QUASAR

ROLE-PLAYING GAME

PLAYER'S GUIDE

Copyright Ó 1989, 1997, 1999, 2002, 2003, 2006, 2007 by Conroy & Conroy company.  All rights reserved.

FIFTH EDITION

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

	Role-playing games have many forms, but primarily they are games of the imagination where real people (the players) act vicariously through imaginary people (the player characters).  Quasar is one of these games.  Overseeing the game is the Game Master (a real person) who uses a prepared scenario designed to challenge the players through the player characters.  As the player characters grow in experience, they will encounter more challenging scenarios.  Since there is no limit to player character achievements, a single gaming session is but one of a series that can go on for years.  Each scenario provides useful closure.  Quasar is a Science Fiction role-playing game.  It is described in several manuals.  This manual is intended for players and Game Masters alike.  Other manuals are for the Game Master's eyes only.
	This manual is divided into four parts.  Part I describes how to create your player character.  Part II describes the basics of how to play.  Part III covers a wide range of various topics useful for when questions arise during play.  Part IV contains reference material.  It is best for the beginner to read through parts I and II first, then begin playing a Quasar scenario.  When necessary, parts III and IV can be referenced.

Table of Contents

STARTING OUT	6
Introduction	7
Dice	7
CREATING A PLAYER CHARACTER	9
Ability Scores	9
Physical	10
Strength	10
Constitution	11
Dexterity	11
Intellect	12
Cognitive	12
Perception	13
Wisdom	13
Influence	13
Charisma	13
Comeliness	14
Will	14
Hit Points	14
Player Character Characteristics	15
Age	15
Sex	16
Other Characteristics	16
VOCATIONS	18
Multi-vocation Characters	37
Guilds	39
Levels	39
HOW TO PLAY	40
DAMAGE	41
Explosives	41
Poison	42
Food and Water	44
MONEY	46
Funds	46
Prices	47
TRAVEL	52
Distance And Movement	52
Water:Travel	53
Travel	53
Maps	55
Transport	55
Propulsion	55
GAME PLAY ISSUES	57
The Adventure	57
Traps	57
Sleep	58
Languages	58
Computers	58
Power-Plants	58
Prosthetics	59
Other Items	59
Hired Help	61
Henchmen	61
Followers	62
Obecdience	62
Time	62
Light	62
Vision	63
Invisibility	63
Phase	64
Illusions	65
Listening at Doors	65
Insanity	65
Marching Order	66
Experience	66
Ships and Fortrtesses	67
WEAPONS	68
Weapon Classes	69
Enhancements	70
COMBAT	72
Surprise	72
Helpless creatures	72
Defensive Adjustments	73
Individual Combat	74
Non-Lethal combat	77
Ship-to-Ship Combat	79
Large-Scale Battles	81
Game Play Issues	83
Exposure	84
Falling	85
Disease	85
Alcohol and Drugs	91
Space	91
Pressure	91
Weather	92
Items Versus Effects	93
Reference	94
Chemical Compounds	95
QID Descriptions	102
The Known Universes	136
Gates	136
Extra-dimensional Spaces	137
The Ancients	137
Quick-Reference	139
Weights	150

PART I

STARTING OUT

Introduction

	This role-playing science-fiction/fantasy game is not a simulation, but is intended to be realistic and firmly rooted in the known physical universe. Each player can have as his or her goal anything they desire.  The Game Master (GM) is impartial and fair in all matters related to game play.  As a realistic game, magic and psionics are left out of play.  This manual is designed to be a complete game system in and of itself.  Optional rules are provided for more realistic play at the expense of smooth game flow.  It is generally desirable to create new characters rather than transfer some from another role-playing game.
	The character vocations are designed so that each advantage is balanced by a disadvantage in the same, or an advantage in others. Each player chooses what he or she desires based on these advantages and disadvantages.  As a role player, in your imagination you become the character you create.  You know how strong, intelligent, and healthy you are.  Your character interacts with others in the mythos (a created universe).  This game lets your fantasies come true.  There are planets to explore, killer robots to destroy, powerful artifacts to discover, and much more.
	Ideally, this game is for three or more young to old adults, one of which is the GM.  As is typical in the real world, all characters must start at the bottom of their vocations and progress in ability.  Because this is a fantasy, however, your character can grow to heroic proportions.  By successfully completing whatever missions you decide upon, you can gain experience points and progress in levels and ability.
	As with all other role-playing games, this is not a single-time occurrence, but an ongoing experience.  The GM can create a campaign that provides the backdrop to all the events the player characters see.  The GM holds a very important place in the game as he is the one who designs the campaign and keeps it interesting.  He is also the final arbiter of what happens.  He is not called a "referee because he does not adjudicate rules - he is the Game Master and his decisions are final.
	The purpose of most games is enjoyment, and this one is no different.  But it can also be a learning experience for all involved.  Group dynamics and individual personalities can lead to growth as radically different people learn how to cooperate and spur each other on to success.  The GM plays an important role in this process, but is not perfect and everyone needs to be forgiving of everyone else.

Dice

	Dice add randomness to the game and make it exciting for the players. Knowing that their character's fates have not been pre-ordained gives them the hope that they may persevere and yet also provides the tension and excitement that comes from not knowing if the next blow will end the PC's life.  Generally it is a good idea to run the game as a book reads.  The PCs are the main characters.  These rarely die (at least in the beginning of the story).  The GM should then make the effort to keep the PCs protected from the really outrageous die roll.  On the other hand, if the players get their characters into a bad situation, then it is up to the players to get them out or suffer the consequences.  The GM will be merciless in these cases!
	The most common dice are 4-sided, 6-sided, 8-sided, 10-sided, 12-sided, and 20-sided.  When a die roll is called for, it will be shown as "nds", where "n" is the number of this size dice to roll and "s" is the die size.  For example, "2d6" indicates to roll two six-sided dice.  Why two six-sided rather than one twelve-sided?  Sometimes 1d12 will be called for, but because of the statistical probabilities, often multiple smaller dice will be rolled.  This changes the results from a linear probability (all values have the same likelihood of occurring) to a bell distribution (or curve).  A bell distribution has the extremes (low and high values) very unlikely to happen, and the middle values very likely to happen.  The more dice rolled, the more likely the median value and the less likely the extremes.
	Some die rolls indicate that a number is to be added or subtracted from the result.  For example, 2d10-1 means two ten-sided dice and subtract one from the result.  Percentages are obtained by rolling two ten-sided dice and using one as the ten's value and one as the one's value.
	For battle, the GM usually rolls all results and informs the players of them.  This allows him to fudge bad results if desired.  Some GMs, however, prefer to let the players roll their own hit and miss dice.  Whichever way is used is up to the GM.
CREATING A PLAYER CHARACTER

	There are two types of characters:  Player characters (PCs) and Non-Player  characters (NPCs).  NPCs are controlled by the GM.  PCs are the characters controlled by the players of the game.  PCs and NPCs are often simply referred to as "characters".  The GM is advised to limit each player to a single PC.  Several means of creating player characters exist, and it is up to the GM to decide upon the best means for his campaign.  Each method requires the use of six-sided dice for generating random numbers in order to keep the game interesting. How the dice are used determines the differences between the methods.

Method 1:

	4 dice are rolled and the lowest is thrown out.  The player decides which dice to apply to which characteristics for this ability.  This is repeated for each ability.

Method 2:

	3 dice are rolled for each ability plus one additional.  The lowest set of rolls is thrown out and the extra set of roles is used in place.  The player decides which set of roles goes with which abilities, and within each ability, which dice results go with which characteristic.

Method 3:

Roll two six-sided dice for each characteristic, divide by two and round down.

Method 4:

Roll 6 times for each characteristic, keeping the highest score for each.

	Further, the GM can require that the players limit their characters in vocation according to the resulting roles, or they can choose first and roles outside of the valid ranges can be either re-rolled or adjusted.  These abilities are discussed in more detail later.  Besides basic abilities, there are several other characteristics that are important to PCs, such as vocation, hit points, and level.  Level has two meanings:  one for indication of character power and ability, the other is for indication of monster threat. All characters begin at level 1, for instance.  The higher the level, the more powerful the character.  Likewise, creatures that are relatively weak are low-level (level 1 or 2), and high-level creatures are level 20+.

Ability Scores

	Each character has three principal abilities.  Each of these abilities is subdivided into three characteristics.  The dice are rolled to determine the base value of each ability.  Vocation considerations may then modify the value.  Since PCs are the adventurous sort, they generally have slightly higher-than-normal abilities. Abilities range from 0 to 18, in general, but PCs are never below 3, and average about 10.  Each characteristic ranges from 1 to 6.  Each ability score is a sum of the three characteristics which comprise it.  Each is described in the following section.
	Occasionally an ability or characteristic "check" is required.  When an ability check is required, roll 1d20.  When a characteristic check is required, roll 1d6.  If the result of the roll is less than or equal to the ability or characteristic score being checked, the character succeeds.  The results of success or failure are dependent on the circumstances, as described elsewhere in this manual.  For example, let's say that a character must make a strength check.  His strength is 3 and he rolls a 4 on a six-sided die.  This indicates that he failed his strength check and fails whatever task required the check.

Physical

	Physical ability is a measure of the character's ability to perform physical action.  This ability consists of Strength, Constitution, and Dexterity.

Strength

	Strength is a measure of muscle.  It is roughly a measure of how much weight can be lifted or carried.  For example, a character with a strength of 1, could only lift 15 pounds overhead.  A character with a strength of 6 could lift 400 pounds overhead.  Some creatures have strength abilities far exceeding these values;  however, characters are pretty much limited to a maximum of 7. Strength helps determine the amount of damage adjustment during attacks, maximum weight-carrying capacity, hit probability, and open-doors.  Weight capacity is the total weight that the character can carry (in pounds). Hit probability (along with Dexterity) determine how much more likely the character is to hit an opponent.  Open-doors indicate the chance of a character to open a secured (locked, barred, etc) door and other related acts of strength.  Damage adjustment is the amount of additional damage done when the character attacks a foe.  Note that this only applies to something that could be affected by strength.  For example, using a club would result in a damage adjustment.  Using a laser rifle would not.

STRENGTH TABLE

Ability Score	Hit Probability	Damage Adj.	Movement Adj.	Weight Capacity	Open Doors	
  1	-1%	-1	 0	   15	1 in 6	
  2	 0	-1	 0	   60	2 in 6	
  3	 0	 0	 0	  120	3 in 6	
  4	 +1%	 0	 0	  180	4 in 6	
  5	+2%	+1	 1	  250	5 in 6	
  6	+4%	+2	 2	  400	91%	
  7	+6%	+2	 3	  600	93%	
  8	+8%	+3	 4	  800	95%	
  9	+10%	+4	 5	 1,200	96%	
 10	+12%	+5	 6	 2,000	97%	
 11	+14%	+6	 7	 3,000	98%	
 12	+16%	+7	 8	 4,500	99%	
 13	+18%	+8	 9	 6,000	99%	
 14	+20%	+9	10	 9,000	99%	
15+	+25%	+10	11	15,000	99%	

	Note that a weight equal to twice the carrying capacity can be lifted by the character for a short period of time.  Likewise, twice the listed weight can be dragged, but it reduces the character's movement rate by half.

Constitution

	Constitution is a measure of fitness and resistance.  It is important in matters of health and disease, and physical changes to the character's body. It also determines the character's hit point adjustment.  This is the number of hit points added to the character each time he goes up a level.  System shock survival is used to determine the chance of surviving a Morph.  Poison indicates roll needed on 1d6 to ignore effects of poison and/or radiation should the character be "hit", a 0 indicates that a hit on the character results in the character being poisoned.  Poisons are discussed later.  Regeneration indicates how many hit points per minute are regained automatically by the character.

CONSTITUTION TABLE

Ability Score	Hit Points Added	System Shock Survival	Poison	Regeneration	
  1	-1d2	30%	0	0	
  2	-1	40%	0	0	
  3	0	50%	0	0	
  4	0	60%	0	0	
  5	1	70%	0	0	
  6	1d2	80%	0	0	
  7	1d3	85%	0	0	
  8	1d4	90%	0	0	
  9	1d8	91%	1	1 hp/hour	
 10	1d10	92%	2	1 hp/4 turns	
 11	1d12	93%	3	1 hp/3 turns	
 12	2d10	94%	4	1 hp/2 turns	
13+	2d12	95%	5	1 hp/turn	

Note that a character always gains at least one hit point per level, regardless of the above chart.  A character will never gain less than one (1) hit point per level.  If, for some reason, the character loses a level, he loses one hit point per level lost.

Dexterity

	Dexterity is a measure of physical attributes such as coordination, agility, and reflexes.  It is important in battle.  It affects the offensive and defensive abilities of the character.  A defensive adjustment is the number of hit points that can be reduced from an attack on the character.  If hit, the number of hit points lost is reduced by the number specified by the defensive adjustment.  The offensive adjustment indicates the character's chance to hit an opponent. This ability to hit is determined by the character's level and other issues (see the chapter on Combat).  The offensive adjustment is added to the percentage when attacking.

DEXTERITY TABLE

Ability Score	Offensive Adjustment	Defensive Adjustment	
1	-10%	0	
2	-5%	0	
3	0	0	
4	+5%	-1	
5	+10%	-2	
6	+15%	-3	
7	+20%	-4	
8	+25%	-5	
9	+30%	-6	
10	+35%	-6	
11	+35%	-7	
12	+40%	-7	
13+	+40%	-8	

Intellect 

	Intellect defines the mental abilities of the character. It consists of Cognitive, Perception, and Wisdom.

Cognitive

	Cognitive is a measure of brains.  It corresponds very roughly to IQ. For example, a character with a cognitive of 5 would have an IQ in the area of 150.  One function of cognitive is the number of languages that the character can learn.  The following table indicates this (note that the character's native tongue is counted as 1 against the total).  Cognitive along with Dexterity can provide a bonus or penalty when the character is attacking. Note that this applies only to characters - not to creatures.

COGNITIVE TABLE

Ability Score	Total # of Languages	Maximum # of Vocations	Attack adjustment	
1 	1	1	-10%	
2 	2	1	-5%	
3 	4	2	 0	
4 	6	2	 0	
5 	8	2	 0	
6 	10	3	 5%	
7 	12	4	10%	
8 	14	5	15%	
9+	16	6	 20%	

Perception

	Perception is the character's ability to process sensory input (sight, sound, taste, smell, and feeling) and make use of it.  For example, whenever something is happening near the character that has a good chance of going unnoticed, a perception check is made to see if the character actually notices it.  For example, an assassin is moving quietly through shadows within sight of the character.  There is a chance that the character may notice that someone (or something) is moving through the darkness nearby.  The effects of this ability depend upon the situation and are described elsewhere, as appropriate.

Wisdom

	Wisdom defines the character's ability to make use of cognitive and perception. Characters with wisdom scores of 5 or above can automatically detect lies at a percentage equal to their intellect plus experience level. For example, Melvin has a cognitive of 3, perception of 2, and wisdom of 5, for a total intellect score of 10.  He is level 5, giving him a 15% chance to detect any lie told to him.  He only gets one chance per falsehood he hears, although he may get more attempts if several related lies are told to him. This does not affect his ability to tell lies.  For characters with multiple classes, the effective level used to calculate this is the average of all levels.  For instance, if Melvin had with two classes, levels 2 and 4, he would have a 13% change to detect lies.

Influence

	Influence defines the intangible aspects of personality which influence others, as well as the character himself.  Influence consists of Charisma, Comeliness, and Will.

Charisma

	Charisma is a measure of the character's personal magnetism and persuasiveness.  It does not include physical attractiveness, but does affect it.  It indicates how many NPCs can be under the "control" of the PC.  These NPCs are called "henchmen" and generally follow the instructions of the PC, but ultimately are controlled by the GM.  The numbers of henchmen related to a PC's charisma are as follows:

CHARISMA TABLE

Ability Score	Henchmen	
 1 	 1	
 2 	 2	
 3 	 4	
 4 	 6	
 5 	 8	
 6 	10	
 7 	15	
 8 	20	
 9 	25	
10 	30	
11 	35	
12 	40	
13+	45	

Comeliness

	Comeliness is a measure of the physical attractiveness of the character.  It is, however, only skin deep and is more dynamic than most other attributes, although any of them can change under some circumstances.

Will

	Will is a measure of will power.  A strong will helps prevent mind control and allows the character to handle stressful situations.  In any contest, if all else remains equal, the victory will go to the one with the stronger will. Will affects several different issues ranging from how long the PC can hold his breath to how long he can endure torture.  The effects of will are covered in the appropriate sections of this book.

Hit Points

	Each character has a varying number of hit points.  These hit points indicate  how much damage a character can take before dying.  Some of these points are an indication of how much damage a character can withstand. Others (especially at higher levels) indicate luck and skill.  Thus the majority of hit points above level 5 are indicative of luck and skill.  A character begins with 5 plus 1d6 hit points.

	Each time a character goes up a level, he gains 1d6 hit points, plus or minus any bonuses from constitution.  He will always gain at least one point when going up a level.  When losing a level (a rare occurrence), only one hit point is lost.  Hit points are also lost due to damage, for example: battle or falling a long distance.  They can be regained by many methods, but the most common is simple rest.  Each eight (8) hours of rest will cause one lost hit point to be regained.  Rest usually, but not always, indicates sleep.

