Detect QID
Energy
Resize

The following functions require one power pack per use:

Invisibility	Explosion
Open		Electricity
Flame		Icewall
Cancel		Firewall
Pass

The following functions require two power packs per use:

Wind
Gate
Earthquake
Weather

Protection cylinder

This cylinder is large, weighing 10 pounds, and having an enlargement at the "business end" of the cylinder.  It thus requires a strength of 5 to use properly.  It uses one power pack per function.  Up to 50 uses (minus 0-9) may be held by the cylinder.  Further, this cylinder requires two hands, thus preventing the simultaneous use of any other cylinders (if the user has only two hands).  It cannot be "recharged".  The following functions may be used (one per round):

Paralyze as per the Paralyze QID effect, but at the sixth level of use.
Fear as per the Fear QID effect, but at the sixth level of use.
Drain 2-8 hp from opponent touched and restore equivalent points to user, up to his hp maximum.

QID Extender

This cylinder affects the number of QIDs that can be created by one engineer at any given time by dampening the interaction between them.  Roll to determine effect:

Roll	Result	Experience	Cost	
01-50	Double first level	2,500	5,000	
51-75	Double second level	5,000	10,000	
76-88	Double third level	7,500	15,000	
89-95	Double first and second level	10,000	20,000	
96-99	Double fourth level	12,500	25,000	
100	Double first through third level	15,000	30,000	

Utility Cylinder

This cylinder is a potent device with several QID-like effects, each of which is at the eighth level of use.  The following functions require one charge each:

Energy		Electricity
Enfeeble		Explosion
Float

The following functions require two charges each:

Paralyze
Protection
Absolute Zero

The cylinder holds up to 25 power packs (minus 0-5).  Each use requires one complete round.

Wildcard Cylinder

This cylinder is an unpredictable device that will generate any number of random effects.  The usual effects are listed in the following table.  The cylinder may not be recharged.  The cylinder has 100 charges (minus 0-19) and each use required one charge.  The functions are:

01-10	Open QID effect, sixth level	
11-20	Sleep QID effect, sixth level	
21-25	Wind QID effect, 12th level	
26-30	Fog QID effect, sixth level	
31-34	Float QID effect, sixth level	
35-38	Summon QID effect	
39-41	Electricity QID effect, sixth level	
42-44	Missile QID effect, sixth level	
45-48	Resize QID effect, sixth level	
49-50	Disintegrate QID effect, sixth level	
51-52	Reduce wielder to 1/10th normal height	
53-55	Explosion QID effect, sixth level	
56-58	Invisibility QID effect, sixth level	
59-62	Heat QID effect, sixth level	
63-66	Cool QID effect, sixth level	
67-71	Deafen QID effect, sixth level	
72-76	Enfeeble QID effect, third level	
77-86	Resonate QID effect, third level	
87-96	Insect repellent, sixth level	
97-100	Causes pigment in wielder’s skin to darken to maximum, making wielder bright red, dark brown, etc.	

Where appropriate, "to hit" is required.

Spheres

Spheres are small (usually hand-held) balls of metal which are activated by squeezing, or pressing some portion.

Death sphere

This sphere, when activated, will cause the instant death of all living creatures within a 30' radius, unless they roll a "miss".  Note that this also affects the user of the sphere.

Disintegration sphere

This sphere will cause anything solid it touches to disintegrate, up to 1,000 cubic feet.  The user has three seconds to release it after activating before the disintegration effect begins.  To hit for various objects are as follows:

Roll	Item	
20	Any object not listed below	
19	Any QID device not listed below	
18	Weapon	
17	Control Station device or Cube device	
16	Cylinder device	
13	Sphere device	
12	Belt device or goggle device	
9	Armor or cloak device	
3	Artifact	

The roll indicates the minimum roll needed in order for the disintegration to fail.  The sphere disintegrates whether or not the object touched does.

Extradimensional sphere

This sphere allows the holder to create an extra-dimensional space and instantly transfer up to 200 creatures into it.  Each use requires one charge. The sphere has 30 plus 2d10 charges when found.  The Extradimensional space lasts for 200 days, divided by the number of creatures. For example, one creature could stay for 200 days, two creatures for 100 days, four creatures for 50 days, eight creatures for 25 days, etc.  While in the space, creatures do not age or require food or drink.  Further, hit points are recovered at twice the normal rate.  The creatures to move to the dimension must be first touched with the sphere.

Insanity sphere

This sphere appears exactly like a Disintegration sphere, but attempting to use it will cause the user to go insane for 3-12 rounds.  It can "miss".  The sphere does not disintegrate until used for 4-16 times.

Cloaks

Cloaks wrap around an individual and operate continuously.  Only one will work at any given time.  If more than one is worn, the outermost is the only one that works.

Displacement cloak

This cloak warps electromagnetic energy (including light and heat) around the wearer to cause him/her to appear to be 10 to 20 feet away from his actual position.  Any missile or melee attack on the wearer will miss the first time. Thereafter, attempts to hit are at -2, if the user is otherwise visible.

Invisibility cloak

This cloak bends electromagnetic energy (including visible light) around the wearer to make him invisible.  While immobile, the wearer is 100% invisible (75% to security devices).  While moving, it is reduced to 75% (or 50% to security devices).