	In some campaigns, the GM will keep the character's current and total hit points a secret, saying only that the characters feel "strong", "weak", etc.  Other GMs will let the character keep track of their own hit points. The method is used is entirely up to the GM.

	To pre-generate a character of level n, use the formula: hp = nd6+(n x b)+5
  
  where "hp" is the resulting hit points, "n" is the level, and "b" is the constitution bonus.  For example, a level 5 character with a constitution of 10 has 5d6+(5x 1d10)+5 hit points.  Let us say that our 5d6 roll came to 20 and our 1d10 roll came to 3.  The result would then be 20+(5x3)+5, or 40 hit points.

	In advanced societies, limbs may be lost without loss of life.  They can also be replaced with prosthetics or regrown in regeneration tanks.  If the lost limb is reattached by a medic within 24 hours, the character can regain use of the limb with only minimal loss of feeling in it.

	Regrowing a limb requires that the patient be placed in a regeneration tank and given special medications.  If the patient is removed before regrowth is finished, the new limb will die and needs to be removed surgically.  Not doing so within 12 hours will result in gangrene and death.  The time required to regrow limbs is as follows:

EXTREMITY REGROWTH TABLE

Part	Time	
Finger, Toe, Ear, or Nose	1/2 month	
Hand or Foot	4 months	
1/2 Arm or Leg	6 months	
Entire Arm or Leg (including Foot or Hand)	1 year 	

Player Character Characteristics

The characteristics described in the remainder of this chapter are optional.  They add to the realism of the game, but increase its complexity slightly.  The one characteristic that is very likely to be useful is the gender of the character.

Age

	All PCs start at level 1 with 0 experience points and an age of 15+1d4.  If the PC desires to go to school for training, they may start at level 2, with an age of 16+1d4+x, where x is the number of years of training needed for the PC's vocation(s).  The following table lists the age categories for PCs:

AGING TABLE

Age	Category	Change in Abilities	
1-20	Young adult	starts with +1 constitution.	
21-40	Mature	Add 1 point of strength.	
41-60	Middle aged	Subtract 1 from strength and constitution.  Add 1 to wisdom.	
61-90	Old	Subtract 1 point of strength, dexterity, and constitution.  Add 1 point to perception.	
91+	Very old	Subtract 1 point of strength, dexterity and constitution.  Add 1 point of wisdom.	

	As a PC ages, certain abilities will change automatically at the point the PC changes age category.  These changes are listed in the "Change in Abilities" column.

	Since no one lives forever, it is possible for the PC to achieve "immortality" through a family.  The GM will determine what the PC's age at death will be in advance.  This will be a death due to natural causes.  The GM rolls this when the character is created and keeps it in a secret place.

AGE TABLE

Dice Roll	Age Category	Variable	
01-10	Old, lowest	+1d8	
11-25	Old, highest	-1d4	
26-60	Very old	+1d6	
61-90	Very old	110-1d10	
91-00	Very old	110+1d20	

	Thus, the GM rolls two 1d10s, and gets a value from 01 (1) to 00 (100).  If a 11 were rolled, the highest age in the Old category (90) is the age, then 1d4 is rolled and the result is subtracted from 90. So, if 1d4 resulted in 3, then the character's age of death would be 87.

Sex 

	The player will be able to choose the sex (male or female) of his or her character.  Each has advantages.

ABILITY ADJUSTMENT TABLE

			Male	Add 1 point of strength and constitution
			Female	Add 1 point of cognitive and dexterity

Other Characteristics

	It may be necessary to know the height and weight of a character during the game.  Depending upon the character's gender, the height and weight can be determined from the following tables.

To determine height and weight:

Roll	Result	
01-40	Roll on next tables, column A	
41-60	Roll on next tables, column B	
61-00	Roll on next tables, column C	

To determine weight:

WEIGHT TABLE

Gender	A	B	C	
Male	150-1d20	150+1d20	170+1d20	
Female	120-1d20	120+1d20	140+1d20	

To determine height:

HEIGHT TABLE

Gender	A	B	C	
Male	70-1d6	70	70+1d6	
Female	65-1d6	65	65+1d6	

	Note that weight is in pounds and height is in inches.

	Further, the character's background may be of interest.  Roll twice on the following table.  The highest roll indicates the number of children in the character's family.  The lower roll indicates the character's order of birth.  If either roll is 01-05, or both are in the 01-10 category, then the character is an only child.

BIRTH TABLES
Parents:

Roll	Marital Status	
01-75	Parents legally married	
76-00	Parents unmarried	

Birth:

Roll	Order of Birth	
01-05	Only child	
06-10	1st child	
11-20	2nd child	
21-35	3rd child	
36-50	4th child	
51-65	5th child	
66-80	6th child	
81-85	7th child	
86-90	8th child	
91-94	9th child	
95-97	10th child	
98-99	11th child	
00	12th child	

VOCATIONS

	Each character has one or more vocations.  Vocation refers to the profession of the character.  Some vocations are supportive, some are offensive, and some are defensive.  Characters with high intellect scores may have multiple vocations.  Each vocation takes time to learn, whether formal or informal training is involved. The following table lists all vocations, the minimum intellect score needed for the vocation, and the number of years of additional study necessary.  This additional study is supplementary to the standard two year minimum required for all vocations.  On some of the vocations an archetype character from fiction or real-life is listed as a means of helping to understand the vocation.  Note that, at the GM's option, a character can start at a level equal to the number of years of schooling required.  For instance, a medic could start at level 4.

VOCATION TABLE

Vocation	Minimum intellect	Number of years	
Architect	4	1	
Biologist	4	1	
Chemist	5	2	
Commando	4	2	
Communications Specialist	5	1	
Computer Scientist	4	2	
Engineer, Electrical	5	2	
Engineer, General	5	2	
Engineer, Mechanical	5	2	
Engineer, Planet*	12	4	
Engineer, Production	5	2	
Historian	5	2	
Linguist	5	1	
Mathematician	5	2	
Medic*	12	4	
Mercenary	3	1	
Physicist	5	2	
Rogue	3	0	
Weapons Specialist	3	1	

		* These options count as two vocations.

Architect

	This vocation consists of the only qualified individuals for layout and design of both terrestrial structures (such as buildings) and space structures (such as space ships).  The Architect passes designs on to engineers who supervise the construction.  Architects have the ability to locate secret doors.  Simply passing within 10' makes an architect 16% likely (1 in 6) to notice it.  If actively searching, the chance is 2 in 6.

What they can design depends upon their level:

ARCHITECT TABLE

Level	Max. construct	
1-2	Small house, vehicles	
3-4	Mansions, large vehicles	
5	Sky scrapers	
6	Any non-space vehicles	
7	1-4 person space structures	
8	1-10 person space structures, 1-4 person space vehicles	
9	1-100 person space structures,
1-50 person space vehicles	
10	Large space structures, vehicles	
11+	Any structures	

Biologist

	This vocation consists of specialists in the areas of botany and zoology. With  proper equipment, a biologist can distinguish between edible plants and animals, and those which are not.  Without equipment, the biologist has a 50% base chance of correctly distinguishing edible Vs poisonous plants.  This is adjusted up by 5% for every cognitive point above 5, plus 5% for every perception point above 5, plus 2% per level.  But the chance never exceeds 99%.
	Further, at level 7 and beyond, a biologist can genetically engineer organic creatures.  What kind of creatures can be engineered depends upon the specialization of the biologist:  botanist or zoologist.  To have both specialties requires twice the education of either one. Botanists are limited to engineering plant and fungi life forms. Zoologists are limited to engineering animal life forms.  Either can engineer on the single- cell level.  At level 14 and over, the specialist can engineer life forms of the other type, but only as if he were at a level 7 less than actual.
	To determine the success, and time and money investment, use the following chart, Index indicates the sum of the biologist's level and intellect ability score.  Limitations indicate the limits of the biologist's abilities. A limitation at one index level also includes the abilities allowed under lower index levels.

BIOLOGIST TABLE

Index	Limitations	Time	Cost	
<20	Creation of single cell life forms.	1d4 weeks	1,000-6,000 credits	
20-24	Cloning of lower life forms.	2d6 weeks	2,000-8,000 credits	
25-29	Engineer lower life forms.	3d8 weeks	3,000-30,000 credits	
30-34	Cloning of higher life forms.	4d10 weeks	4,000-48,000 credits	
35-39	Engineer higher life forms.	5d12 weeks	5,000-100,000 credits	
40-44	Cloning of highest life forms.	6d20 weeks	10,000-120,000 credits	
>44	Engineer highest life forms.	5-12 years	100,000-800,000 credits	

	Lower life forms are such things a non-flowering plants (botanist) and invertebrate animals (zoologist).  Higher life forms are such things as flowering plants (botanist) and vertebrate animals (zoologist).  Highest life forms are ambulatory/intelligent plants (botanist) and intelligent animal/humanoid life (zoologists). Intelligent life will have an cognitive, perception, and wisdom scores in the range 1d6 each.  The GM can determine the actions of intelligent engineered life forms in the same manner as he determines NPC traits.
	Cloning allows an identical creature to be created when provided with living cells of the creature to clone.  The amount of time to clone a creature is roughly equal to the gestational period of the creature in question.  If there is any doubt, the time in the above table can be used as a guideline.  Engineering indicates the creation of any life-form given only single "seed" cells, from nearly any source.  Failure can occur on a roll of 1 on a 1d20 roll (done once by the GM at the end of the process).  If a failure occurs, the following table is consulted to determine the effects.

BIOLOGIST FAILURE TABLE 

Roll 3d6

Roll	Effect	
3	Life-form mutates, consult following table.	
4	Life-form has one-half normal hit points.	
5	Life-form has twice normal hit points.	
6	Life-form dies immediately.	
7	Life-form has only 1 hit point.	
8	Life-form can breathe in water.	
9	Life-form can breathe in air.	
10	Life-form grows to very large size and can swallow whole.	
11	Life-form regenerates 1d4 per minute.	
12	Life-form has strength of 6+1d8.	
13	Life-form is sterile (cannot reproduce).	
14	Life-form requires twice normal food intake.	
15	Life-form has movement rate of 3+1d4.	
16	Life-form can fly (at base movement rate +1d20%).	
17	Roll twice on table; ignore contradictions.	
18	Roll 3 times on table; ignore contradictions.	

MUTATION TABLE

Roll 1d6 to determine how many times to roll on table (ignore duplicate or contradictory mutations).

	Roll 2d8:

Roll	Mutation	
2	Life-form has 1d8 additional arm-like appendages.	
3	Life-form has 1d6 additional ambulatory appendages.	
4	Life-form has 1d4 additional heads.	
5	Life-form requires host to reproduce.	
6	Life-form reproduces by fisson (splits into two equal halves).	
7	Life-form breathes fire, and is immune to normal fire.	
8	Life-form generates electrical charges, and is immune to electricity.	
9	Life-form secretes acid, and is immune to acid.	
10	Life-form 1d4 stages from newborn to adult (e.g. larva, pupae, etc.).	
11	Life-form has an defensive bonus of 5d6+25 percent.	
12	Life-form can change color and become invisible.	
13	Life-form can survive in open space.	
14	Life-form can shape-change.	
15	Life-form has movement rate of 1d6.	
16	Life-form has 1d10 additional eyes.	

Chemist
Archetype:  Dr. Jekyll

	This vocation is specialized in the manipulation of all chemicals and elements. They often work with weapons specialists, medics, or biologists.  Often a character will have both biologist and chemist vocations and is then considered a biochemist.  Chemists can create chemical compounds which they (or others) can use.  This is described in the chapter on Chemical Compounds.  At level 1, chemists can make ingestive poisons, but they are not tasteless.  At level 7 and above, chemists can make any type of poison.  See the section on poisons in the chapter on Damage for details. Although level 0 chemists can manufacture narcotics, this is a good way to end up in jail. The GM will be merciless!
	Most compounds will have interactions if they are mixed or one is taken while another is affecting an individual. At higher levels, the chemist can create compounds with fewer interactions, allowing multiple compounds to be used simultaneously. Compounds created by the chemist can be used by him or by anyone else.
	A beginning chemist character starts with recipes for two compounds: one chosen by the player and one randomly assigned by the GM.

	The following table indicates the highest level compound that a chemist can create at a given level of experience.  The number listed is the maximum number of compounds that can be used simultaneously without interactions. Thus, at level 2, a chemist can create compounds such that any two first-level compounds and a single second-level compound could be used simultaneously without interactions.  The cost of making a compound is 10 credits per level of the compound.  It will take an entire day (12 hours) to mix all of the compounds that a chemist can create per the following table.  See the chapter on compounds for discussions of interactions.

Compounds usable by level

                 Chemist   ---------------------------------- Compound levels ---------------------------------------
Level	1	2	3	4	5	6	7	8	9	
1	2	0	0	0	0	0	0	0	0	
2	2	1	0	0	0	0	0	0	0	
3	2	1	1	0	0	0	0	0	0	
4	2	1	1	1	0	0	0	0	0	
5	2	2	1	1	1	0	0	0	0	
6	3	2	2	1	1	1	0	0	0	
7	3	3	2	2	1	1	1	0	0	
8	4	3	3	2	2	1	1	1	0	
9	4	4	3	3	2	2	1	1	1	
10	4	4	4	3	3	2	2	1	1	
11	5	5	4	4	3	3	2	2	1	
12	5	5	5	4	4	3	3	2	2	
13	5	5	5	4	4	4	3	3	2	
14	6	6	6	5	5	4	4	3	3	
15	6	6	6	5	5	5	4	3	3	
16	6	6	6	6	6	6	5	4	4	
17	7	7	6	6	6	6	5	5	5	
18	7	7	7	7	7	7	6	6	6	
19	7	7	7	7	7	7	7	7	7	
20+	8	8	8	8	8	8	8	8	8	

	Chemists may create explosives according to the following table.  Each explosive compound is assumed to be roughly one pound in weight and the size of a brick.  The yield is relative to TNT, in pounds.  Near damage means the amount of damage to creatures inside the specified radius.  Far damage means the amount of damage to creatures within a equal to the next level's radius (or 150' for level 12).  On a "miss" roll, the creatures take only half the rolled damage.  This table lists the maximum damage for chemical explosives. Larger explosives require construction methods not available to the chemist.  See the section on explosives in the chapter on Damage for more details. 

EXPLOSIVES TABLE

Chemist Level	Yield	Radius	Near Damage	Far Damage	
1	1	4'	1d4		
2	2	5'	1d8		
3	3	6'	2d6		
4	6	7'	2d8	1d4	
5	9	8'	3d8	1d6	
6	18	9'	4d8	1d8	
7	25	10'	5d8	2d8	
8	50	12'	6d8	3d8	
9	75	15'	7d8	4d8	
10	150	20'	8d8	5d8	
11	250	25'	9d8	6d8	
12	500	35'	10d8	7d8	
13	1000	50'	10d10	8d8	
14+	1500	75'	10d12	9d8	

Commando
Archetype:  James Bond, 007

	This vocation is for specially trained people who are expert in fighting, whether hand to hand or with weapons.  They do not generally work alone or with non-commandos. Typically they are hired and used by military or paramilitary organizations.  They are expert at setting and detecting traps.  Commandos need high dexterity and strength to be successful.  Commandos usually have additional vocations (weapons specialist being a common one).
	Often they are used for scouting, infiltrating, and spying.  Espionage is generally carried out by individuals with the Commando vocation, who usually pose as people with some other vocation (one that is an additional vocation for the character).  All commandos know a second language, which is a variant of sign language used to communicate within a group when silence is required.

	They have the following percentage adjustments to certain abilities based on their dexterity score: 

COMMANDO DEXTERITY ADJUSTMENTS TABLE

Score	Open Locks	
Locate/Set/Remove Traps	
Move Silently	
Hide in Shadows	
 1 	-10	-5	-20	-10	
 2 	 -5	-5	-10	 -5	
 3 	  0	 0	  0	  0	
 4 	  0	 0	  0	  0	
 5 	  5	 0	  5	  0	
 6 	  5	 5	 10	  5	
 7 	 10	 5	 15	  5	
 8 	 10	 5	 20	10	
 9 	 15	10	 25	10	
10 	 15	15	 30	15	
11 	 20	20	 35	20	
12+	 25	25	 40	25	

	The following table lists the base percentage chance for a commando to succeed at the specified task:

COMMANDO SPECIAL ABILITIES TABLE

Level	
Open Lock	Find/Remove/Set Traps	Move Silently	Hide In Shadows	
Hear Noise	
Climb	
0	21	15	9	3	5	79	
1	25	20	15	10	10	80	
2	29	25	21	17	10	81	
3	33	30	27	24	15	82	
4	37	35	33	31	15	83	
5	41	40	39	38	20	84	
6	45	45	45	45	20	85	
7	49	50	51	52	25	86	
8	53	55	57	59	25	87	
9	57	60	63	66	30	88	
10	61	65	69	73	30	89	
11	65	70	75	80	35	90	
12	69	75	81	87	35	91	
13	73	80	87	94	40	92	
14	77	85	93	95	40	93	
15	81	90	94	96	45	94	
16	85	95	95	97	45	95	
17	89	96	96	98	50	96	
18	93	97	97	99	50	97	
19	97	98	98	99	55	98	
20+	99	99	99	99	55	99	

Setting/Removing Traps 

	If the commando succeeds in finding a trap it means that he has discovered the presence of a trap but not how it operates.  A failure does not mean that the trap cannot be seen, only that it is not obviously a trap.  If he decides that he wishes to disarm it, he must roll again.  A failure means the trap is sprung and the commando suffers the consequences, possibly along with the rest of the party. After seeing a trap operate, the chance of "finding" it is 100%. However, the chance of removing it is twice the normal chance.  Finding a trap means that the commando knows enough about it to spring it on purpose, which he may do at will (usually remotely).  This may not be helpful if the trap is one which resets automatically after being sprung. Unless otherwise stated, all traps are assumed to be set by a commando of equal ability to the one attempting to find or remove it.  However, when the specific level of the trap setter is known, the change to find and/or remove it is adjusted as follows.  If the trap setter is a higher level than the commando, the chance to find/remove is reduced by 5% per level difference.  If the setter is a lower level, the chance to find/remove is increased by 2% per level difference.  For example, a trap is set by a 5th level commando.  Later a 4th level commando attempts to detect the presence of a trap.  Assuming a dexterity of 4, his chance to succeed is 30% (base chance of 35% minus 5% due to 1 level difference).  Note that the chance for removing a trap is never more than 99% unless it is a trap set by the commando himself (which means automatic success).

Climbing

	When climbing sheer surfaces, the percentage chance must be checked for every 10' traversed (horizontally or vertically).  a slightly slippery surface halves the chances for climbing.  A slippery surface will make the chance of success only 10% of normal.  A failure while climbing results in a fall with falling damage (explained later).

	Non commandos may attempt these special abilities with a chance equal to their level.  For example, a second level medic could successfully climb walls 2% of the time.

	When acting as a spy, the commando must be given specific instructions which will determine the category of the mission as follows.  Simple missions involve gathering information of a general nature.  The spy uses only his powers of observation in a non-critical role.  Difficult missions require the spy to gain some secret information or the confidence of someone.  The spy must pursue his role in an outstanding manner.  Extraordinary missions require long, complex, and hazardous operations.  The information spied out is highly detailed and secret.  The information is passed back to the spy's employer over a long period of time.  The GM will determine under what category any spying activity falls and how long it takes, using the following base times: 

COMMANDO SPY TABLE

Simple:	1 - 8 days	
Difficult:	5 - 40 days	
Extraordinary:	60+ days	

	The chance of successfully accomplishing the mission depends upon the level of the Commando and the difficulty of the mission.

COMMANDO MISSION TABLE

				        ---------- Chance of Success -----------
Level	Simple	Difficult	Extraordinary	
1	50	30	10	
2	55	30	15	
3	60	35	15	
4	65	35	20	
5	70	40	20	
6	75	40	25	
7	80	45	25	
8	82	45	30	
9	84	50	30	
10	86	50	35	
11	88	55	35	
12	90	55	40	
13	91	60	40	
14	92	60	45	
15	93	65	45	
16	94	65	50	
17	95	70	50	
18	96	70	55	
19	97	75	55	
20+	98	75	60	

	There is always a slight chance that a spy will be discovered.  The chance is a base 1% per week.  If the mission fails (as specified above), the Commando will remain undiscovered if a percentage roll indicates the same percentage as the chance of success; otherwise the spy is found out.  The chance of detection increases by 1% a week up to 10% (first week=1%, second week=2%, etc.) minus the level of the Commando.  However, the chance will never be less than 1%.  If discovered, the spy will be treated as follows:

COMMANDO FAILURE TABLE

Die roll	Result	
01-50	Spy escapes but is known	
51-80	Spy is caught in suspicious act and is imprisoned	
81-95	Spy is tortured (make Will check: Success=dead, Failure=reveals everything)	
96-00	Spy is killed	

Communications Specialist

	This vocation consists of individuals trained in areas of communications, especially those not involving conductors (wires) and transmissions (radio).  They usually act as communications officers for ships or government/military terrestrial complexes.

Computer Scientist

	This vocation consists of individuals who are familiar with both hardware and software in computer systems.  This includes communication and security.  They are needed to run any large computer system.  Often they also have the additional vocation of Electrical Engineer, in which case they can fix any problem in the hardware. Otherwise, they are fairly limited to temporary workarounds and software fixes.  Computer Scientists can reprogram other people's computer systems with greater success as they progress in level.  The following table lists the chance of success.  If the computer has an intellect or level rating, the base chance is adjusted by the difference in the computer's intellect/level and the Computer Scientist's, multiplied by 5%.  For example, a fifth level Computer Scientist attempts to gain control of a security system with a level of 10.  The chance for success is 55% (base) minus 25% (difference between computer level 10 and Computer Scientist level 5, times 5%) = 20%. Only one attempt can be made per system. Further, the chance for success can never exceed 99%.  Once a successful attempt has been made, it will take one minute per intellect/level of the computer for the Scientist to finish the reprogramming (in the case of our example, 5 minutes).  A failure indicates that the system was too complex to break, or that the tampering was detected and thwarted (GM's choice).

COMPUTER REPROGRAMMING TABLE

Level	Chance	
1	15%	
2	25%	
3	35%	
4	45%	
5	55%	
6	65%	
7	75%	
8	85%	
9	90%	
10	95%	
11	96%	
12	97%	
13	98%	
14+ 	99%	

Engineers

	There are several types of engineers with slightly different abilities. All have one thing in common, however:  they are the only vocations allowed to construct and utilize QIDs (see the following and later chapter on QIDs).
	The advanced technology of the space-faring society has produced some amazing devices.  The most amazing is the QID (which is an acronym for Quantum Integrated Device, pronounced Quid).  These devices are extremely complex, requiring the skills of technically super advanced engineers. Unfortunately, due to the nature of the components of QIDs, they cannot be mass produced or produced by any automated means.  They require what is still the undisputed leader in computers - the human brain.  Because they require an immense amount of power to operate and are desired to be portable, a means of using all potential power from a standard power pack in one instant in time had to be devised.  Due to this spontaneous release of energy, however, the devices (including power pack) always disintegrated upon use.  There are means of connecting such devices to larger power sources (which prevents disintegration), but they remain immovable.
	They often also require components in addition to the QID core.  The core is a electro-chemical package which the engineer uses to build a QID with a specific use.  The particular use then determines what the additional components are. A virgin (unmodified) core can serve as the building block for a QID with ANY specific purpose.  Once modified, however, they must be used only for the purpose for which they were modified.
	QIDs require a certain amount of time to build, and the engineer who builds them needs to build them from plans.  These plans are kept in a plan book. Each engineer is very careful with his plan book, not wanting to give out his secrets to others.  For this reason, QIDs are not available to the general public, and even if they were, only engineers can properly use them.  NPC engineers will never give or trade their QID plans, but good PCs will often find this kind of thing to their benefit. Plans cannot be bought (generally); they can only be found or stolen. Though engineers can be found working for governments and building/using QIDs on their behalf, they never give away secrets.
	There are many levels of QIDs, each requiring a different level of complexity.  For this reason, an engineer of a certain level can only comprehend QID plans of certain levels.  As an engineer climbs in level, he gains the ability to have more plans - and plans with higher levels.  Each type of engineer has certain QIDs that match his area of specialization.
	Once a virgin core is adapted to a specific use, it can be strapped to the engineer's body.  It can be activated by the concentration of the engineer via brain-activity sensors.  The time it takes to activate a QID depends upon the application.  A finished QID is usually about 2" x 3" x 1/2" and is usually strapped to an arm.  To prevent the "misfiring" of QIDs, the activation requires a certain amount of concentration.  This prevents them from being activated by the subconscious, but also lengthens the time it takes to activate them. Further, they cannot be activated if the engineer is sufficiently distracted.
	Because of the immense amount of concentration necessary to construct QIDs, an engineer must have a certain amount time during which he is uninterrupted while the QID is constructed. The amount of time required depends upon the highest level QID that will be constructed.  This time is constant regardless of the number of QIDs that can be constructed at one time.

QID CONSTRUCTION TABLE

Highest level	Time	
2	 4 hours	
4	 6 hours	
6	 8 hours	
8	10 hours	
9	12 hours	

	Finally, below level 9 an engineer cannot have more than a certain number of his own QIDs around (within 1,000 miles) because QIDs built by an individual tend to have sympathetic relationships with each other.  The low level engineer cannot compensate for this, and too many of these in close proximity will cause them all to explode as per an anti-matter grenade (if two explode, then it is as if two anti-matter grenades exploded, etc.).
	Researching new QID effects (other than those found by the engineer) requires significant amounts of energy and money.  No QID effect can permanently change an ability score.  The following table lists the amount of time and money needed to research a new QID effect of a specific level.  Note that the GM decides which level a new QID effect should be.  Each level has a range and the GM should interpolate from the table as necessary depending on how the character proceeds.  Of course, the engineer cannot research a QID effect of a level higher than what he can use.  Nor can he research QIDs which would fall outside his area of specialty. 

QID RESEARCH TABLE

QID Level	Chance of success	Minimum Research time	Monetary investment	
1	20%-100%	 1 week	2,000-9,000 credits	
2	20%-95%	 2 weeks	4,000-19,000 credits	
3	20%-90%	 3 weeks	8,000-40,000 credits	
4	20%-85%	 4 weeks	16,000-80,000 credits	
5	20%-80%	 5 weeks	30,000-180,000 credits	
6	20%-75%	 6 weeks	60,000-360,000 credits	
7	20%-70%	 7 weeks	120,000-720,000 credits	
8	20%-65%	 8 weeks	200,000-1,200,000 credits	
9	20%-60%	 9 weeks	400,000-2,400,000 credits	
10	20%-55%	10 weeks	1,000,000-4,000,000 credits	

	Instead of spending the time and money himself, the engineer can hire the services of one or more scientists which can do the research themselves.  He cannot hire other engineers and the scientists cannot come up with plans for a QID; however, their research would allow the engineer to create one.  Minimum pay for a scientist is 20,000 credits per annum.  This may increase if the scientist is exceptionally experienced or specialized.  It will take the scientist twice as long as the engineer to do research and they will require, in addition to their salary, the monetary investment required for the level QID effect they are doing research for.  Scientists will not take a job for any period of time less than one year and require a laboratory to be supplied to them.  This laboratory is owned by their employer and will cost 5,000 credits plus 1,000 credits per level for the highest level QID effect that can be researched, plus 1,000 credits per scientist who will use the lab at any given time (thus the minimum lab cost is 7,000 credits).
	The following table lists the maximum QIDs usable at one time by level. Note that a general engineer can use any QID, even those restricted to a particular type of engineer.  However, a single specialist QID takes the place of two non-specialist QIDs.

QIDs usable by level:

                                          ---------------------------------------- QID levels ----------------------------------
Engineer Level	1	2	3	4	5	6	7	8	9	10	
 1	4	0	0	0	0	0	0	0	0	0	
 2	4	1	0	0	0	0	0	0	0	0	
 3	4	2	1	0	0	0	0	0	0	0	
 4	4	3	2	1	0	0	0	0	0	0	
 5	5	4	3	2	1	0	0	0	0	0	
 6	6	5	4	3	2	1	0	0	0	0	
 7	7	6	5	4	3	2	1	0	0	0	
 8	8	7	6	5	4	3	2	1	0	0	
 9	9	8	7	6	5	4	3	2	1	0	
10	9	9	8	7	6	5	4	3	2	1	
11	9	9	9	8	7	6	5	4	3	2	
12	9	9	9	9	8	7	6	5	4	3	
13	9	9	9	9	9	8	7	6	5	4	
14	9	9	9	9	9	9	8	7	6	5	
15	9	9	9	9	9	9	9	7	6	6	
16	9	9	9	9	9	9	9	8	7	6	
17	9	9	9	9	9	9	9	8	7	7	
18	9	9	9	9	9	9	9	9	8	7	
19	9	9	9	9	9	9	9	9	8	8	
20+	9	9	9	9	9	9	9	9	9	9	

	The chance to be affected by a QID is the same chance as being hit in melee, with the chance adjusted up or down as mentioned in the description of QID functions.
	The beginning character gets plans for four (4) QIDs.  The first two are assigned randomly from the first level QID list by the GM.  The second two are chosen by the player.

Engineer, General

	This vocation consists of engineers with a broad knowledge of all engineering disciplines.  Though they can do the basic functions of all engineers, they can do the advanced work of none.

Engineer, Electrical 

	This vocation consists of engineers that specialize in the field of electronics and can do many things from semi-conductor design to ship's wiring to computer hardware repair.  At certain levels they can build certain types of robots:

ENGINEER TABLE

Level	Robots	
1-4	Cleaning drones	
5-6	Servant androids	
7-8	Androids	
9-10	Guard androids	
11-12	Task-force androids	
13+	Any other robots	

Engineer, Production 

	This vocation consists of engineers that specialize in the field of mass production, including quality control and general research and development. Production is almost always automated.  As a result, they have extensive knowledge of the inner workings of robots and related technologies.  This type of engineer also is used extensively in the entertainment industry and have an excellent grasp of special effects, especially those involving holograms.

Engineer, Mechanical

	This vocation consists of engineers that specialize in mechanical systems. They are expert at building, maintaining and repairing systems involving pneumatics, hydraulics, motors, and other power transfer techniques such as gears, levers, and pulleys.

Engineer, Planet

	This highly specialized vocation of engineers specializes in remodeling entire planets (usually to make them habitable). They are experts in such things as atmospheric, tectonic, and meteorological management.

Historian

	This vocation consists of individuals who study history, cultures, and their myths.  Due to their analytical and observational abilities, they are able to predict major future events with some degree of accuracy (5% within a year, 10% within a month, and 20% within a week).  They can discern things about the culture's past that are otherwise unknown if presented with some piece of evidence.  There is a 5% chance of success per level up to 95% maximum. Successful or not, the historian must spend ten minutes concentrating on the evidence before rolling. For example, Fred Fienstrop the 7th level historian discovers a broken pot in an old abandoned cave.  Calling upon his learning of history and myths, along with his keen observation, he tries to learn something about the culture which produced the pot.  After spending ten minutes, he rolls for success.  He has a 35% chance to succeed and rolls 25.  At the GM's option he now knows one thing about the culture (say, it's technology level, or something about it's belief system, or when the culture existed).  If anything further is desired, he must make another successful roll after an additional 10 minutes.

	Historians also have a chance to recognize QID effects that they witness, with a 5% chance per level, up to 90%.  They are able to identify any normal (non-QID, non-artifact) item, its uses, limitations, and/or history at a 10% per level chance (maximum 99%).  They are able to likewise identify QID devices at a 4% per level chance (maximum 95%), and artifacts at a 1% per level chance (maximum 85%).  Further attempts automatically fail on the same item until the historian rises at least one level.
	If the historian is also a Weapon Specialist, they can identify any normal items as if at a level equal to their level as a historian plus their level as a weapons specialist.  If the historian is also an engineer, they are able to identify QID devices and QID effects as if at a level equal to their level as a historian plus their level as an engineer.

Linguist

	This vocation is for individuals who are well versed in matters of decoding, translating, and deciphering.  Any bulk work of this type will require the use of a computer. They are able to learn new languages quickly but only at a basic level.  The chance for a linguist to correctly interpret a new language is based on the following tables.

LANGUAGE INTERPRETATION TABLE

Character Level	% chance	time to interpret	
1	1	1 day	
2	3	1 day	
3	5	12 hours	
4	10	12 hours	
5	15	10 hours	
6	20	10 hours	
7	25	9 hours	
8	30	9 hours	
9	35	8 hours	
10	40	8 hours	
11	45	7 hours	
12	50	7 hours	
13	55	6 hours	
14	60	6 hours	
15	65	5 hours	
16	70	5 hours	
17	75	4 hours	
18	80	3 hours	
19	85	2 hours	
20+	90	1 hours	

LANGUAGE INTERPRETATION ADJUSTMENT TABLE

Intellect Score	%	time	
0-1	-10	x 2	
2-3	-5	x 2	
4-5	-3	x 2	
6-7	-2	no effect	
8-9	-1	no effect	
10-12	0	no effect	
13-15	0	x 1/2	
16-17	+1	x 1/2	
18	+2	x 1/2	
19	+3	x 1/4	
20	+5	x 1/4	
21+	+10	x 1/4	

Mathematician

	This vocation consists of individuals who are expert in all areas of advanced math, including statistics. They usually work with theorists of various fields of research.  They are capable of encrypting messages and breaking intercepted coded messages.  Their chance of success is gauged against the person trying to break their coding, or who encoded the message the mathematician is trying to break.  The base chance of success is 50%.  For every level above the opposition, add 5%.  For every level below the opposition, subtract 2%.  For every point difference in intellect, add 10% or subtract 5%.  The chance of success can never exceed 99%. For example, a 5th level mathematician with an intellect of 2 tries to decode an encrypted message from a mathematician of 10th level with an intellect of 3. The chance is 50% - 10% - 5% = 35%.  Decrypting his own messages is automatically successful.  The attempt to break a code can only be made once per level.  Once a particular code is broken, the mathematician can automatically break it thereafter.  Clever mathematicians change their encryption algorithms on a regular basis to counteract this.