Protection cloak

This cloak provides the wearer with a personal force field.  Various versions are available:

Roll	 Defensive bonus	
01-30	+5%	
31-50	+10%	
51-70	+15%	
71-90	+20%	
91-99	+25%	
100	+25% plus 5% resistance to QID effects.	

Warmth cloak

This cloak protects the wearer from normal coldness even if naked.  Cold based attacks have -2 to hit and -1 damage per die.  Cold sustained damage is healed at 1 hit point per 10 minutes.

Weakness cloak

This cloak appears to be a Protection Cloak but when worn will reduce the wearer's strength to 1.

Gloves

Gloves are worn on the hands.  Generally both of the pair must be worn.

Dexterous gloves

These gloves increase the wearer's dexterity by 3 if 3 or less, by 2 if 4 or more, and by 1 if 6 or over.

Fumbling gloves

These gloves decrease the wearer's dexterity by 3 if 6 or more, by 2 if 4 or more, and by 1 if 2 or 3.  They appear exactly as if they were Dexterous Gloves.

Strength gloves

These gloves increase the wearer's strength (for arms, hands, and shoulders) to 6.  To hit is +15% and damage is +6 (for hand-held impact weapons, such as clubs) while they are worn.

Crystals

Crystals are synthetic chemical compounds with an integrated power source and semiconductor control.  They are generally symmetrical and easily hand held and cannot be recharged.

Light crystal

This crystal has four facets.  It has 50 charges when found.  The functions are activated by pressing one of the facets.  The facets have the following functions:

1.	Equivalent to Energy QID effect.  Requires no charges.

2.	Emits a bright light which will blind any creature with sight organs sensitive to visible light who is within a 50' long, 10' wide path from the crystal.  Blindness lasts 1-4 rounds.  Expends 1 charge.  The affected creature must be "hit", otherwise it averted its eyes in time.

3.	Negate a Blind QID effect on any creature within a 50' long 10' wide path.  Expends 5 charges.

4.	Deactivates crystal.

Movement crystal

This crystal performs any one of the following QID functions - each once per round (one at a time): Hyperdimension, Pass, Gate, and Transport.  It takes one charge to activate the crystal.  The crystal stays activated for one day or until each function is used once.  No function may be used a second time until another charge is expended.  It has 20 charges plus 3d10, when found.

Goggles

Goggles are worn over one or more eyes to affect what can be seen.  Only one pair may be used at any one time.

Extended-Sight goggles

These goggles allow the wearer to see around effects caused by such QID effects as Invisibility.  Further they reveal Illusion effects as such, thus negating the illusion for the wearer.  They are difficult and tedious to use, requiring 1 round to view a 200' square area.  After 10 minutes, there is a cumulative 5% chance per round that the wearer will see something that was not there, or mistakenly identify something real as an illusion.

Infrared vision goggles

These goggles allow the wearer to see in darkness by amplifying infrared (heat) energy.  They allow sight to 300 feet.

Microscoping goggles

These goggles increase the vision of the wearer by 100 times at a distance of 10' or less.  In effect, they are like a 100X power microscope.

Telescoping goggles

These goggles increase the vision of the wearer by 100 times at a distances of 10' or more.  Thus, the wearer can see at 1,000' what a normal person could see at 10'.

Ultra-violet vision goggles

These goggles allow the wearer to see in darkness by amplifying ultraviolet energy.  They allow sight to 300 feet.

X-Ray goggles

These goggles do not actually emit X-rays, but rather allow the wearer to see through other items.  The depth of vision is adjustable with the following limitations.

Living matter	4' per round	20' maximum
Stone		2' per round	10' maximum
Iron/Steel	6" per round	1' maximum

These goggles cannot penetrate dense metals, such as gold, platinum, lead, uranium, etc.  Up to 100 cubic feet of material can be scanned in one round. Use for more than 10 minutes can result in being disabled.  For each 10 minutes after 10 that the goggles are used, there is a cumulative 1% chance per round of continuous use that the user will develop a severe headache, which will last twice the duration of goggle use that occurred before the headache occurred. During the duration of the headache, the user is unable to perform any action other than breathing.

Misl Devices

There are several devices that do not fit into any of the other categories. They are lumped together here.

Bottomless Hole

This device is a smooth round metallic device, which can easily be carried. However, the device may be placed on the ground and activated.  When done so, a one-way hole into an adjacent universe is created.  Anything falling into/entering the hole will be placed into the adjacent universe.

Holding Bottle

This container opens a small Extradimensional space for storage of a large amount of liquid or gas, although the bottle itself is only about 1' x 2' in size.  The bottle always weighs the same amount, regardless of what is put in. Placing one holding bottle within another (or within a holding pack) will cause both to disintegrate, losing the contents forever.  There are three types, as follows:

Roll	Weight of Bottle	Weight Limit	Volume Limit	
01-60	10 pounds	200 pounds	25 gallons (20 cubic feet)	
61-85	20 pounds	400 pounds	60 gallons (50 cubic feet)	
86-100	30 pounds	800 pounds	150 gallons (100 cubic feet)	

Holding Pack

This pack opens a small extra-dimensional space for storage of a large amount of material, although the pack itself is only about 2' x 4' in size.  The pack always weighs the same amount, regardless of what is put in.  Placing one holding pack within another will cause both to disintegrate, losing the contents forever.  There are four types, as follows:

Roll	Weight of Pack	Weight Limit	Volume Limit	Experience	Cost	
01-50	15 pounds	250 pounds	25 cubic feet	5,000	50,000	
51-75	25 pounds	500 pounds	60 cubic feet	10,000	100,000	
76-90	35 pounds	1,000 pounds	150 cubic feet	15,000	150,000	
91-100	60 pounds	1,500 pounds	200 cubic feet	20,000	200,000	

Illusion Projector

This device is a small box, about 6" per side with a keypad and display.  It is a programmable illusion creator, emulating the QID effect of Illusion, but at the sixth level of use.  It requires one charge (power pack) per round of use (or portion thereof).