Medic
Archetype:  Dr. Beverly Crusher 

	This vocation is dedicated to healing. At higher levels, the medic can perform major medical work.  Major work usually requires special equipment. They usually require the aid of one or more other medics except for the most minor surgery.  Minor surgery can be successfully performed at level 4 and up. Major surgery can be successfully performed at level 6 and up.  Surgery on major organs (heart, liver, brain) can be successfully performed at level 10 and up.
	Medics can double the normal rate of healing for up to one person per level of the medic.  There is a 5% chance per level that a medical condition can be properly diagnosed.  If the medic fails to properly diagnose, there is a 5% chance per level that he does not know what the problem is, otherwise he mis-diagnoses the condition.  There is a maximum of 99% chance to properly diagnose a condition.  Once properly diagnosed, there is a 10% chance per level to determine a corrective course of action (if there is one).
	At level 9 and above, medics can create antidotes for poisons with a chance for success of 3% per level plus 3% per intellect score, but never greater than 99%.  The amount of time to concoct a poison or antidote is 16 hours minus one hour per level of the specialist.  At level 17+, the time is 1 hour minus one minute per level.
	Rough equivalents of medic levels follows (each level corresponds to roughly one year of medical education).

Level	Equivalent	
1	Someone trained in first aid and CPR.	
2	Emergency Medical Technician (EMT)	
3	Nurse (LPN)	
4	Nurse (RN)	
5	Nurse Practioner (NP)	
6	Physicians Assistant (PA)	
7	Intern	
8	Resident	
9	General Practitioner	
10	Surgeon	
11+	Specialist	

Mercenary
Archetype:  Arnold Schwartzenneger in "Predator"

	This vocation consists of rugged individuals who enroll in service of others for pay. They often smuggle and/or fight as hired corps.  Unlike commandos, they have no formal training and will work with any vocation that shows an ability to rough it.  This doesn't mean that they are less capable than commandos in combat, however.  Whereas Commandos generally have the support of a very large organization (such as a government), they are more oriented toward fancy weapons and do not need the wilderness skills of the Mercenary. If commandos are the spies of the space culture, then Mercenaries are the soldiers.
	As a result, Mercenaries have the same chances to detect/set/remove traps, hide in shadows, and move silently as Commandos, but have none of the other characteristics.  They are oriented toward hand-to-hand battle, but can use weapons proficiently as well.  At upper levels, hand-to-hand combat is often more effective than weapons. Mercenaries suffer no movement penalties for passing through rough terrain.  Their effective defensive bonus increases with level only if they wear no armor and is equal to 5% per level.  The damage and attacks/round columns in the following table assume that the Mercenary is engaged in hand-to-hand combat only (no weapons).

MERCENARY ABILITY TABLE

Level	Attacks/Round	Hand Damage	
 1	1	1-2	
 2	1	1-3	
 3	1	1-4	
 4	1	1-6	
 5	1	1-8	
 6	2	1-10	
 7	2	1-12	
 8	2	2-12	
 9	2	3-12	
10	2	2-16	
11	3	4-16	
12	3	3-18	
13	3	1-20	
14	3	2-20	
15	3	5-20	
16	4	2-24	
17	4	3-24	
18	4	6-24	
19	4	7-28	
20+	4	5-30	

	When fighting low-level creatures, the mercenary can opt to make multiple attacks.  The number of attacks he can make depends upon his level and the level of the creatures being attacked.  A mercenary can attack as many levels of creatures as he has levels, or a single creature with greater levels.  If the mercenary normally has multiple attacks (due to high level), each attack can be used in this manner.  For example, a level 4 mercenary can attack up to 4 first level creatures, or two second level creatures, or a single creature of level three or higher, or one second level creature plus two first level creatures.  However, he may not attack a single second level creature twice. Another example: a level 6 mercenary normally has two attacks per round.  He may opt to spend the first of the attacks on six first level creatures, three second level creatures, two third level creatures, or a single creature of fourth level or higher, or some other valid combination.  He may then opt to use his second attack in the same way, even attacking the same creature again.
	Level 0 creatures (those who cannot have more than 10 hp), are considered to be half a level for determining the number of attacks allowed.  Thus, a first level mercenary can attack two level 0 creatures in a single round.

Physicist

	This vocation of character is expert in all areas of advanced physics, including atomic engineering, quantum mechanics, and technology involving anti-matter and exotic particles (such as tachyons).  A Physicist who is also an Engineer gains one additional QID per level.  For example, if an engineer can normally use 4 QIDs of level 2 and 2 QIDs of level 1, then the Physicist/Engineer can use 5 QIDs of level 2 and 3 QIDs of level 1.
	At level 7, physicists can create explosives whose internal workings are based on physics rather than chemicals.  The following table describes this (note that nuclear explosions deal half damage in shock waves and half in radiation).

PHYSICIST EXPLOSIVE TABLE

Level	Explosive	Damage	Area	
7	1 kiloton atomic	16d20	1 mile	
8	10 kiloton atomic	20d20	5 miles	
9	100 kiloton atomic	200-800	10 miles	
10	1 megaton atomic	200-1200	50 miles	
11	10 megaton fusion	200-1600	100 miles	
12	100 megaton fusion	400-2400	500 miles	
13+	500 megaton fusion	600-3600	1,000 miles	

Rogues

Rogues are jacks of all trades, but masters of none.  Rogue characters get to choose their skills from among all classes.  However, at any given level a Rogue character, overall, is less capable than a character of another class.  Rogues choose their skills when they start out at level one and each time they reach a new level.  At these times, the Rogue receives one Rogue point plus one point per level.  For instance, at level 1 a Rogue receives 2 Rogue points (1+1).  At tenth level, they receive 11 (1+10).  All of these points must be expended at that time, except that a single point may be saved and can be used at any time.  If the point is unused by the time the next level is reached, that point is added to the new points the character gets (12 total at level 10, for instance).  Note that the Rogue must have the minimum required intelligence for the class which is related to the point purchase.  For instance, to purchase any QID ability, the Rogue must have an intellect score of at least 5.

Rogue points may be spent on the following:

QIDs.  One point per level.  For instance, three points will purchase 1 third level QID slot, or 3 first level, or 1 first level plus 1 second level.    However, the Rogue cannot buy QID slots with levels higher than himself.  For instance, at level 2, the Rogue can purchase only level 1 or level 2 QIDs.  Further, levels may not be skipped.  At level 3, the Rogue cannot buy a third level QID slot unless he has at least one first level and one second level already.  Finally, QID effects operate for the Rogue at a level equal to the highest QID slots possessed, not at the Rogue's level.  Thus, the Rogue never operates above level 10 as an engineer.  Finally, QIDs that are restricted to a particular engineer sub-class cost one additional point.  For instance the fourth-level Sounds QID is restricted to Production Engineers and thus costs the rogue 5 points.

Build robots: One point per level.  For instance, two points will give the rogue the ability to build robots as per a second-level electrical engineer.  Each purchase is cumulative.

Chemist compounds.  One point per level. For instance, three points will purchase 1 third level compound slot, or 3 first level, or 1 first level plus 1 second level.    However, the Rogue cannot buy compound slots with levels higher than himself.  For instance, at level 2, the Rogue can purchase only level 1 or level 2 compounds.  Further, levels may not be skipped.  At level 3, the Rogue cannot buy a third level compound slot unless he has at least one first level and one second level already.  Finally, the Rogue is treated as a chemist at the level of the highest compound slot possessed.  This, a Rogue never operates above level 9 as a chemist.

Commando abilities. One point per 20%.  The 20% purchased can be spread among any of the abilities, as desired by the player.  For instance, all 20% could be placed in "Hear Noise", or 10% in "Open Lock" and 10% in "Move Silently", etc.   These percentages are in addition to the default percentage received by all non-commandos (ie 1% per level).  However, raising any ability above 80% costs twice as much.  For instance, raising one skill from 80% to 85% only leaves 10% to use in other areas.  To raise a skill which is 90% or higher, requires an entire Rogue point.  No skill can be raised above 100% by Rogue point purchase.

Distinguish edible/poisonous plants.  As per Biologist.  Each point gives the character a cumulative 5% chance of success.  The maximum chance is 99%.

Genetic engineering.  As per Biologist.  Two points per Biologist level.  Each expenditure raises the effective level at which the rogue operates when performing genetic engineering.  Expending two points gives the Rogue the chance of success as a first-level Biologist.  An additional two points will raise the chance to that of a second-level Biologist.  Note that this can be purchased only once per increase in the rogue’s level.

Increase ability score.  To raise an ability score from 1 to 2 requires two points.  From 2 to 3 requires four points.  From 3 to 4 requires eight points.  From 4 to 5 requires sixteen points.  From 5 to 6 requires 32 points.

Computer Programming.  One point per 5%.  Maximum ability is 99%.

Increase Hit points.  The rogue can opt to use all of his points to increase his maximum hit points by one.  Note that if some points are used for anything else, this option is no longer available.

Language interpretation.  Two points per 1% chance.  As per Linguist.

Mercenary.  Two points per level.  This allows the rogue to attack as per a mercenary of the appropriate level.  For instance, two points will allow the mercenary to attack as a first-level mercenary.  An additional 4 points would allow him to attack as a second-level mercenary.  An additional 6 points allows him to attack as a third-level mercenary, etc.

Weapons Specialist.  Two points per level.  This allows the rogue to use weapons as if a Weapons Specialist of the appropriate level.  For instance, two points will allow the mercenary to operate as a first-level weapons specialist.  An additional 4 points would allow him to operate as a second-level weapons specialist.  An additional 6 points allows him to operate as a third-level specialist, etc.

Weapons Specialist 

	This vocation consists of those who are skilled at building, repairing, and using all types of weapons and armor, whether ancient or advanced.  They are skilled at working with poisons and explosives, arms and armor.
	For every level possessed, the weapons specialist can specialize in one aspect of one weapon or type of armor.  The weapon and aspect are chosen by the player.  Aspects are 1) construction, 2) repair, 3) enhancement, and 4) use. Thus, at third level, a weapons specialist could decide to specialize in construction and repair of hand guns, plus use of clubs.
	Construction means that the weapon can be built by the specialist at a cost of 50% of the normal price. However, they must first create the necessary manufacturing facility at a cost of 100 times the listed cost of the item. Once the facility is created, any number of weapons can be produced at 50% cost. Repair means converting a damaged weapon into one which operates as new. This assumes that the weapon has not been completely destroyed. Enhancement means that the weapon can be enhanced, as described in the chapter on Weapons, with a single enhancement, at a cost of 50% of the listed cost for the enhancement.  Use means that when using the weapon, the specialist gains +10% to hit or +1 to damage while using the weapon.  No more than +30% to hit or +3 to damage is possible with any weapon type. Armor can be improved by only 5%.  For example, George, the weapons specialist, decides to specialize in use with +10% to hit when using hand-guns at level 1.  When he reaches level two, he decides to increase his to hit with hand-guns to +20%.  At level three, he increases his damage to +1 with hand-guns.  At level four, he chooses to add hand-gun repair to his specializations.
	Construction, repair, and/or enhancement time is 24 hours for simple weapons (arrows and clubs), minus 1 hour per level; 7 days for average weapons (hand gun) and simple armor (helmet), minus 1/2 day per level; 1 month for advanced weapons (rail guns) and armor (body armor), minus 1 day per level.
	If, and while, overseen by another weapon's specialist of higher level, they may operate as if at a level half-way between their own and the supervisor's level (rounded down) in terms of construction, repair, and/or enhancements. For example, if a second level weapons specialist is overseen by a fourth level weapons specialist, the second level specialist can manufacture at a rate equal to a third level specialist.  A weapons specialist can supervise as many other levels of specialists as he has levels, minus 1.  Thus, a third level weapons specialist can supervise two first-level or one second level specialist. Note that a supervisor cannot take on any other tasks, other than eating, sleeping, and other mundane day-to-day activities while supervising.
	At level 10+, weapon specialists can create poisons.  They can create antidotes for poisons with a chance for success of 3% per level plus 3% per intellect score, but never greater than 99%.  The amount of time to concoct a poison or antidote is 16 hours minus one hour per level of the specialist.  At level 17+, the time is 1 hour minus one minute per level.

Multi-Vocation Characters 

	Those characters with high enough intellect scores may choose to have as many vocations as desired, so long as they do not exceed the maximum allowed (which is determined based on intellect and which vocations are chosen).  Often complementary vocations are held by a single character in order to make him more effective at certain tasks. Disadvantages are that increases in level occur more slowly than with single-vocation characters and with smaller hit point increases.
	The requirements for multi-vocation characters are:  They must never differ more than one level between any two vocations.  For example, a character who has vocations in both biology and chemistry, and who is level 1 in biology and level 2 in chemistry, cannot progress to level 3 in chemistry until they progress to level 2 in biology.
	If desired, the character can drop one or more vocations and then progress as fast as possible in the remaining vocation(s).  However, he is not allowed to take up the dropped vocations again and is not able to add any additional vocations unless he would have been able to prior to dropping any.
	Characters that add another vocation during their lifetime may do so with the following provisions:  They may not progress at all in any other vocation until they have progressed in their new vocation to the level equal to the highest level attained in any other vocations.  All gained experience until that time must go solely to the new vocation.  Furthermore, the character must spend the specified amount of time in schooling or training while doing nothing else. This effectively takes the character out of play for one or more years.
	When a multi-vocation character increases in level for one of the vocations, additional hit points are rolled up on a 1d6.  The result is divided by the number of vocations held by the character (a vocation which requires multiple slots still only counts as a single vocation) and rounded down.  If the result is less than 1, then consider the result 1.  Next, add in any constitution bonus or loss. The result is the additional hit points.  The additional will never be less than 1, however.  For example, assume our Bio-chemist increases one level as a biologist.  He rolls a 1 on the 1d6 roll and divides by 2 (the number of vocations).  The result is .5, rounded down to 0.  However, it can never be less than 1, so we assume a result of 1. Next we add 1 for a constitution of 5, for a total of 2 additional hit points.

Guilds

	Certain professional groups are often represented by a guild, or some professional society or organization.  Any vocation can be represented thus, but the following groups are, by far, the largest and most common.

GUILD TABLE

Vocation	Society	
All engineers	ES (Engineer's Society)	
Computer Scientists	CPU (Computer Professional's Union)	
Medics	MA (Medics Association)	
Musicians/Artisans	AA (Associated Artists)	
Lawyers	LF (Lawyer's Foundation)	

Levels

EXPERIENCE POINTS/LEVEL TABLE

Experience Points	Level	
0      -1,000	1	
1,001  -2,000	2	
2,001  -4,000	3	
4,001  -8,000	4	
8,001  -16,000	5	
16,001 –32,000	6	
32,001 –64,000	7	
64,001 –128,000	8	
128,001-250,000	9	
250,001-500,000	10	
500,001-750,000	11	
750,001-1,000,000	12	

				     250,000 per level after level 12

PART II

HOW TO PLAY
DAMAGE

	Damage to a character, creature, or object is measured in hit points.  All things have hit points.  When an object reaches 0 hit points, it is completely destroyed and disintegrates.  When a character reaches 5 hit points, they are unconscious and regain 1 hit point per 10 minutes.  When they reach 0 hit points, they are dead.
	This chapter describes the common ways in which hit points are lost.  Situations not covered here can be synthesized from the information presented.  Combat is described in a chapter by itself.  Most damage is in terms of hit points, but some damage may involve temporary or permanent losses to ability scores.  Should any ability score reach 0, the character dies (unless specified otherwise).
	Hit points are regained at the rate of 1 per eight hours of rest.  After 30 days of rest, hit points are regained at the rate of 2 per eight hours of rest.  Note:  rest does not necessarily mean sleep.
	The GM may wish to "fudge" on rolls that would kill the PC when the player is not acting in a foolhardy manner.  However, if the player insists on doing stupid things, the GM should let the PC suffer the results.  In all cases, however, there is a "Last Chance" that a character gets when hit points fall below 1.  In such a case, the GM rolls 4d10.  If all four dice are 0, the PC is assumed to have miraculously survived, but with only 1 hit point.  The GM may also inflict other injuries on the PC, in keeping with the type of damage. For example, Clyde the Mercenary is running from a herd of Buffalo and runs over the lip of a 1,000' cliff.  He takes 100 hp of damage from the fall, and since he only has 28 hit points, he should die. However, the GM rolls four zeroes on 4d10 and it is determined that Clyde survives the fall (trees near the bottom and swampy ground helped to break his fall).  Clyde narrowly avoids death at 1:1000 odds, but is now lying unconscious at the base of the cliff with every single bone in his body broken.  He may still die unless he gets help soon.

	Note that Last Chance does not apply to death due to an ability score falling below 1.

Explosives 

	Explosives are usually defined in terms of TNT by weight (e.g. a Megaton). The explosive may have many components which do additional damage (for example, radiation occurs with nuclear devices).  The following table only reflects the actual explosion's damage.  Area is cubic (1 yard = 1 cubic yard). Damage is halved for anyone outside the specified area but within the next tier's level.  Anyone surviving the blast has a percentage chance of being knocked unconscious by the concussion equal to the percentage of his total maximum (not current) hit points versus the damage sustained.  For example, a character with 50 hit points is caught in a blast which does 10 hp of damage to him.  He has a 20% (10/50 = 1/5 = .2 = 20%) chance of being knocked unconscious.  The unconsciousness will last a number of minutes equal to the damage sustained (in our example, 10 minutes).  Further, an explosion may extinguish fires within the blast radius.  The base chance is 50%, adjusted up 25% if the explosive is specifically placed to extinguish the fire.  Note that the fire must be entirely within the blast radius or the fire is not extinguished.