Spying Glass

This device appears to be a pane of glass set in a thick frame.  When placed against an object, it allows a one-way view through the object.  Note that it does not illuminate dark areas and cannot see through metals, more than 1 foot of stone, or more than 2 feet of wood.  Placing it against an animate object will cause 1d4 hit points of damage (per round of operation) due to the rearrangement of molecules in the subject. 

Universal Duplicator

This device will duplicate any liquid placed into it. Each gallon duplicated will take 24 hours.  It also requires 100 credits worth of "hard water". After 24 hours the liquid will have been duplicated such that there is twice as much as before.  It only can be used once per week.

Universal Key

This device, if connected to any type of mechanical lock, will unlock it.  This includes mechanical door locks, mechanical locks to safes, etc.

Artifacts

These devices are of unknown origin.  Many suspect that they are left from the Ancients.  Others think they may be from an advanced race from another universe.  In any case, they are extremely powerful and extremely rare.  They are singular items and not all of their effects are described here in order to allow the GM to make each artifact different from campaign to campaign. Further it makes it impossible for a player to know everything about it, even if they have read this text.

Items of such power can singularly throw a campaign out of balance and so the GM must take care to place severe limitations upon the use of such devices, in order to even out its impact.  Further, obtaining one should be very difficult due to powerful guardians and warding devices.  Only very powerful parties should have ANY chance to find one in the first place.

Remember that these devices represent the pinnacle of technology from a very highly technically advanced race.  As such they are un-understandable and sometimes dangerous to the user.  They are virtually impervious to harm and any attempt to disassemble them will be fruitless.  In fact, the disassembler must roll a 1d100 when attempting to do so.  A roll of 1-20 means instant death.

Extra-dimensional Crystal

This object is of unknown origin, other than the fact that it is from another universe.  It is a fist-sized, clear, crystal that is activated and operated by reading brain activity from the creature that touches it.

Impervious Protection Cloak

This artifact only shares a similar name with Protection Cloaks, being itself of higher technology, obviously of the Ancients.  When worn, it covers the entire body, except for the face and hands.  It makes the wearer impervious to any attack on the covered portion of the body, and adds 25% to the user's defensive bonus.  It protects from fire, as per the Cool QID effect, from acid, cold, and electricity based attacks.

Illusory Helmet

This artifact is of unknown origin, but when worn will take commands from the wearer.  When worn, the wearer may take the form of any creature desired.  The illusion is invisible to any QID effects and cannot be disbelieved.  It also confers protection against any form of nervous system attack on the wearer.

Kren's Ring

This ring is of totally alien origin, being originally discovered by someone by the name of Kren, hence the name.  It appears to be a ring of titanium (but in fact, is an unknown substance).  Whether or not it was originally intended to be a finger ring is unknown, but when worn on a finger, certain effects are available.  There is a faceted gem in the ring that can be turned. There are 6 facets and the effects differ depending upon the position of the facets.  When not in contact with a conscious being, the gem with turn randomly.  There is no way to mark the gem or metal and thus, which facet is positioned is undeterminable.  When all effects are known, the gem can be turned to the desired position by determining which position it is currently in.

Machine of the Unknown

This strange device is large and heavy (weighing 10,000 pounds, and about 30' in circumference).  It has a door-like opening and room large enough for six people inside.  This room contains walls and panels of buttons, indicators, screens, and other control/display devices numbering in the hundreds.  Some do not work and none are labeled.  It is 1% likely that any new combination will reveal a new function.  Once a function is discovered, it is not necessary to experiment to repeat its effect.  It has a hp value of 120.

Star Bomb

This device is a flawless sphere about 10' in diameter and made of some unknown metallic substance.  The device is totally inert until it is plunged into the heart of a burning star.  Upon reaching the center of the star (about 10 minutes from the time it enters the star's corona), it alters the fusion reaction such that the star will supernova.  This alteration is unstoppable once started and will take 10-40 minutes to complete, during which time a noticeable change in the star's appearance is visible.  Upon completion, the star will supernova, utterly destroying itself and everything within five light years (including other stars), leaving nothing but dust and gas.  The destruction spreads from the star at the speed of light in all directions.  Between five and seven light years, stars, planets, and planetoids are not destroyed, but all life is instantly killed (no exceptions).

Zorac's Transport

This remarkable object was made by a great engineer named Zorac, known only by name, but assumed to have been one of the ancients.  This object served both as his means of transport and his home.  Outside it appears to be a sphere of polished silverish metal, about 15' in diameter.  Entry is by touching a particular place on the outer surface.  The creature touching it is instantly transported inside the unbroken sphere.  This function can be disabled from inside.  On the inside is an extra-dimensional space consisting of a mansion.  It's thirty rooms, located on three tiers, all face an inner courtyard with fountains, trees, benches, and flower-lined walks.  All of the rooms are richly furnished, with a large dining room, library, and control room.  The transport reacts to voice commands within the control room.  From here, a person can see what is outside the transport and act accordingly.  The air is kept fresh and any foreign gases (such as sleeping gas) are immediately rendered inert.  The inside temperature is kept at a constant 70 degrees F.  The transport can move at an equivalent speed of up to warp 15.  It has a hull value of 500 hp, and regenerates damage at 1 hp/round.  If completely destroyed, the extra-dimensional space ceases to exist, along with everything/everyone within.  It has a plasma beam and antimatter beam that can be fired apart or simultaneously, once per round.  Both do 50 hp each.

Artifact Effects

The effects of artifacts can be determined by rolling 2d6 for each of the effect types (minor good effect, side effect, etc).  Subtract 2 from the result.  This indicates the number of effects that the artifact has for that category (0-10). Note that it is possible for an artifact to have no effects other than those noted in its description.  If the number of effects is specified in the artifact description, use the following table to roll up each effect. Note that all QID effects are at level 12 and, unless otherwise stated, are usable once per round.  If you roll up an effect that contradicts a previous one, you should re-roll on the same table.  For example, the players find a Zorac's Transport.  2d6 is rolled 6 times.  The first time, a 4 and a 1 are rolled for a total of 5.  Now subtract 2, giving 3 (5-2=3).  Now roll on the Minor Good Effects table 3 times, noting the effects somewhere.  Roll 2d6 a second time: a 5 and a 6 are rolled, add them and subtract 2, giving 9 (5+6-2=9).  Now roll on the Major Good effect table 9 times, noting 9 more effects of the artifact.  Repeat the process another four times (for minor bad, major bad, main, and then side effects).

Table VI
Artifact Effect Table (Roll 1d6)

Roll	Table	
1	Roll on Minor Good Effect table, Table VI a	
2	Roll on Major Good Effect table, Table VI b	
3	Roll on Minor Bad Effect table, Table VI c	
4	Roll on Major Bad Effect table, Table VI d	
5	Roll on Main Effect table, Table VI e	
6	Roll on Side Effect table, Table VI f	

Table VI a
Minor Good Effects (Roll 1d20)

Roll	Effect	
1	Cognitive increases by 1 permanently on first use	
2	Charisma increases by 1 permanently on first use	
3	Constitution increases by 1 permanently on first use	
4	Dexterity increases by 1 permanently on first use	
5	Strength increases by 1 permanently on first use	
6	Comeliness increases by 1 permanently on first use	
7	Holder can comprehend other languages (cannot speak them though)	
8	Synthesize - once per week	
9	Heal – once per week	
10	Interfere - 3 times/day	
11	Holder can see through Invisibility effects when desired	
12	Detect QID effect - 3 times/day	
13	Anti-gravity - twice per day when held	
14	Energy – once per day	
15	Possessor immune to disease	
16	Possessor immune to gas of any type	
17	Possessor only needs to eat/drink once per week	
18	Possessor can speak any other language	
19	Purify - once per day	
20	Impede - once per day	

Table VI b
Major Good Effects (roll 3d10)

Roll	Effect	
3	Harm – once per day	
4	Heal – once per turn	
5	Hyperdimension – twice per day	
6	Disintegrate - once per day	
7	Cancel - twice per day	
8	Double movement rate (on foot)	
9	Fear – once per day	
10	Explosion - twice per day	
11	Increase strength by 2 for 30 minutes twice per day	
12	Hologram - once per day	
13	Heal - once per day	
14	Confuse - once per day	
15	Electricity - twice per day	
16	Paralyze – once per day	
17	Pass - twice per day	
18	Morph - once per day	
19	Regenerate 2 hp/10 minutes, but not if dead	
20	Transport - twice per day	
21	Travel – twice per day	
22	Firewall - twice per day	
23	Icewall – twice per day	
24	Summon - twice per day	
25	Increases defensive bonus by 10%, but no greater than 50%	
26	Increases to hit on opponent by 1	
27	Holder is immune to acid	
28	Holder can survive open space for 1 hour	
29	Holder is immune to radiation of all types	
30	Holder is immune to parasites	

Table VI c
Minor Bad Effects (roll 1d12)

Roll	Effect	
1	Acne on possessor’s face	
2	Blindness for 1-4 rounds when first used	
3	Deafness for 1-4 rounds when first used.	
4	Loss of taste for 1-4 days when first used.	
5	Possessor’s hair turns different color.  Roll 1d4:

Roll    Color
1         White
2         Green
3         Blue
4         Orange	
6	Possessor loses interest in sex.	
7	Loss of smell for 1-8 hours when first used.	
8	Possessor’s sex changes when first used.	
9	Possessor gains 10-40 pounds on each use.  Takes 1 month to lose.	
10	Possessor loses 5-30 pounds on each use.  Takes 1 month to regain.	
11	Possessor has -5% to Defensive bonus.	
12	Yearning for item forces possessor to never be away from it more than 1 day if at all possible.	