EXPLOSION AREA-OF-EFFECT TABLE

Force	Damage	Area	
1 lb	1d4	10'	
10 lbs	3d8	64'	
100 lbs	7d8	250'	
1000 lbs	10d10	2500'	
1 ton	10d12	1 acre	
10 tons	5d20+5	10 acres	
100 tons	6d20+4	100 acres	
1 kiloton	8d20+2	1 mile	
10 kiloton	10d20	5 miles	
100 kiloton	100-400	10 miles	
1 megaton	100-600	50 miles	
10 megatons	100-800	100 miles	
100 megatons	200-1200	500 miles	

Poison

	Many types of poisons are possible.  Some cause death or illness, while others cause certain undesirable side effects.  One type of poisoning does not involve chemical poison, but radiation.  Certain weapons and equipment emit hard radiation.  The amount of damage from radiation depends upon the weapon or equipment.  Things that emit soft radiation are considered harmless.  It takes the body one full day to recover from one point of radiation.  The amount of radiation damage is always kept track of - usually by the GM who does not inform the characters as to the fact - and should a character exceed 20 points of radiation damage, he or she has radiation poisoning. Radiation poisoning results in the loss of 1 hit point per 10 minutes and numerous side effects (the GM can roll on the following table and choose one effect per day, adding them together).

RADIATION EFFECT TABLE

Roll	Effect	
1	Hair loss	
2	Bleeding from mouth/nose/ears/eyes	
3	Weakness (-2 on Strength ability - to minimum of 1)	
4	Memory loss	
5	Vomiting	
6	Dizziness (-2 on Dexterity - to minimum of 1)	

	Note that the poisoning is not fatal unless the character receives more radiation damage than he has hit points (maximum), modified downward by 20, or if he is not treated and is reduced to 0 hit points.  Note that during any kind of poisoning, the character does not gain any hit points automatically.  Let's look at an example:  if a character has 15 hit points and takes 50 points of radiation damage, then he dies (50-20=30, which is greater than 15).  If he was exposed to 30 points of radiation, he is poisoned but not dead (30-20=10 which is less than 15), and will die in 20 minutes only if not treated.
	There are two types of poisons:  ingestive (which must be eaten or drunk) and insinuative (which poison upon contact).  Insinuative poisons come in two varieties:  normal and contact.  Normal insinuative poison requires contact with the bloodstream of the victim, either through an open wound (usually a result of poisoned weapons), through the lungs (breathed as a gas), or through the mucus membranes (swallowed or sprayed into the eyes).  Contact poison is absorbed into the bloodstream directly through the skin.  It will also penetrate normal clothing.  There are numerous grades of poison.  There is an chance for each encounter with poison that it can be tasted, smelled, or seen, as specified on the following table in the "Detect" column.  If not detected, the affected person is still entitled to a hit roll.  A miss usually means less, or no, damage.  "n/a" indicates that the poison has no effect.

POISON TYPE TABLE

Type	Detect	Cost	onset time	Damage	"miss" damage	Time to create	
A	95%	10	up to 3 days	Special	half	1 hour	
B	80%	10	2-5 minutes	15 hp	0 hp	1 hour	
C	80%	30	2-5 minutes	20 hp	10 hp	2 hours	
D	65%	75	1-3 minutes	25 hp	0 hp	2 hours	
E	65%	200	1-2 minutes	30 hp	15 hp	3 hours	
F	40%	600	1 minute	30 hp	0 hp	3 hours	
G	40%	500	10 seconds	40 hp	20 hp	4 hours	
H	30%	1,500	30 seconds	40 hp	0 hp	4 hours	
I	15%	1,000	10-40 minutes	Death	25 hp	5 hours	
J	15%	2,000	10 seconds	Death	0 hp	5 hours	
K	50%	100	2-8 hours	1-2 ST	n/a	1 hour	
L	60%	200	1-4 hours	1-2 DE	n/a	2 hours	
M	40%	300	1-2 hours	1-2 CN	n/a	2 hours	
N	45%	400	1-6 minutes	1-2 IN	1 IN	3 hours	
O	45%	80	1-2 minutes	1-3 PE	1-2 PE	3 hours	
P	40%	90	2-6 minutes	1 WS	n/a	1 hour	
Q	20%	900	2-8 minutes	1-2 WI	1 WI	6 hours	
R	50%	150	1 day	Brain		5 hours	
S	95%	5	1-8 hours	Liver/Kidneys		1 hour	
T	35%	25	10-20 hours	Heart/Lungs		2 hours	
U	30%	30	1-4 minutes	Circulatory		6 hours	
V	35%	800	2-9 minutes	Blind/Deaf	Deaf	5 hours	
W	25%	35	1-6 hours	Joints		2 hours	
X	20%	700	2-5 minutes	Unconsciousness	n/a	5 hours	
Y	25%	45	1-4 hours	Stomach		3 hours	
Z	10%	50	1-6 hours	Digestive		3 hours	
1	90%	500	1-4 days	Death	N/a	1 hour	
2	90%	1,200	1 second	Special	0 hp	3 hours	
3	90%	2,500	1 second	Special	0 hp	5 hours	

	Damage listed as ST, CN, DE, IN, PE, WS, WI, CH, or CO indicates the loss of the specified number of ability points for the duration of the poisoning (Strength, Constitution, Dexterity, Intellect, Perception, Wisdom, Will, Charisma, and Comeliness, respectively).  Damage listed as an organ or bodily system indicates that the effects of the poison are equivalent to a severe acute case of a disease affecting the specified organ(s).  A "miss" indicates effects equivalent to a mild acute case. See the section on disease for details.  For poisons causing damage, the hit point loss is after the onset time and occurs all at once.  For Unconsciousness, blindness, and deafness, the effects are also at once after the onset.  For all others, the effects have a duration of the onset time times 10.  Thus, if onset time was 4 minutes, the effects would last 40 minutes after that point.
	Note that most poisons are not available over the counter, but must be purchased from shady dealers or created by the character (if of the correct type).  If the character creates a poison, he must spend the indicated amount in materials (in credits) to do so.  Note that contact poisons are extremely dangerous.  One accident and a broken container could kill the would-be user.
In the case of type A poison, the results are not normally fatal.  To determine onset of illness, roll 1d20 times 10 for the number of minutes until the illness begins.  The length of the illness is 1d6 days.  To determine effects of the illness, see the section on illness under plants.
In the case of type 2 poison, the immediate damage is only 1 hp.  However, there is a 1 in 1,000 chance that the victim is allergic to the substance.  In such case, the hit damage is death in 1-2 minutes.  A miss on an allergic reaction is 2d6 hp of damage.
In the case of type 3 poison, the victim loses 1 point of strength and 1 point of constitution each hour until both reach 0, at which point the victim dies.

Food and Water

	Food and water are required for optimum performance.  Going without food or water will cause problems depending upon how long an individual goes without. Lack of food is not as serious as a lack of water.  Every 5 days without food, the character loses one point of strength (but it never goes below 1).  After 40 days, the character must be helped by others to move or perform any other functions.  After 50 days, the character's body will refuse to be nourished by food and the character will lose 1d6 per hour thereafter.  When a fast is broken (only before the 50-day limit), the character must eat normally and rest for a period of time one half the length of the fast to recover.  Eating without resting will prevent further loss of strength but nothing will be gained.

	Foraging may be useful if plant life is available to the characters.  The following table should only be used if the character is on an alien world and no plant life is identifiable.  Note that effects are not cumulative (eating more of the plant while experiencing its effects has no additional effect).

PLANT INGESTION TABLE

	Roll 1d12

Roll	Result	
1	Plant is fatal.  Death in 2d4 days.  Sickness in 2d4 hours.	
2	Plant is fatal.  Death in 1d4 hours.	
3	Plant is harmless but also provides no sustenance.	
4	Plant provides same amount of food as cultivated vegetables.	
5	Plant provides half amount of food by bulk as cultivated vegetables.	
6	Plant provides same amount of food by bulk as cultivated vegetables but must be cooked first – otherwise illness lasting for 1d4 days results (roll on next table).	
7	Plant is harmful but not fatal - illness results in 2d4 hours for 2d4 days.   Roll on next table.	
8	Plant provides same amount of food by bulk as cultivated vegetables but have negative side effects (upset stomach, diarrhea, etc.).	
9	Plant provides same amount of food as cultivated vegetables, but must be eaten raw.  If cooked, causes illness in 2d4 hours, lasting 1d4 days (roll on next table).	
10	Plant provides twice the nutrition of cultivated vegetables.	
11	Plant provides no nutrition but restores 1 hp of damage (only once per 24 hours).	
12	Plant provides no nutrition but supplies all water requirements for the day.	

Illness resulting from eating plants causes various results.  Roll on the following table.

PLANT POISON TABLE

	Roll 1d6

Roll	Result	
1	Lose 1 point of strength and 2d8 hit points for duration of illness.	
2	Lose 1 point of strength and dexterity (from dizziness) for duration of illness.	
3	Narcotic - hallucinations, and roll again on this table, ignoring this value if rolled again (no other effects).	
4	Lose 1 point of constitution permanently and lose 2d6 hit points for duration of illness.	
5	Roll 2d12 + 1d4 - 2 to get 1-26 for effects on Poison Type table (1=A, 2=B, etc.).	
6	Drug - ingester is unable to fight or use QIDs or defend himself.	

	Water needs are more important, and this should be especially noted in hot and/or dry climates.  When going without water, a character can last one day without any adverse conditions.  After one day, the character loses two strength points per day (but no less than 1).  After reaching 1 point of strength, the character loses 1d6 hit points per hour thereafter.  Drinking any liquid containing water at any time will forestall any further bad effects, but it will take normal water intake for half as long as the lack of water to restore the character to normal.  Certain modifiers are allowed and can possibly change the length of time until the character starts losing strength (which can never be less than one day).

WATER DEPRIVATION TABLE

Condition	Modifier	
Character eats food with high water content	+3 days	
Humidity is constantly over 80%	+2 days	
Character is female	+1 day	
Character rests constantly	+1 day	
Temperature exceeds 90 degrees F.	-1 day	
Temperature exceeds 130 degrees F.	-2 days	

MONEY

	This chapter discusses issues related to money, wealth, and treasure.

Funds

	All characters begin with 4d6 times 10 (40-240) credits.  The credit is the standard method of exchange in space-faring societies.  Though it may vary by area, one pound of gold is worth about 100 credits.  In areas where credits are unknown, the credit is valueless.  In such cases, prices will still be given to the characters in credits since the credit is the standard measure of exchange in the game.
	Credits and precious commodities can be exchanged at a 5% charge to the customer.  Commodities exchanges require minimum transactions of 5,000 credits or more.  Those who simply buy precious commodities from the characters (rather than exchanging) will typically pay 75% to 80% of their value and have no minimum transaction.
	Banks offer loans according to the customer's credit rating.  Interest will be from 10% (for those with good credit) to 25% (for those with no credit) to no loans at all (for those with very poor credit).  Loan sharks can help but usually demand 75% to 200% interest on the loan.
	Careful use of funds is required for characters since there will never be enough money to buy all the desired equipment. The buyer must beware, and shortages of critical items are not uncommon. Theft is one potential problem and there is always tax and toll to pay.
	When gems are found, some means of determining value is needed.  This is done by rolling on the following table and applying modifiers as described thereafter.

GEM BASE VALUE TABLE

Die roll	Base value	Size	
01-25	10 credits	very small	
26-50	50 credits	small	
51-70	100 credits	average	
71-90	500 credits	large	
91-99	1,000 credits	very large	
00	5,000 credits	huge	

	Certain gems are worth more than others by weight; the above table assumes an overall gemstone value for ease of use.  To the base value the following process is applied to determine if the gem is worth more or less than its base value.  Roll 1d10 and follow the instructions.  Base values are .1 cr, .5 cr, 1 cr, 2 cr, 5 cr, 10 cr, 50 cr, 100 cr, 500 cr, 1,000 cr, 5,000 cr, 10,000 cr, 25,000 cr, 50,000 cr, 100,000 cr, 250,000 cr, 500,000 cr, 1,000,000 cr (the absolute maximum).

GEM VALUATION TABLE

Roll	Result	
1	Stone increases to next higher base value.  Roll again on this table.	
2	Stone is double base value.	
3	Stone is 10%-60% above base value.	
4-8	Base value is unchanged.	
9	Stone is 10%-40% less than base value.	
0	Stone decreases to next lower base value.  Roll again on this table.	

	Jewelry has a base value as well, and, in the absence of a specific value, the following table is used.

JEWELRY VALUATION TABLE

Roll	Base value	Description	
01-10	100-1,000 cr	ivory or silver	
11-20	200-1,200 cr	silver and gold	
21-40	300-1,800 cr	Gold	
41-50	500-3,000 cr	jade, coral, or platinum	
51-70	1,000-6,000 cr	silver with gems	
71-90	2,000-8,000 cr	gold with gems	
91-00	2,000-12,000 cr	Platinum with gems	

Prices

	The following are the suggested retail prices for many items.  Note that in quantities of 100 or more, most items are available for 5% less.  For quantities over 1,000, items are available at a 10% discount.  For assistance, weights for items (in pounds) are also listed in the table.

PRICE TABLE

Description	Price	Weight	Insulation	Protection	
Armor					
Advanced Deflectors	50 cr/KVA	10/KVA			
Common Deflectors	10 cr/KVA	10/KVA			
Damping Field	50 cr	25	0		
Environmental Suit	500 cr	110	special	+10%	
Heavy Battle Armor	300 cr	90	30	+35%	
Helmet	10 cr	2	10	+5%	
Jumpsuit	12 cr	2	5	+5%	
Light Battle Armor	100 cr	50	10	+10%	
Medium Battle Armor	150 cr	75	15	+20%	
Shield Generator	200 cr/hp	.1/hp	0		
					
Clothing					
Belt	1 cr	0	0		
Boots	2 cr	5	10		
Cap/Hat	1 cr	0	1		
Cloak/Coat	10 cr	2	10		
Gloves	3 cr	0	2		
Fur Coat	4,000 cr	4	20		
Fur Jacket	2,000 cr	3	15		
Pants/Dress	2 cr	2	2		
Protective helmet	5 cr	5	0		
Shirt/Blouse	2 cr	1	2		
Silk	2 cr/yard	0	0		
					
Computer Equipment					
Central	150 cr/node	50/node			
Environmental	100 cr/ship ton	90/ton			
Galley	10 cr/person (minimum 100 cr) 100/person				
General	100 cr/GBBIP	50/GBBIP			
Weapons	80 cr/weapon	45/weapon			
					
Power Plants					
Antimatter	500 cr/KVA	600/KVA			
Batteries	20 cr/KVA	10/KVA			
Fission	100 cr/KVA	300/KVA			
Fusion	150 cr/KVA	400/KVA			
Solar	50 cr/KVA	10/KVA			
Thermal	30 cr/KVA	100/KVA			
					
Propulsion Systems			Max. Speed		
LOX	500 cr/KVA	500/KVA	.75 C		
Hyperdrive	7,500 cr/KVA	1,500/KVA	12 C		
Ion	1,000 cr/KVA	1,000/KVA	.75 C		
Warp Drive	5,000 cr/KVA	4,000/KVA	Warp 12		
					
Prosthetics					
Finger or toe	1,100 cr	0			
Hand	2,000 cr	0			
Foot	1,500 cr	0			
Half arm or leg	1,000 cr	0			
					
Provisions					
1 Week's Std Rations	5 cr	20			
1 Week's Iron Rations	10 cr	8			
1 Week's Water Supply	1 cr	10			
Alcoholic Beverages	1 cr/pint	1/pint			
Canteen	2 cr	5			
Milk	1 cr	1			
Poor Meal	5 cr	1			
Rich Meal	20 cr	2			
Soft Drinks	2 cr	1			
Spices	1 cr/pound	1/pound			
					
Robots					
Android	15,000 cr	300			
Cleaning Drone (minor)	150 cr	100			
Cleaning Drone (major)	1,500 cr	200			
Guard Android	50,000 cr	400			
Servant Android	7,000 cr	350			
Task Force Android	180,000 cr	2,000			
   					
Transport			Capacity		
ATV	25,000 cr	2,000	3 people		
Barge, Small	50 cr	2,500	100 tons		
Barge, Large	500 cr	10,000	2000 tons		
Boat, Small	25 cr	500	4 people		
Boat, Long	250 cr	1,000	30 people		
Boat, Motor	100 cr/person (maximum 100 people)	150/person	1/person		
Bus	25,000 cr	2,000	50 people		
Escape Pod	50,000 cr	2,000	1 person		
Car	8,000 cr	1,000	5 people		
Cruise Ship	1,200,000 cr	200,000	5,000 people (45 mph max., range=10,000 miles)		
Helicopter	600,000 cr	4,000	10 people (180 mph max., range=350 miles)		
Light Plane	15,000 cr	4,000	6 people (200 mph max., range=1,000 miles)		
Commercial Plane	750,000 cr	100,000	400 people (600 mph max., range=6,000 miles)		
Parachute	25 cr	5	1 person		
Raft, Small	20 cr	10	2 people		
Raft, Large	200 cr	25	5 people		
Truck, Small	8,000 cr	4,000	10 tons (85 mph max., range=300 miles)		
Truck, Large	24,000 cr	8,000	75 tons (75 mph max., range=350 miles)		
Shuttle Craft	450,000 cr	20,000	15 people		
	750,000 cr	400,000	200 tons		
Space Barge, Lg.	1,500,000 cr	800,000	5,000 tons		
Spacecraft, Small	500,000 cr	750,000	5 people		
Yacht	1,000 cr/person	500+500/person	1/person (maximum 500 people, 45 mph max., range=9,000 miles)		
Gravity generator	150 cr/ton	100/ton			
					
Weapons			Damage		
Antimatter Cannon	10 cr/KVA	25/KVA	10-100 hp/KVA		
Antimatter Grenade	120 cr	5	3-18 hp		
Antimatter Rifle	175 cr	5	2-16 hp		
Arrow	1 cr	1	1-3 hp		
Bolt	2 cr	2	1-6 hp		
Bow	75 cr	2			
Club	1 cr	4	1-4 hp		
Crossbow	100 cr	5			
Flame Thrower	1,000 cr	25	5-30 hp		
Flare Gun	100 cr	2	2-8 hp		
Gas Gun	5,000	5,000			
Jammer	200 cr/KVA	20/KVA			
Knife	2 cr	.5	1-2 hp		
Laser Cannon	5 cr/KVA	20/KVA	5-50 hp/KVA		
Laser Pistol	50 cr	2	1-6 hp		
Laser Rifle	100 cr	5	2-12 hp		
Machine Gun	200 cr	10	1-6 hp		
Power Pack	2 cr	1			
Rail Gun	10,000 cr	250	20-160 hp		
Revolver, .22	5 cr	2	1 hp		
Revolver, .38	50 cr	2	1-8 hp		
Revolver, .44	175 cr	2	2-16 hp		
Rifle, .22	50 cr	5	1-2 hp		
Rifle, .38	175 cr	5	1-10 hp		
Rifle, .44	250 cr	5	2-24 hp		
24 rounds for revolver	10 cr	0			
24 rounds for rifle	20 cr	0			
10 rounds for rail gun	10 cr	0			
Sleeping gas bomb	20 cr	5	0 hp		
Sonic Disrupter	60 cr	5	1-8 hp		
Sonic Grenade	100 cr	4	2-12 hp		
Whip	5 cr	3	1-2 hp		
					
Other			Capacity		
Box, Small Wooden	1 cr	15	10 pounds		
Box, Large Wooden	2 cr	75	50 pounds		
Box, Small Metal	15 cr	20	75 pounds		
Box, Large Metal	30 cr	100	200 pounds		
Chain, 25' Steel	5 cr	50	700 pounds		
Cloaking Field	10,000 cr/ton	100/ton			
Flashlights	2 cr	2	25 Watts		
Floodlights	5 cr/25 Watts	5/25 Watts			
Hotel Room, Poor	20 cr/person/night				
Hotel Room, Fair	30 cr/person/night				
Hotel Room, Good	60 cr/person/night				
Hotel Room, Excellent	100 cr/person/night				
Incense	15 cr/stick	.1			
Ivory, 1 lb	4 cr	1			
Lighter	2 cr	.1			
Lighter Fluid	1 cr	.1			
Matches, 24	1 cr	.1			
Matches, 24 Waterproof	5 cr	.1			
Minor First-Aid Kit	5 cr	1			
Packs	2 cr	2			
Perfume	3 cr	1			
Radio	50 cr/KVA	5/KVA			
Rebreather	250 cr				
Rebreather, advanced	500 cr				
Regeneration Unit	50,000 cr/person	4,000/person	1/person		
Rope/50'	10 cr	7	150 pounds		
Rope/50'	30 cr	28	650 pounds		
Rope/50'	60 cr	52	1,250 lbs		
Rope/50'	90 cr	75	2,250 lbs		
Rope/50'	180 cr	100	7,800 lbs		
QID core	1 cr	1			
Sack, Large	2 cr	2			
Sack, Small	1 cr	.5			
Sensors	1,000 cr/KVA	25/KVA			
Smoke Screen Generator	100 cr	20			
Tent, 2 man	100 cr	5			
Tent, 6 man	250 cr	15			
Tool, common	25 cr	2			
Tractor Beam Unit	900 cr/KVA	20/KVA			
Welding equipment	300 cr	1,000			

Note that KVA is a measure of power used.  GBBIP is gigabyte Billions of Instructions Per second, which is a measure of overall capacity.  It is arrived at by taking memory size (in Gb) multiplied by processor BIPs.

TRAVEL

	This chapter will describe the various issues related to travel, whether through a town or between galaxies.

Distance And Movement

	Distance is listed in inches ("), feet ('), yards (y), miles (m), and parsecs (3.25 light years).  Since star systems and galaxies are always moving through space, the distance between any two points is always in flux. However since this would be difficult to follow, this actuality is mostly ignored in the game.
	On foot, each character moves at a rate of 3 miles per hour (mph), or 260 feet per minute, or 24 miles per day. This assumes that some mapping is occurring.  Faster movement is possible, but mapping cannot be done at such speeds.  Maximum movement rate is six times the base movement rate of a character (18 normally), but can only be done for a maximum number of minutes equal to the constitution score of the individual (or the level of the creature).  Movement at twice the base rate is possible for four hours before at least four hours of rest are required.  Movement at three times the base rate is possible for three hours, four times for two hours, and five times for one hour, with matching rest periods.
	Regardless of the form of movement (afoot or vehicle), movement rates are always affected as follows:

MOVEMENT ADJUSTMENT TABLE
Terrain	Modifier	
Rugged	1/2 normal	
Very rugged	1/4 normal	

Wind Speed	Modifier	
0-20	normal	
21-40	3/4 normal	
41-60	1/2 normal	
61+	1/4 normal	

	Wind speed is in MPH.  Wind speed modifies resulting speed after terrain is taken into consideration.  For example in 70 MPH winds in very rugged terrain, movement rate is 1/4 of 1/4 (or 1/16).
	Rugged terrain would be rough ground, snow, forests, and low hills.  Very rugged terrain would be broken ground, deep snow and ice, dense forests, jungles, steep hills, mountains, and swamp.
	In enclosed places, movement is affected if the height of the passage is shorter than the height of the character.  If the passage height is 75% (or higher) of the character's height, movement is normal.  Between 50% and 75%, the character must walk bent-over, or squatting, and movement is halved.  For passages less than 50% the height of the character, the character must crawl, and movement is 1/4 normal.  This applies to any other modifiers, as mentioned above.

Water Travel

	Movement rate in water, without watercraft, is 1/3 normal if it is over the ankles in depth. Moving with a current will double the movement rate, while moving against it will halve movement.  This movement can only be continued for as many minutes as the character has strength points plus constitution points.  Treading water, however, can be done for as many hours as the character has strength and constitution points. Thereafter, the character must have some other means of keeping above water or else drowns.  Drowning occurs in 4 minutes, and a player can be rescued before that time with no damage.  Thereafter, there is a 25% cumulative chance of death, per minute.  While drowning, the player is unconscious and unable to help himself.

	A player may hold his breath for a number of minutes equal to his constitution and will scores added together and divided by four.  If the result is less than 1, then the player may hold his breath for 30 seconds.  This assumes that the player had a chance to take a deep breath of air before holding his breath. Otherwise, the time is cut in half.  This also assumes that the player is performing absolutely no physical activity.  Any physical exertion will cut the amount of time by either 1/4, 1/2, or 3/4 depending upon the degree of activity as determined by the GM.

Extensive travel underwater requires some means of respiration in water.  Fish have gills which perform this function.  Other creatures must periodically come to the surface for air, or else must have a device that extracts oxygen from the water.  The most common type of “artifical gill” is called a Rebreather.  This device requires that some oxygen be dissolved in the water, which is normal for any large body of water that has contact with an oxygen atmosphere.  Advanced rebreathers also have the ability to convert hydrogen from the water into helium for use below 200’ depth.

Travel

	Much of the actual game time (not real time) is spent in travel to or from the site of the adventure, to and from major population centers, and to and from homes. During this travel, it is necessary to check for encounters.  An encounter is when the players encounter someone or something that requires their attention (if only to ignore it).  Encounter chance and frequency are represented on the following table: 

RANDOM ENCOUNTER TABLE

Population density	Base chance	Frequency of check	
relatively dense	1 in 20	once per 24 hours	
moderate to sparse	1 in 12	twice per 24 hours (once at night, and once at day)	
wilderness/deep space	1 in 10	four times per 24 hours	
very deep space	1 in 20	Once per week	
intergalactic space	1 in 20	 Once per year	

	The actual time of the day for the check is entirely up to the GM.  The distance of the encounter is a base of 6d4 times ten yards (60 to 240 yards), modified as follows:

RANDOM ENCOUNTER ADJUSTMENT TABLE

Terrain	Modifier	
Space	multiply roll by 100 miles rather than 10 yards	
Forest	subtract 1 from all die rolls	
Marsh	subtract 2 from all die rolls (never less than 0)	

Characters usually will not get lost so long as there are reference points to use (the sun, the stars, a mountain, etc.).  However, if these references are obscured (very overcast days or nights while terrestrial bound or within an opaque dust cloud while in space) and no electronic guidance system or compass (if on a planet) is available, the characters have a chance to become lost as follows: 

CHANCE TO BECOME LOST

Terrain	Chance to become lost	
Any in dense fog or dust cloud/storm	7 in 10	
open sea, desert, or plain	6 in 10	
Marsh	5 in 10	
Mountains	4 in 10	
Forest	3 in 10	
Hills	2 in 10	
scrub or airborne at night	1 in 10	

	If a roll indicates that the party is lost, the following table is rolled on to determine which direction the party actually travels.

RANDOM DIRECTION (LOST) TABLE - TERRESTRIAL

Roll	Direction of travel	
1	desired direction	
2	60 degrees right	
3	90 degrees right	
4	120 degrees right	
5	opposite of desired direction (180 degrees)	
6	120 degrees left	
7	90 degrees left	
8	60 degrees left	

	Further, if the characters are traveling through the air, underwater, or in space, the next table is also rolled on to see what displacement occurs on the third dimensional access:

RANDOM DIRECTION (LOST) TABLE - THREE DIMENSIONAL

Roll	Direction of travel	
1	desired direction	
2	60 degrees up	
3	90 degrees up	
4	120 degrees up	
5	opposite of desired direction	
6	120 degrees down	
7	90 degrees down	
8	60 degrees down	

	The chance to get lost is checked only in uninhabited/wilderness/deep space settings and is checked as often as encounters.

Maps

	Maps can be made on graph paper (for indoors) or hex paper (for outdoors). It is a good idea to make them, otherwise characters may become lost.  While mapping, the party may never move at more than the mapper's base movement rate.  It is assumed that during space travel, the ship's navigation computer will keep track of where the ship is.  If the navigation computer is down, the players have a 100% chance of becoming lost if they are outside of any inhabited solar system.

Transport

	Space travel requires expensive equipment.  When buying or building a ship, the method of powering it and the method of propulsion are the most important issues to resolve.  Each ship has a size rating in tons and a hull hit point value.  When reduced to 0 hit points, a ship disintegrates. The average ship (minus weapons) weighs about 2 tons per person capacity. Ships usually cost 1,000 cr per ton and have hull strength of 10 hp per ton.  The hull strength can be increased by 50% by increasing the cost 100%.  Ships capable of black hole travel and warp drive cost twice as much due to requirements for stronger support structures.
	In further discussions, KVA will be used to indicate the amount of energy (or power) released by weapons or required by equipment.  Depending upon efficiency, two different pieces of equipment can do different amounts of work while using the same amount of energy.  In all cases, KVA is simply the unit of measure for energy in the game.

Propulsion

	The common propulsion techniques for spacecraft are as follows:

LOX

	This means of energy production requires Liquid Oxygen and Hydrogen.  A byproduct of its use is that it generates water.  It can be used for propulsion or power.  It requires 1 cubic meter of fuel per ton per 1,000 mph per hour. A cubic meter weighs 1 ton.

Hyperdrive

	This is a means of propulsion that moves the ship through space at a speed greater than C (the speed of light) by traveling through hyperspace.  The speed is equivalent to a constant 12 C, but requires one half hour to prepare for the jump.  This engine requires 1 KVA per ton of ship.  While in hyperspace, the ship is unable to communicate with the outside universe.

Ion

	This propulsion method is accomplished by shooting ions out of the ship. This is the least expensive method of space travel but is limited in range. Maximum speed is .75 C.  It weighs .1 ton per cubic meter and measures 4 cubic meters per KVA.  It takes 1 KVA per ton to propel the ship to maximum speed.

Warp Drive

As space is warped, the object jumps to the nearby space, then the space is released - thus leaving the ship far away from its original location.  The highest warp speed ever attained is 12, but most ships are limited to 9.  It takes one second to perform a single warp operation.  Warp drive power requirements are independent of ship tonnage.

WARP DRIVE TABLE

Warp	Equivalent Speed	Power Requirements	
 1	    1 C	   500 KVA	
 2	    2 C	 1,000 KVA	
 3	    4 C	 1,500 KVA	
 4	    8 C	 2,000 KVA	
 5	   16 C	 2,500 KVA	
 6	   32 C	 3,000 KVA	
 7	   64 C	 3,500 KVA	
 8	  128 C	 4,000 KVA	
 9	  256 C	 4,500 KVA	
10	  510 C	 6,000 KVA	
11	1,020 C	 7,500 KVA	
12	2,040 C	10,500 KVA	

Black Hole Travel

	An object can be transported to another place almost instantaneously by using black hole travel.  This is extremely dangerous however, since one slight miscalculation can result in instant destruction of the ship.  Further, although one black hole will always move people to one destination, the destinations of few black holes are known.  Some may be in distant galaxies and others in other universes.  More than one ship has tried black hole travel only to vanish forever.
GAME PLAY ISSUES

The Adventure

	When you adventure, you will likely explore some derelict space ship, an underground labyrinth on a remote planet, or the wilderness of some strange world.  Often you will prepare for some quest that will require you to find and explore such a thing.  Other times you may simply run across an adventure by chance.  So it never hurts to be as prepared as possible for any eventuality. Preparing requires that you plan out what you are taking with you, keeping in mind that each character can only carry so much weight, and all items carried have a certain weight.  How will you travel?  What about food?  How much food (which depends on how long you'll be gone).  Will there be food and supplies where you are going?

	Preparing for an adventure requires that you talk with your comrades and decide upon a goal.  This goal can be anything you wish, but is usually guided along by the GM.  Once an objective is decided upon, it should be adhered to firmly unless the inflexibility would obviously be fatal.
	Next, the party needs to decide if they are ready to accomplish the goal and to prepare if not.  Once the goal and means are decided, each character must prepare his character (keeping the good of the overall party in mind).
	Cooperation is extremely important, especially at low levels.  Everything should be done to keep the group coordinated and interdependent.  It is fatal to not do so.  This spirit of comradeship begins before the adventure and must continue even after the goal is accomplished.
	Preparing outside of actual game time is a good idea since a large party can take a long time to come to a general consensus.  Make sure you have pencils and graph paper.  Someone should be elected as leader for each separate adventure.  The GM will look to this person to inform him of the party's wishes.
	If the party becomes lost, it is very important to give up any other goals and find a way out. If the party becomes low on hit points, ammunition, etc. then it is time to leave and return later when stronger.  Further, do not get sidetracked. Avoid unnecessary encounters.  Random encounters simply sap the strength of the party.  Run away and preserve your strength.

Traps

	During the course of an adventure you will likely come across different traps.  Your goal is to render traps harmless and unsuccessful.  Traps are designed to confine, injure, or kill characters. Observation and clever deduction are the best weapons against these, although having a commando in the party is also helpful.   Rash actions will usually result in problems with traps.

Sleep

	A normal night's sleep is 6 to 9 hours.  If a character gets less than this amount on a regular basis (any two or more consecutive days), the effect will be as follows.  Average the number of hours of sleep per night during the period in question to determine results.  Bad effects are negated if the character gets two full nights of sleep.

SLEEP DEPRIVATION TABLE

Average sleep	Effects	
<5 hours	-1 to dexterity and perception.	
<4 hours	-2 to dexterity and perception.  -1 to cognitive and strength	
<3 hours	-3 to dexterity and perception.  -2 to cognitive and strength.  -25% to movement rate	
<2 hours	-4 to dexterity and perception.  -3 to cognitive and strength.  -50% to movement rate	
<1 hour	-5 to dexterity and perception.  -4 to cognitive and strength.  -75% to movement rate.  -30% to weight allowance	

Languages

	It is assumed that everyone who is in contact with the general space-based society can communicate though a fairly standardized language called the Common tongue.  Societies which are separated from others tend to not understand Common and have their own language.  The possible number of languages is extremely high.
	Characters with high cognitive scores may learn additional languages by spending time in school or in a society that uses the language as their primary means of communication.  Private tutors are also often available. Only one new language can be learned at a time and it takes one year to learn a language, minus one month per perception point over 5.  For example, a character with a perception of 6 can learn a new language in 11 months.  To become fluent in a language takes an additional ten years, minus one year per perception point over 4.  For example, a character with an perception of 6 could become fluent in a new language after 11 months of initial learning plus eight (8) more years of study.

Computers

	General computers require 1 cubic meter of space per 100 GBBIPs of capacity. The fastest are 100,000 GBBIPs.  Each 100 GBBIPs requires 1 KVA of power.  The central computer is used to coordinate the activities of all other computers. Each computer connected to the central computer is considered a "node". Guidance and weapons computers require sensors in order to operate.

Power Plants

Antimatter

	This means of power is by smashing matter and antimatter together.  The explosive force heats water to turn turbines for electricity.  This is the most expensive method of power production but is also regenerative.  It is restricted to ships of 600 tons or larger.  10 KVA are produced per cubic meter, which weighs .3 tons.