Table VI d
Major Bad Effects (roll 1d20)

Roll	Effect	
1	Body rot is 10% cumulative likely when a main effect is used.  Body part is lost.	
2	1%-3% cumulative chance of death whenever a main effect is used.	
3	Item is powerless against 1d4 random species of living creatures.	
4	Lose 1 point of charisma permanently on first use.	
5	Lose 1 point of constitution permanently on first use.	
6	Lose 1 point of dexterity permanently on first use.	
7	Lose 1 point of cognitive permanently on first use.	
8	Lose 1 point of strength permanently on first use.	
9	Lose 1 point of comeliness permanently on first use.	
10	Lose 1 hit point permanently.	
11	User goes insane for 1-4 days when first used.	
12	Drains all power packs within 100' whenever used.	
13	User loses 1 level of experience on first use.	
14	User shrinks .25 feet every time a main effect is used.	
15	User ages 3-30 years each time a main effect is used.	
16	Lose voice for one day when first used.	
17	User instantly killed when main effect first used.	
18	Most powerful computer or robot within 100' is rendered permanently inactive (no parts work).  No effect on TGC.	
19	User receives 2-20 hp damage when first used.	
20	User receives 5-30 hp damage when first used.	

Table VI e
Main Effects (roll 1d20)

Roll	Effect	
1	All of possessor’s ability scores permanently raised 2 points each, when proper command is issued.  No score will be raised to more than 7 for sub abilities, or 20 for the aggregate.	
2	On first use, all of possessor’s ability scores permanently raised to 6.  If 7 or over, the ability is skipped.	
3	Bones/exoskeleton/cartilage of opponent turned to jelly-like substance - once per day.	
4	Kill - once per day.	
5	Gate - once per day.	
6	Kill - twice per day.	
7	Ability score permanently raised to 7 when commanded.	
8	Summon - once per day.	
9	Hyperdimension - once per day.	
10	Morph – once per day.	
11	Absorbs up to 24 levels of QID effects once per day.	
12	Sleep – 200% effective.	
13	Total fire and heat resistance to everything within 20' of item.	
14	Possessor totally immune to all forms of cold.	
15	One creature restored to equivalent of 20 years old - once per month.	
16	Wish – once per day (see description of Wish Device).	
17	Disintegrate - twice per day.	
18	Lower effective defensive bonus of opponent by 10% - once per day.  Duration is one day.	
19	Weather – once per day	
20	Firestorm – once per day	

Table VI f
Side Effects (roll 1d12)

Roll	Effect	
1	Charisma of possessor is reduced by 3 while item is owned.	
2	Fear reaction possible in any creature within 20' of item whenever a main effect is used.  Any creature "hit" will flee.	
3	Desire for item occurs in all who see it.  Those "hit" will attack possessor and steal the item.	
4	User's strength increases by 2 and dexterity decreases by 2 permanently on first use.	
5	Green plants are killed by touch of possessor.	
6	User may ask GM one question per day (within limitations set by GM).	
7	Temperature in a 10' radius is raised 20-50 degrees F.	
8	Temperature in a 10' radius is lowered 20-80 degrees F.	
9	When main effect is used, the possessor must roll a hit. If hit, one level of experience is lost.	
10	All hard metals within 10' radius of the item will corrode in 1-20 hours.  Corroded metals will not withstand any stress whatsoever.	
11	Possessor’s comfortable temperature range increases 50 degrees.	
12	Possessor’s comfortable temperature range decreases 50 degrees.	

The Great Computer

The ancients had perfected molecular engineering and built extremely powerful computing devices.  At their height, they constructed a computer of extreme power and extent. Simply known in legends as "the great computer" (TGC) , it was said to consist of a central "brain", which maintains it's own extra- dimensional space.  It communicates with an extensive network of "nodes" scattered throughout the known universes (and even many "unknown" ones).  The computer has multiple powers that dwarf the abilities of QIDs.  Certain devices of the Ancients provided access to TGC for specific purposes.  At times, these are found by adventurers.  Most coveted of the abilities of the computer is the "Wish".  This allows an individual to ask for anything.  There are, however, certain limitations.

It is not unusual for a player to use a wish device to increase an ability score.  This can be a problem, however, if the PCs have all abilities over 6!  Therefore, the computer prevents any advancement beyond 7.  Further, levels can only be moved up one at a time.  For example, from 2 to 3, or from 5 to 6.

TGC has a high intellect (equal to an ability score of about 99 - 33 in cognitive, wisdom, and perception), thus making it smarter than any group of adventurers, and impossible to outwit.  It will grant wishes literally as asked.  The GM should be careful to provide exactly what the player states, and not try to interpret what he means.  Only one single (or possibly two related) requests will be granted.  TGC will never grant a wish that would directly result in the death of any creature or destruction of a computer or robot (i.e. "I wish that my enemy's body would explode"), but wishes that could indirectly cause death are granted ("I wish that the hillside would avalanche toward my enemy").  Further, TGC will never, under any circumstances, do anything to grant access to itself, or do anything detrimental to itself.

Should a party ever be so fortunate as to come upon a node (usually an asteroid-sized object floating in deep space), TGC has the ability to warp time and travel backwards a limited amount of time, plus the ability to stop time - relative to the approaching party, and then travel to a new location.  Thus it is impossible to access TGC except through the following devices, which are referred to as “Minor Artifacts” due to the lack of additional effects.