Fission

	This means of energy production is by smashing radioactive particles together, heating water and powering turbines.  It is rarely used.  There is a 1% chance per year that the plant will malfunction and explode, doing damage as per an atomic bomb with a strength equal to the weight of the current amount of fuel times 1000.  Thus, a plant with 1 ton of fuel would explode as a 1 kiloton bomb.  This kind of plant can only be used on a ship of 10 tons or more. It generates 1 KVA per cubic meter, which weighs .2 tons.  It needs to be refueled every 5 years, requiring .01 ton of fuel per KVA of output. Minimum output size is 30 KVA.

Fusion

	This means of energy production has two forms.  One is Hydrogen Fusion, and the other is Carbon Fusion.  Hydrogen Fusion delivers its total power in a shorter amount of time (75%) than Carbon Fusion.  Thus a Hydrogen Fusion plant can be smaller for the same KVA output, but must be refueled more often.  .01 tons of fuel is needed per 2 KVA of output.  This can only be used in ships of 100 tons in size or larger.  The minimum output is 20 KVA.

Prosthetics 

	Prosthetics are advanced robotic replications of human or animal limbs.  They may exactly resemble the limb or may be obviously manufactured.  They typically offer the same dexterity and strength of the person who wears them, however they function normally within the range of temperatures from -150 to 350 degrees (F).

Other Items

	Weapons are covered in detail in their own chapter.
	Excellent hotel accommodations are only found in large urban areas.  Good accommodations are only found in population centers of more than 50,000 people.
	Rope strength indicates the maximum useful strength of the rope (number of pounds that can be supported).  The rope, however, will not break until it lifts more than four times this amount (but this requires applying force very gently).
	Smoke Screen Generators are used to put up a wall of thick black smoke that obscures vision, thus providing protection.  The duration of a smoke screen is 2d4 minutes (halved if windy, doubled if absolutely no wind).  It is impossible to see through such a cloud and anyone inside the cloud will suffer choking and coughing for 1 minute after exiting, making them +10% to be hit with -1 to strength and dexterity.
	Jammers are means of jamming electronic messages in the radio range.  They can only jam signals less than or equal to their power.  For example, a 1 KVA jammer can jam a 1 KVA radio signal at its source or prevent someone else from receiving it if they are near.  It can jam a 2 KVA signal only if the signal is at (or under) half of its range.  Remember that radio strength is determined by adding transmitter and receiver power together.  It is obvious when a signal is being jammed since such jamming occurs by transmitting static over the signal.  The source of jamming is also easily detected (if coming from only one point).
	Ships may be outfitted with tractor beams.  These allow the ship to pull a smaller object toward itself.  If the object is larger, then the large object remains stationary while the smaller one moves toward it.  If the masses are relatively similar, then they both moved toward each other.  The tractor beam can also be used to repel objects.  Note that tractor beams must overcome both weight and velocity and are useless on objects traveling by means of hyperdrive or warp drive.  For each 1,000 mph/ton an input of 1 KVA is needed. For example, a 2 ton ship traveling at 10,000 mph can break out of a tractor beam any less powerful than 20 KVA.
	Ships may be outfitted with cloaking fields.  These allow the ship to remain invisible when they are activated.  They require 10KVA per ton of ship.  The ship cannot fire on other objects, transmit radio signals, or ram another ship without deactivating the field.
	Flashlights will give full light for 4 hours per power-pack.  Additional power packs does not increase brightness, but does extend duration. Floodlights are basically bright flashlights.  They run for 4 hours per 25 watts per power-pack. For example, a 100 watt floodlight will give full light for 1 hour with one power pack.  For each 25 watts of light, regardless of source, the character can see around him for a distance of 10 yards.

	Sensory equipment can distinguish objects beyond the range of human sight and also some that aren't detectable at all by sight.  In the following table, the distance indicates how far away a 10 square meter object can be detected.  An object half that size can be seen at half the stated difference.  An object twice that big can be seen at twice the stated difference.

SENSOR DETECTION TABLE

KVA requirements	Distance (miles)	
1	10	
2	100	
3	1,000	
4	10,000	
5	100,000	
6	1,000,000	
7	10,000,000	

	For each KVA of combined receiver/transmitter power, a radio can transmit the following distance (in miles):

RADIO COMMUNICATION DISTANCE TABLE

KVA	Unobstructed	Through solids	
1	1,000		
2	4,000		
3	16,000		
4	65,000		
5	250,000	1	
6	1,000,000	4	
7	4,000,000	16	
8	16,000,000	65	
9	65,000,000	250	
10	250,000,000	1,000	
11	1,000,000,000	4,000	

Each KVA beyond 11 KVA will extend the distance by 250,000,000 miles unobstructed and 1,000 miles through solids.

Hired Help

	Hired help differs from henchmen (described in the next section).  Hired help is available in every vocation.  They must be paid competitive wages in order to hire them.  Unless offered employment exceeding one year, only a hired help who is currently unemployed will respond to a character's offer.
	General "grunt" work can be done by the untrained, who will demand 1,000 cr per month.  Trained, help will cost 300 cr times the number of years of schooling needed for the profession per month plus 100 cr per level per month above that.

Henchmen

	Charisma determines how many henchmen a PC may have at one time.  A henchman  is a devoted NPC follower of the PC.  In return for his or her services, the henchman receives support and a share of the PC's earnings in the form of shares of treasure taken and experience earned.
	Henchmen receive 50% of the share of a PC in treasure and experience.  In general, it is assumed that money given to henchmen is spent by them in ways that cannot be controlled by the PC.  However, the PC can direct the spending of the NPC henchman if the money spent is for personal effects of the NPC (such as armor, weapons, etc.).  The PC does not own these items - they belong to the NPC.
	It is possible that the PC will have to put up notices and look around for henchmen.  The cost is often high due to bribes, fees, tips, drinks, meals, gratuities, etc.  No wage will have to be paid to henchmen so long as they share in treasure.  Henchmen that are not treated fairly may decide to leave the PC, often in the midst of a situation in which they are needed.
	The henchmen found by the player will be a minimum level of 1 and a maximum level of 5 less than the PC (an eleventh level PC could attract henchmen with a maximum level of 6 and a minimum level of 1).  Characters of levels less than 7 can only attract henchmen of level 1.
	Unless the PC simply happens to run across a potential henchman, he must spend 100 cr per attempt to find a henchman with a 50% chance of success.  If an attempt fails, it may be tried again, but at the cost of another 100 cr.  If an offer is made to some other NPC, it will be ignored (or taken as an insult!)
	Supplying for the needs of henchmen will cost 100 cr per month per henchman. This does not apply to time when henchmen are adventuring with the PC.

Followers

	Followers differ from henchmen in that they are fanatically loyal to the PC they follow. Further, only PCs reaching level 9 may attract followers.  The number of followers attracted is determined by the following die rolls (note that all followers are level 0 NPCs):

FOLLOWER TABLE

Roll	Followers	
01-50	120	
51-75	80	
76-90	60	
91-00	50	

Obedience

	Henchmen are devoted to the PC they follow, but not blindly so.  If in doubt as to whether NPCs will be obedient to your wishes, imagine what you would do in the same circumstances.  If you ask a henchman to sample a beverage, it is assumed that it becomes his.  Likewise, if he is asked to don some armor to see what happens, the armor is considered his by himself and all onlookers.

Time

	Time in the game is very important. The game is made up of rounds, which are assumed to be one minute in length, unless otherwise specified.  An important issue to keep in mind is that your PC ages with each passing year and eventually will die from old age.  For this reason it is best not to have them spend too much time in activities that do not advance them in level.
	Time keeping is important for many reasons (including aging, among others).  The time system used by the GM is entirely up to him and may or may not correspond to the real-world calendar and clock.

Light

	When it is night, or when inside a derelict ship or labyrinth, a source of light is necessary.  The following common items provide light:

LIGHT SOURCE TABLE

Source	Area of illumination	Duration	
Match	1'	10 seconds	
Lighter	1'	30 minutes	
Flashlight	10'	5 hours	
Flood Light	30'+ 	5 hours	

Vision 

	The distance and conditions in which characters and other creatures can see is important for any game situation.  In complete darkness (a cave or derelict spacecraft) the distance of sight is equal only to the illumination strength of the available light source(s).  This is mentioned along with item descriptions.  Some creatures have Infrared Vision, which is the ability to see light in the infrared spectrum (heat).  This is limited to 150' unless otherwise stated.  Other creatures and devices have ultraviolet Vision, which allows sight using ultraviolet radiation (such as from starlight) as the illuminating source. This allows sight to 150' except on extremely cloudy or foggy nights, which reduce sight to 75'.  Any bright source of normal light (sunlight for example) completely disables Ultraviolet Vision.  Any source of high heat completely disables Infrared Vision.  Further, strong moonlight can also reduce Ultraviolet Vision to 25' due to reflected sunlight.
	Normal line of sight, assuming no obscuring objects like fog or hills) is 5 miles on clear days, 4 miles on hazy days, 3 miles on very cloudy days, 1 mile in light rain or snow, and 150' in moderate fog or heavy rain or snow. Blizzards and extremely dense fog can effectively blind a creature, allowing sight only to 1d6 feet (check each round).
	Underwater sight is limited to 100' at 10' of depth in clear and well-lit water.  Murky water will reduce sight to 50' or less at 10' of depth.  Sight is reduced by 10' for every 10' of depth below 10'.  For example, at 30' of depth, sight is 80' maximum. Ultraviolet Vision does not work below 100'.
	At night (on the average planet), sight is 25% of day sight under any given circumstances without special vision (such as Infrared or Ultraviolet vision).

Invisibility 

	Certain devices allow individuals to become invisible to most forms of detection.  However, there are certain tell-tale signs of an invisible creature.  For example, a door opening with no one there is likely to cause some suspicion (at least!).  Dust on the floor or in the air will reveal an invisible creature, but not a cloaked one.  Some forms of invisibility are detectable by electronic devices.  Also, noise and odor can give away an invisible creature.  Generally, the more intelligent a creature, the easier it is for it to "see" the invisible creature simply by taking into consideration these other factors.  The following table indicates the likelihood of a creature detecting an invisible object. This is checked once each round as needed.  Each invisible object is checked and once an object is detected, it will remain so for all subsequent rounds.  This table only applies to creatures, not to PCs or NPCs.  This table also applies to the possibility of intelligent creatures to realize that they are being observed.

INVISIBILITY DETECTION TABLE

                                  ------------------------------ intellect of creature --------------------------------
Level	0-1	2-4	5-7	8-10	11-12	13-14	15-16	17+	
7								5%	
8							5%	10%	
9						5%	10%	15%	
10					5%	10%	15%	20%	
11				5%	10%	15%	20%	25%	
12			5%	10%	15%	20%	25%	30%	
13		5%	10%	15%	20%	25%	30%	35%	
14	5%	10%	15%	20%	25%	30%	35%	40%	
15+	10%	15%	20%	25%	30%	35%	40%	45%	

Phase

	Matter and energy can be considered to have a "phase".  Two pieces of matter with the same phase interact with each other the way one would expect.  However it is possible for some matter to be out of phase with other matter.  Any two sets of particles can be in a relation of degrees of phase to each other from 0 degrees (in phase) to 359 degrees.  Since 360 degrees is equal to 0 degrees, 1 degree and 359 degrees are both 1 degree out of phase with 0. The further out of phase two pieces of matter are, the less interaction they have on each other.  For each degree out-of-phase, the interaction drops by 1%.  Thus, a normal explosion which deals 100 hp of damage would only cause 25 hp of damage to a creature which was 75 degrees out of phase.  Between 100 and 260 degrees, the interaction is almost non-existent.  At 180 degrees, there is no interaction.
	Because of this phenomena, out-of-phase creatures can move through solid objects, such as walls.  Between 90 and 250 degrees, solid stone can be passed through with no more resistance than from a liquid.  Between 100 and 250 degrees, it offers no resistance at all.  This would allow an out-of-phase creature to move through the center of a planet, or star, with no ill effects. A disadvantage of the lack of interaction between in-phase and out-of-phase matter, is that the opposite phase matter becomes less visible the further out of phase it is.  Thus, a creature that is 45 degrees out of phase looks like a pale image of itself.  A creature which is 90 degrees out of phase looks like a pale monochrome image.  At 135 degrees out of phase, the creature would look like a transparent, ghostly image which would only be noticed if it were moving.  Between 135 and 180 degrees, sophisticated sensory equipment would be needed to detect the creature.  Some devices (weapons and sensors) can operate in a multi-phasic way, which would allow then to detect/damage an out-of-phase creature, but their range is limited and they are extremely expensive.
	Out of phase matter is not a naturally occurring phenomena and the out-of-phase universe is an desolate place.  The out-of-phase individual had better take along an air supply and other protection from a cold vacuum. Gravity is considered to be multi-phasic and affects matter regardless of phase.  This makes it possible for out-of-phase matter to ride along with in-phase matter which is moving.  It also means that what little out of phase matter there is will tend to gather where there is gravity.  When out of phase, gravity is a point source existing at the center of whatever mass is being considered.  But since the source of the gravity may be invisible to someone who is out of phase, it may be dangerous to be near one, especially if it is massive, such as a black hole.
Gates (see the Known Universes section) are inherently multiphasic, so matter of any phase can travel through them.  A special kind of gate is the Phase Gate, which transfers matter and energy between phases.  One could consider them to be phase converters since they change the phase of matter and energy, but not its location.  No known naturally-occuring Phase Gates have been discovered.  Phase Gates operate by changing the phase of anything passing through them by some number of degrees, regardless of the current phase of that matter or energy.  For instance, if a person who is 45-degrees out-of-phase passes through a 90-degree Phase Gate, then will become 135-degrees out of phase.  A phase gate is bidirectional, so passing through in the opposite direction will change the phase back.  Of course, one must be prepared to have their phase changed when using a phase gate.

Illusions

	Advanced technology offers many means to provide illusions. Holograms are typically used, but all forms of illusions are means of fooling people into believing something that is not true.  Everyone has a chance of noticing an illusion as being such due to a subconscious awareness of slight defects in the illusion (such as a pit with lava and sulfur smell, but no heat).  The chance to suspect the illusion for non-QID illusions is 1% per level of the viewer. If the viewer specifically states that he is attempting to disbelieve then he gains another 1% per level chance.  This chance is once only.
	For QID illusion effects, the chance to detect an illusion depends upon the difference in intellect between the person creating the illusion and the viewer, modified by the difference in levels between the two.  In all cases, an additional 5% chance to disbelieve is added to everyone in the party if one person successfully disbelieves and informs everyone else of the illusion.  The base chance of seeing through an illusion is 50%.  Added to this is 2% for each intellect point of the viewer, minus 2% for each intellect point of the creator.  Added to this is 1% per level for the viewer minus 1% per level of the creator.
	For those who attempt to disbelieve something which is not an illusion, the chance to mistakenly assume that something real is an illusion is 50% minus 2% per intellect point of the viewer.
	Illusions that are believed will cause damage, but any attack will only do 1 hp of damage. The character may believe that they are receiving more.  The actual damage is due to the person's mind believing that they were actually damaged.  Thus there are two hit point levels for characters: imagined and actual.  Those whose imagined hit points go below 0 will fall into a coma for 1d4 days.

Listening at Doors 

	Many times characters will listen at doors to see if anything can be heard on the other side.  Assuming that there is some noise beyond the closed portal and that the portal is not specifically designed to be sound proof, there is a 10% chance per individual that any noise will be heard.  The rest of the party must be absolutely silent and the individual must listen for one round.  Further all headgear must be removed first (this may require removing all of a certain type of armor). This can only be tried once per portal per individual.  Note that sleeping creatures and many types of equipment make no noise!

Insanity

	There are occasions where a character can be stricken with a form of insanity. If an already insane character is stricken with insanity again, there is a 10% chance that the current insanity is cured.  Otherwise the character has an additional form of insanity.  To determine the type of insanity, roll 1d10.

INSANITY TABLE

Roll	Result	
1	Exaggeration.  Character sees ordinary objects and events as if they are of extreme importance.  For example, a row boat becomes a starship, a brawl becomes a war, a boring tale takes on heroic proportions, etc.	
2	Reverse Personality.  Character's personality changes to be opposite of what it was previously.	
3	Alter Ego.  Character will think he is someone else (50%) or a creature of some type (50%).  GM decides who/what.	
4	Inflated Ego.  Character believes himself to be of some incredible level (such as a 11,235th level Commando).	
5	Fear.  Character is very afraid of some creature (or some type of creature), this creature is often brought up in normal conversation.  He will flee or cower in presence of creature.	
6	Hate.  Character hates some creature or some type of creature.  This creature is often brought up in normal conversation.  He will attack said creature on sight.	
7	Love.  Character has strong affection for some creature or some type of creature.  This creature is brought up in normal conversation whenever possible.	
8	Suspicion.  Character is strongly suspicious of some type of creature.	
9	Trust.  Character is inordinately trusting of some type of creature.	
10	Color Affinity.  Character is extremely fond of a certain color.  Everything must be in that color and he speaks on and on about it.	

Marching Order

	Each party must be organized in such a way as to show the GM where the characters are in relation to each other and their surroundings.  Miniature figures are extremely helpful in these instances but not required.