Minor Artifacts

Descrying Screen

This flat square object is about 5" on a side.  The holder simply needs to state what he wishes to see.  The appropriate object or location will appear on the screen.  The object/location must be known to the user, or he will not be able to adequately describe to TGC what to descry.  Chances for success are:

Subject is	Chance to locate	Viewing Period	
Well known	100%	1 hour, 3 times per day	
Slightly known	75%	.5 hours, 2 times per day	
Pictured	50%	.5 hours, 1 time per day	
Well informed of	25%	.25 hours, 1 time per day	
Slightly informed of	10%	10 minutes, 1 time per day	
In another universe	-10%		

Intelligent creatures have a chance to realize that they are being descried, as per the Invisibility table.  25% of these devices also provide sound with the picture.  5% of these devices provide for the ability to "transmit" QID effects to the location being viewed.  Note that only area effects (no personal effects) are allowed.  The TGC knows to transfer QID area effects that would otherwise effect the screen, but only when the screen is viewing something.

Helmets

These devices are often strangely shaped (being for alien creatures), but are still recognizable as helmets.  They perform various functions for the person who wears them.  The helmet must be worn constantly for four days in order to take effect.  Type A-G helmets have certain restrictions: They are only effective on a single person once, the helmet disintegrates after use, and the wearer cannot benefit from another helmet of the same function.

Type A helmet

This device confers one full level of experience upon the wearer.  The wearer's experience point count moves to the middle of the next level.

Type B helmet

This device permanently increases the wearer's comeliness attribute by 1.

Type C helmet

This device permanently increases the wearer's strength attribute by 1.

Type D helmet

This device permanently increases the wearer's charisma attribute by 1.

Type E helmet

This device permanently increases the wearer's perception attribute by 1.

Type F helmet

This device permanently increases the wearer's dexterity attribute by 1.

Type G helmet

This device permanently increases the wearer's constitution attribute by 1.

Mind Trap

This device is a vaguely hemispherical-shaped device.  When placed over the head (or other body part containing a brain) the brain is removed from the body and encased in the device.  The Mind Trap will keep the brain alive and in a comatose state.  It also implants a device in the subject that takes the place of the brain for automatic bodily functions (heartbeat, etc).  If desired, the possessor of the device may bring the brain to consciousness (1d6 rounds) and converse with the mind associated with the brain.  Note that any damage to the implanted device is automatically (and immediately) repaired when it is retrieved into the Mind Trap.

Note that an unwilling subject must be completely immobile for the device to function.  The brain transfer takes 2d4 rounds to complete.  The Mind Trap can also transfer the brain back, but will not transfer the brain into a dead body or a body part that does not contain the implanted brain substitute. After transferring a brain back, the subject will awake with no ill effects within 2d6 rounds.

A brain brought to consciousness while in the Mind Trap will be disoriented for 2d12 rounds, unless it has been in a Mind Trap previously. Note that with two of these devices, brains could be swapped between bodies, however any cross-species transfer has a base 50% chance of failure plus 1d10 times 10%.  The Mind Trap will not transfer the brain into a completely incompatible body (too small a skull, etc).

Note that creatures with multiple brains will likely die if a single brain is removed.  This has no effect on creatures without organic brains. Creatures with extremely high intellect have a small chance of death occurring as a result of brain transfer.  Death is 0% for intellect under 17.  Over 17, the chance of death is the intellect score minus 17, times 5%.  For example, a creature with an intellect of 22 has a 25% chance of dying.

The Mind Trap can only perform a single brain transfer in any twelve hour period.

Quadrahedrons

These devices are silvery metallic solids with four equal sides.  They perform various functions, but all are interfaces to TGC.  50% of these are single use devices.  They only work once.  Once used, they darken to black. These items are not marked and it is therefore impossible to tell what one will do when one is found.

Knowledge quadrahedron

This may be used once per week to ask TGC one question.  The answer will simply be YES or NO.  At the GM's option, an answer can be refused.

Resurrect quadrahedron

This may be used once per week to bring a dead creature back to life.  A destroyed computer or robot may be restored as well.  The creature being resurrected will not regain lost body parts, etc.  Chance of success depends on the time since death.  Time since death is measure in days for living creatures and months for electromechanical creatures.

Time since death	Chance of success	
1	100%	
2	90%	
3	80%	
4	70%	
5	60%	
6	50%	
7	40%	
8	30%	
9	20%	
10	10%	
11+	0%	

All resurrected victims need one week of rest after being resurrected.

Time Stop quadrahedron

This may be used to stop time for everyone except the user, for 1d4+1 rounds. This may be used once per day.

Transform quadrahedron

This may be used to change the molecular structure of iron such that it becomes transparent.  The area affected is 10 cubic feet.  This may be used twice per day.

Limited Wish quadrahedron

This is similar to the Wish except it has a limited duration (typically 2d4 hours).  It may be used once per day, unless it is a single-use device (99% chance).

Sustenance quadrahedron

While this device is on the person of a living creature for one week, the creature no longer needs food or drink, as it supplies nourishment.  When removed from possession, it takes another week to begin functioning.  After functioning for seven consecutive days, the device ceases to operate for one week.

Wish quadrahedron

This may be used to request TGC to perform some service for the user.  It may be used once per day, unless it is a single-use device (99% chance).  See earlier discussion of Wishes for details.

Special Arms and Armor

It is possible to find weapons or armor that have special abilities.  These will almost never be for sale.  Sometimes they have innate QID effects and always they have intellect.  When finding arms or armor, roll on the following table:

Table VII a
Weapon Ability Table (Roll 1d100)

Roll	Cognitive	Meaning	
1-90	None	None	
91-94	3	1 primary ability, roll on Table VII c	
95-97	4	2 primary abilities, roll on Table VII c (reroll if duplicate)	
98-99	5	3 primary abilities, roll on Table VII c (reroll if duplicate)	
100	6	3 primary abilities (roll on Table VII c) and 1 special ability (roll on Table VII d).  Reroll if duplicate)	

All special arms and armor can speak to the wearer/wielder.  At a cognitive of 6, they can also communicate via the host nervous system when in contact with the host.  The number of languages that special arms/armor can speak is determined as follows:

Table VII b
Weapon Language Table (Roll 1d100)

Roll	Number of languages	
1-69	1	
70-75	2	
86-93	3	
94-97	4	
98-99	5	
100	6	

Note that, unlike enhanced weapons, none of the following abilities require power packs.

Table VII c
Primary Ability table (Roll 1d6)

Roll	Meaning	
1	Detect Illusion (continuous)	
2	Detect QID (continuous)	
3	Sight (once per round)	
4	Light (once per round)	
5	Roll for continuous QID effect, QID level 1	
6	Self-propelled	

Table VII d
Special Ability table (Roll 1d8)

Roll	Meaning	
1	Morphable	
2	Charm (once per 8 hours)	
3	Detect Lie (once per 8 hours)	
4	Float (once per day)	
5	Heal (once per day)	
6	Illusion (once per 12 hours)	
7	Strength (once per day)	
8	Transport (once per day)	

  
Random Character Party Generation

It may occasionally be necessary to generate an entire party of adventurers for the main party to encounter.  These generated parties are often needed as a result of the appropriate roll on a random encounter table (see Creature Compendium).  This appendix details how to randomly generate such a party.  Initial Reaction table (roll 1d6)

Roll	Result	
1-2	Friendly	
3-4	Indifferent	
5-6	Aggressive	

It is possible that the initial reaction of the generated party can be changed by one step by some quick talking/action by the main party.

The number of individuals in the generated party is equal to the number in the main party, modified as follows (roll 1d10):

Roll	Result	
1	-4	
2	-3	
3	-2	
4	-1	
5	+1	
6	+2	
7	+3	
8	+4	
9	0	
10	roll twice, adding results	

Note that the generated party will never have less than 2 persons in it, regardless of the modifiers above.  For each member of the generated party, roll a random class, as per the NPC table at the beginning of this guide. Optionally, personality traits can also be generated.

For each member of the generated party, determine their level taking the average level of the main party (add all levels, divide by number of classes), and adding the result of one of the following tables.  If the generated party has more members than the main party, use the first table.  Otherwise, use the second table.

Table I (roll 1d6)

Roll	Result	
1	-4	
2	-3	
3	-2	
4	-1	
5	+0	
6	+1	

Table II (roll 1d6)

Roll	Result	
1	+4	
2	+3	
3	+2	
4	+1	
5	+0	
6	-1	

The leader of the generated party will always be the character of the highest level.  If more than one character is at the highest level, they are partners and the spokesman must be randomly determined (roll 1d6 for each, taking the highest score - do tie-breakers until a winner emerges).

For each member of the generated party, roll physical abilities to determine if there are any defense or damage bonuses.  Finally, determine what items the generated characters have, using the tables at the beginning of this guide.

Random Floor and Door Generation

When a party is exploring a fortress or ship, the floor itself can provide a challenge.  The following are some means of making the floor more interesting.  Roll for result (1d100).

Roll	Result	
1-69	Normal floor	
70	Floor constantly rolls in a tidal fashion	
71	Floor retains footprints for 1d8 rounds	
72	Floor absorbs all sounds of anything making direct contact with it	
73	Floor magnifies sounds of anything making direct contact with it	
74	Floor rises to ceiling in 1 round when stepped on, doing 6d6 hit points	
75	Floor appears solid but is very springy	
76	Floor is magnetic, requiring 5+ strength to remove/move ferrous metal items	
77	Floor has trap-door to lower level	
78	Floor glows in the dark	
79	Floor does 1d4 points of radiation damage to those standing on it (per round)	
80	Floor delivers 2d6 hit points of electrical damage due to arcs between it and the ceiling	
81	Floor radiates weak anti-gravity field, objects weigh ½ normal	
82	Floor radiates strong gravity, objects weigh twice normal	
83-85	Pit trap - pit has spike (doing 2d6)	
86-87	Pit trap - pit has acid (doing 4d4 per round)	
88-89	Pit trap - fall does 1d6	
90-100	Floor is a mosaic pattern of tiles	

Doors can also be used to provide challenges.  The following are some means for making doors more interesting.  Roll 1d100:

Roll	Result	
01-86	Normal door	
87	Standard false door	
88	Touching door causes electric shock for 3d6 hp	
89	Door is an illusion	
90	Door is magnetized.  Ferrous metal is attracted to it.  A strength of 5+ is required to remove or move metal from/near it	
91	Door is radioactive, doing 2d4 hp of radiation damage per round to all within 100'	
92	Door is glowing red and is hot.  Touching causes 3d6 hp	
93	Door is invisible.  Someone walking into it suffers 1 hp (1-3 hp if running)	
94	Door is hinged at bottom.  Opening it causes it to fall	
95	Revolving door	
96	Door absorbs all sounds coming from striking it	
97	Door is 3d6' above the floor	
98	Door slides up toward ceiling	
99	Door slides into wall	
100	Door slides down into floor	

Index

A
Absorption cylinder, 43
AD&D, 21
Aging cylinder, 44
Alertness cylinder, 44
Alteration cylinder, 44
Altruism, 7
Antigravity belt, 39
Aquatic control station, 38
Artifact Effects, 55
Artifacts, 54
Attack cylinder, 44
B
Belts, 39
Bottomless Hole, 52
Bravery, 8
C
Campaigns, 6
Character Party Generation, 66
Cloaks, 49
Cold cylinder, 44
Compassion, 8
Compound Invention Table, 18
Compound Tables, 36
Construction, 16
Control cube, 42
Control cylinder, 44
Control Stations, 38
Converting between Quasar and Other RPGs, 21
Crystals, 51
Cubes, 41
Curiosity’, 8
Cylinders, 43
D
Deafening cylinder, 44
Death sphere, 48
Defense belt, 40
Defense cylinder, 45
Demeanor, 8
Descrying Screen’, 60
Detection cylinder, 45
Developing New Compounds, 17
Developing New QID Designs, 17
Dexterous gloves, 50
Discovery cylinder, 45
Disintegration sphere, 49
Displacement cloak, 49
Dress, 8
Drive, 8
E
Electrical cylinder, 45
Explosion cylinder, 45
Extended Sight goggles, 51
Extra-dimensional crystal, 54
Extradimensional sphere, 49
F
Fear cylinder, 45
Feast cube, 42
Fire cylinder, 45
Fire Resistance cube, 42
Force cube, 42
Fumbling gloves, 50
G
Game Master, 6
Gas helmet, 40
Gate cube, 42
Gate cylinder, 46
Generating Doors, 68
Generating Floors, 68
Geologic control station, 38
Gloves, 50
GM, 6
Goggles, 51
Gullibility, 8
H
Hairiness helmet, 41
Hairlessness helmet, 41
Happiness, 9
Healing belt, 40
Helmets, 40, 61
Hiring NPCs, 11
Holding Bottle’, 53
Holding Pack, 53
Honesty, 9
Humility’, 9
Humor, 9
Hygiene, 9
I
Illusion helmet, 41
Illusion Projector, 53
Illusory Helmet’, 54
Impervious Protection Cloak, 54
Infrared vision goggles, 51
Insanity sphere, 49
Invisibility cloak, 50
Invisibility cube, 42
J
Jumping belt, 40
K
Knowledge quadrahedron, 62
Kren’s Ring’, 54
L
Light crystal, 51
Light cylinder, 46
Limited Wish quadrahedron, 63
M
Machine of the Unknown, 55
Main Effects table, 59
Major Bad Effects table, 58
Major Good Effects table’, 57
Materialism, 9
Mental State, 10
Microscoping goggles, 52
Mind Trap, 61
Minor Bad Effects table, 58
Minor Good Effects table, 56
Misl. Devices, 52
Missile cylinder, 46
Morph cylinder, 46
Movement crystal, 51
N
Nature, 10
Negation cylinder, 46
New Compounds, 17
New QIDs, 17
New Weapons, 20
Night vision goggles, 52
Non-Player Characters, 7
NPC Generation Tables, 11
NPCs, 7
O
Optimism, 10
P
Paralyzation cylinder, 46
PC, 6
Personality, 10
Personality Tables, 7
Player Characters, 6
Power cylinder, 46
Primary Ability table, 64
Projectile Weapons, 20
Protection cloak, 50
Protection cube, 43
Protection cylinder, 47
Pyrotechnic control station, 39
Q
QID Devices, 38
QID Effect Tables, 30
QID Extender, 47
QID/Compound Limit Table, 19
QIDs, 11
Quadrahedrons, 62
R
Rail gun rifle, 20
Random Character Party Generation, 66
Random Door Generation, 68
Random Floor and Door Generation, 68
Random Treasure Determination, 24
Resurrect quadrahedron, 62
S
Scenarios, 6
Side Effects table, 59
Sleeping helmet, 41
Social, 10
Special Ability table, 64
Special Arms and Armor, 64
Spheres, 48
Spying Glass, 53
Star Bomb’, 55
Strength belt, 40
Strength gloves, 50
Stupidity helmet, 41
Sustenance quadrahedron, 63
T
Telescoping goggles, 52
Temperament, 10
TGC, 60
The Great Computer, 60
Thrift, 10
Time Stop quadrahendron, 63
Transform quadrahedron, 63
Treasure, 24
Type A helmet, 61
Type B helmet, 61
Type C helmet, 61
Type D helmet, 61
Type E helmet, 61
Type F helmet, 61
Type G helmet, 61
U
Underwater helmet, 41
Universal Duplicator, 53
Universal Key, 53
V
Vocation Random Determination Table, 7
W
Warmth cloak, 50
Warmth cube, 43
Weakness cloak, 50
Weather control station, 39
Wish quadrahedron, 63
X
X-Ray goggles, 52
Z
Zorac’s Transport’, 55