Experience

	Experience points are the measure of a character's ability in his or her field (vocation).  At certain point boundaries, the character gains levels.  The higher a character's level, the greater his or her abilities.  Experience is gained by defeating opponents and gathering treasure.
	As a rule, characters gain one experience point for every credit-worth of treasure gained.  Further, opponents have experience point values that are shared among those who defeat them.  Equipment taken, but not sold only counts as one experience point per ten credits of value.  Further, treasure guarded by weak opponents will result in lower experience being awarded, while treasure guarded by powerful opponents may be worth as much as ten experience points per credit of value.  Opponents defeated often have an experience point value specified with their description.  If not, the following chart can be used to determine the experience points for a particular creature. The GM may adjust the experience points up or down as he sees fit.  The GM may also opt to remove experience points should the characters kill an exceptionally good creature.

EXPERIENCE POINT TABLE

Level of opponent	Base E.P.	E.P. per hit point	E.P. Bonus	Extra E.P. Bonus	
0	5	1	2	20	
1	10	2	4	30	
2	15	3	6	40	
3	25	4	10	50	
4	40	5	15	60	
5	65	6	25	70	
6	105	7	40	80	
7	170	8	65	90	
8	275	9	105	100	
9-10	720	10	275	120	
11-12	1,165	12	720	140	
13-14	1,885	14	995	160	
15-16	3,050	16	1,250	180	
17-18	4,935	18	1,500	200	
19-20	7,985	20	2,000	300	
21+	12,970	25	2,500	500	

	Special E.P.  Bonus is the amount of additional experience for the creature if it has certain abilities.  If it has more than one of the special abilities, the bonus is multiplied by the number of special abilities.  Special abilities are 4 or more attacks per round, projectile weapons, special attacks, special defenses, and/or high intellect (over 14).
	Extra-special E.P. Bonus is the amount of additional experience for the creature if it has certain abilities.  If it has more than one of the extra-special abilities, the bonus is multiplied by the number of extra-special abilities.  It is possible for a creature to have both special and extra-special bonuses.  Extra-special abilities are paralysis, poison, particle beam weapon, QID use, swallowing whole, and/or attacks causing maximum damage greater than 24 singly, 30 doubly, 36 trebly, or 40+ in all combinations possible in one round.

	When fighting a group of creatures, which number more than ten (10), the party will gain additional experience points if the entire group is defeated. This number of points will be equal to a single creature with a level equal to the aggregate level of all creatures in the group, divided by two.  The number of hit points is the total of all creatures in the group.  Of course, Special E.P.  Bonus is included because of the number of attacks per round available to a group of creatures.  Extra Special E.P.  Bonus is also available if the maximum amount of damage that the group could do in one round exceeds 40 hp.

	Generally, experience is earned by a party as a whole.  Then at the end of the adventure, it is divided among the members of the party, including those who died during the adventure.  At that time, the party members may increase in level, etc.  Experience and treasure is divided as follows:  each PC is considered as one division, and each NPC is considered as one-half division. The total is divided equally among all divisions, and the members get the corresponding amount of experience and treasure.
	Note that a character who dies in battle gains 1,000 experience points.  This is only useful, of course, if the character is somehow brought back to life.

Ships and Fortresses

	At higher levels, PCs are likely to gain ships (or entire fleets of ships), fortresses, etc.  These will cost 1% or their total cost per month for upkeep. If they were not purchased by the PC, the GM will inform the player as to how much monthly maintenance will cost.

WEAPONS

	Which weapon (if any) your character uses is dependent upon many factors. Among these are: the damage done by the weapon, the effective range, the cost, its size, and its weight.  Also, certain weapons have special applications and restrictions.

Optional Rule: Weapon Proficiencies

	Each character is allowed two (2) weapon proficiencies at level 1, and gains an additional one every three (3) levels.  Thus, a 5th level character has 3 weapon proficiencies.  Non-proficient weapons may be used but their effectiveness is reduced by 3 hp (but never below 1 hp damage).  Note that Weapons Specialists gain implicit weapon proficiencies for any weapons for which they have Use bonuses, in addition to the standard weapon proficiencies available to individuals in all vocations.

Damage

	Weapons always hit +2 if the attacked does not see them (such as from behind) and +4 if the attacked is stunned, prone, or motionless.

	Weapon statistics follow:

WEAPONS TABLE

Weapon	Fire Rate	Range	Damage	Charges per Rounds	Notes	
Antimatter Cannon	1	100Km	10-100/KVA	n/a	HUGE	
Antimatter Grenade	2	100Km	3-18	1		
Antimatter Rifle	2	100Km	2-16	5		
Arrow	1	80y	1-3	n/a		
Artillery Shell	1	-	5-50	n/a	Range depends upon gun used.	
Bolt	1	100y	1-6	n/a		
Club	1	2'	1-4	n/a		
Flame Thrower	1	100y	5-30	n/a		
Flare Gun	2	200y	2-8	1		
Gas Gun	1	4 Km	n/a	n/a	HUGE. Artillery.	
Knife	1	2'	1-2	n/a		
Laser Cannon	1	100Km	5-50/KVA	n/a	HUGE	
Laser Pistol	1	100Km	1-6	15		
Laser Rifle	1	100Km	2-12	10		
Machine Gun	3	140y	1-6	50	+15% to hit	
Rail Gun	1	2,000y 	20-160		HUGE, +15% to hit	
. 22 Revolver	3	50y	1	6		
.38 Revolver	3	100y	1-8	6		
.44 Revolver	2	150y	2-16	6		
. 22 Rifle	2	75y	1-2	2		
.38 Rifle	2	150y	1-10	2		
.44 Rifle	1	225y	2-24	2		
Sonic Disrupter	1	100y	1-8	20		
Sonic Grenade	2	200y	2-12	1		
Whip	1	10'	1-2	n/a		

Weapon Classes

	Weapons consist of several classes: Energy, Incinerary, Contact, and Projectile. Examples of each, respectively, would be: Lasers, flame-throwers, Knives, and Revolvers.  The weapons listed as HUGE are those which are mounted on some large surface (such as a spacecraft) or are self-propelled.  The rest can be carried.  Charges/Rounds indicates how many times the weapon can be fired before it needs a recharge or reload.  The Fire Rate lists how many times the weapon can be fired in one round.

Energy Weapons

	Lasers (and Masers) are less powerful than anti-matter weapons, but are not affected by many of the same defenses that work against projectiles and other energy weapons.  All energy weapons have a maximum effective range of 100,000 miles in space, each 10,000 miles reducing the damage by 10%.  In an atmosphere or gas cloud, this range is halved.  Underwater, the maximum effective range is 10,000 miles, each 1,000 miles reducing damage by 10%.
	Anti-matter weapons are slightly different in that they explode upon contact with any matter.  That includes any gas (like air), liquids, solids, etc.  When they contact matter, the matter and antimatter annihilate each other resulting in a huge amount of energy being released.  This release of energy causes an amount of hard radiation equal to 10% of the damage done by the explosion. This radiation travels out in all directions, as far as in the above paragraph. Due to their workings, anti-matter weapons are only used in the vacuum of space.
	Artillery is another from of energy weapon since the shells are designed to explode on contact releasing heat energy and concussive force, but without radiation.  A Gas Gun is an example of artillery.  It uses compressed gas to propel an explosive shell over 4 Km distant.  It is 6” in diameter, and 60’ long.

Incindiary Weapons 

	Flame Throwers have a maximum range of 100' and only work where there is a supply of oxygen (i.e. not in space). Atmospheres with extremely high oxygen content cause double damage. Atmospheres with low oxygen cause half damage. Normal damage is 5d6 hp. Flame from this weapon is around 1400 degrees C.
	Flare guns shoot a bright red flare for signaling purposes.  If fired straight up, the flare is visible from six miles and for 10 seconds.  Firing this at an object will do 2d4 hp of damage, with a 10% chance to ignite flammable objects.

Projectile Weapons 

	Projectile weapons technically have no effective range restriction in space since they will continue to travel at the same speed until they hit something or are deflected by a gravity well. However, most of space is affected to one degree or another by gravity, and hitting an object several miles away with something as small as a bullet is unlikely, especially considering the time it would take the projectile to travel to the target, which is likely moving.  Thus, projectiles in space are assumed to have a maximum range of 5 miles.  On a planet, the range is the one given with the weapon in the table.

Contact Weapons

	Contact weapons are those which damage by crushing, piercing, and/or cutting. A club does damage by crushing, whereas a sword does damage by cutting, and a lance does damage by piercing.  Some weapons, such as axes may damage either by crushing or by cutting, depending on the weapon.  For the most part, the way in which damage is dealt by a contact weapon is unimportant.  What is important is that the weapon must make physical contact with the target and remain in physical contact with the wielder.  If the weapon must be thrown (such as a throwing ax or boomerang), it is considered a projectile weapon.

Enhancements

Variations on weapons allows a wide-range of unique items.  The following enhancements are additional abilities which can be found on nearly any weapon. Note that no weapon can have more than 5 different enhancements.

Optional rule: Passwords

95% of enhanced weapons have a password which must be entered (via a touchpad), or spoken (if weapon is intelligent), before it can be used. Once activated, the password need not be supplied again until it has been deactivated (via touchpad or voice command).

Intelligence

	Intelligent weapons can take commands from their user.  There is no use for this enhancement unless there are one or more other enhancements to go along with it.  For example, an intelligent self-propelled weapon could go on a rampage while the owner stayed safely behind a bunker.  The cost for intelligence is a base doubling of the weapon's cost (including all other enhancements), plus an additional 100 credits per point of cognitive (6 maximum).  The weapon attacks as if it were a creature of a level equivalent to its cognitive score.

Morphable

	Morphable weapons can change shape and form between two types.  Note that the change takes 1 full round.  Thus a hand-gun could morph into a sonic grenade (however, use as a grenade would result in the destruction of the item).  The cost of a morphable weapon is the listed price for both forms that it can assume, plus 1,000 credits.

QID

	QID-enhanced weapons can create specific QID effects in place of, or addition to, their normal function. The cost is 1,000 credits per QID level. An appropriate number of power packs must be supplied to active the QID effect each time.  Note that a single weapon cannot have more than three QID effects of levels 1-3, or more than one of level 4.  QID effects above level 4 are not available as weapon enhancements.

Self-Propelled

	Self-Propelled weapons can move on their own.  They are capable of carrying up to their own weight in additional weight (such as the wielder).  Generally they can move in any of the three axis.

Sensory

	Sensory weapons can act as sensors to detect various things:
1	Chemicals, by touch
2	Life forms, within 10'
3	QID effects, within 10'
4	Internal structural anomalies (secret doors), within 10'

Surveillance

	Surveillance weapons are capable of detecting sounds at a distance of up to 100' and amplifying them for the user (usually via an ear-plug).  This adds 150 credits to the weapon's cost.

Talking

	Talking weapons are able to communicate with their user via spoken language. They cannot understand commands, however, unless they are intelligent.  The cost is 100 credits for the first language, 200 for the second, 300 for the third, etc., with a maximum of five languages spoken.  Note that these values are cumulative, so a weapon capable of speaking three languages costs 600 credits more than its base cost.

COMBAT

	This chapter will discuss the issues involved in combat.  It is likely that at some point the characters will become involved in combat with some creature or robot.  Monster descriptions can be found in the Quasar Creature Anthology.

Surprise

	Both characters and creatures can be surprised. Noise and light will negate surprise on the part of the other party.  To determine surprise, two six-sided dice are rolled - one for each party, and the results are compared.  The party with the higher roll is the one surprised.  If both roll the same amount, then neither (or both) are surprised.  Surprise allows an initial attack on behalf of the surprising party.

Helpless creatures

	Creatures which are helpless cannot be missed on an attack and always take the maximum possible damage per attack.  Helpless creatures are those which are asleep or unconscious with no exterior protection (such as a force field), and those which are immobilized by some means (paralyzation, restraint fields, etc.).  Note that if the creature can move at all other than breathing, blinking the eyes, and facial expression, they are not considered immobile.  Note that a sleeping creature which is attacked will wake up immediately and will be able to attack in the next round, assuming it survived the initial attack. 

Darkness

	Under some circumstances darkness affects combat.  If the target cannot be seen, all attacks are at -20% to hit.  If it is dim such that the target is vaguely discernible, then attacks are at -10% to hit.

Combat

	Combat is usually only desired if communication and/or negotiation are not successful or desired.  Fleeing a superior foe is the best way to remain alive.  "One who runs away lives to fight another day".  Sometimes, however, a protracted battle is going to happen. When it does, the GM allows the battle to progress one round at a time. On each round, every attacking ship, character, or creature may make an attack of some form.  The results are tallied up and the vital statistics are determined at the end of the round. This makes it possible for two foes to kill or destroy each other in one round, and so it is not a good idea to attempt a last-gasp killing blow, because even if a character does kill an opponent, the character may die in the process too.  Characters who are allowed multiple attacks in a round make all desired and allowed attacks before vital statistics are updated by the GM.
	The specifics for battle between ships, between individuals or small groups, and for large-scale forces differ.  Each is discussed in following sections.

Defensive Adjustments

	Armor, dexterity, and level determine how easily a character can be hit during battle.  The Dexterity ability score also affects the ability to hit an opponent during an attack and also how much damage on the character is reduced.  
	Some armor can be intelligent, having artificial intelligence integrated into it.  See the table for artificial intelligence, following.

Roll 1d100:
ARMOR ARTIFICIAL INTELLIGENCE TABLE

Roll	Value	Description	
1-75	+0	No artificial intelligence	
76-88	+100 cr/point of intelligence	Intelligence scores: 1d6 each.	
89-95	+50 cr/language known	Intelligence scores: 1d4+2 each.  Languages known: 1d4.	
96-98	+50 cr/Linguist level	Intelligence scores: 1d4+2 each.  Languages known: 2d4.  Abilities as per level 1d4 Linguist.	
99	+50 cr/Historian level	Intelligence scores: 1d4+2 each.  Languages known: 3d4. Abilities as per level 2d4 Linguist and level 1d4 Historian.	
100	+500 cr/QID function	Intelligence scores: 6 each.  Languages known: 4d4.   Abilities as per level 2d4 Linguist and level 2d4 Historian.  1d4 QID functions, as per QID-enhanced weapons.	

	All intelligent armor knows Common.  Some already know additional random languages.  All can learn additional languages up to the limit allowed by intelligence scores.

	The amount of adjustment provided by armor is shown as follows:

ARMOR BONUS TABLE

Armor	Adjustment	
Environmental Suit	5%	
Heavy Battle Armor	35%	
Helmet	5%	
Jumpsuit	5%	
Light Battle Armor	10%	
Medium Battle Armor	20%	

	A helmet will provide a benefit to a character only if none of the other armor is worn (all other armor includes head protection).  The helmet adds +15% against attacks to the character's head, but only +5% overall.
	The shield generator is a special case.  It does not whether or not a character is hit, but rather prevents full damage to those using it.  For example, a 4 hp shield will reduce any damage the character would have taken by 4 points.  It does not protect from other dangers (such as radiation), however, unless it reduces damage to 0. For example, lets us assume that Murdock the Commando has a 5 hp shield generator.  If he was shot with a laser rifle which did 7 hit points of damage, the shield dissipates 5 hp of energy and Murdock suffers 2 hp.
	Environmental suits are not intended as armor, but can be used that way. They are used for work in hostile environments (such as in space, underwater, etc.).  Fully charged, they will allow continuous use for 48 hours.  They are damaged beyond repair and use if they suffer more than 100 hp of damage.
	Jumpsuits are made of a material that appears to be the color of the suit's surroundings and is therefore very hard to see. It offers no protection against weapons or electronic surveillance equipment.
	Damping Fields are devices which reduce the effect of explosions (including radiation release).  They must be placed next to the device in question (usually a mine) and activated before the device explodes.  They will absorb the first 50 hp of damage plus 3d20 percent of the remaining damage.
	Deflectors are generally electromagnetic shields that surround a ship.  They are able to deflect an amount of energy equal to their energy requirements. They generally are positive or negative and deflect particles of opposite polarity, or anything metallic. Advanced deflectors are not polarity-specific, but only work against energy weapons.

Individual Combat 

	When battle is being resolved between two creatures, you take the level of the attacker times 5%, minus the level of the target times 5%, plus 50%.  Finally, make any adjustments for armor (on the attacked), dexterity (on the attacker), etc.  If the resulting percentage is 0 or less, the attacker misses.  For example, A level 10 robot attacks Sigmud, a level 5 mercenary.  Sigmund has only a jumpsuit for protection.  The chance for the robot to hit is 5% times 10 (the robot's level), minus 5% times 5 (for the Sigmund's level), minus 5% for Sigmund's jumpsuit, plus 50%.  The result is 70% (50%-25%-5%+50%).  The GM rolls 1d100 for the robot.  The result is 87 and the robot misses (it needed 1-70).  Next Sigmund has a chance to attack.  This particular robot is considered armored and has a 10% bonus due to it.  The chance for Sigmund to hit is 5% times 5 (Sigmund's level) minus 5% times 10 (the robot's level), minus 10% (the robot's armor), plus 50%.  The result is 15% (25%-50%-10%+50%).  Sigmund rolls 1d100.  The result is 09 and Sigmund hits.  The amount of damage done is dependent upon the weapon being used and is rolled next.  Note that some weapons increase the chance to hit an opponent.
	There are five forms of combat, only one of which is allowed by a character in a single round:

Attack

	Attack can be any means desired, according to the above rules.  This is the default form of attack.

Parry

	Parrying means that the character is disallowed a return attack, but the attacker's "to hit" percentages are decreased by the defender's "hit probability" bonus/penalty from the strength table.  For instance, if the attacker has a 55% chance to hit and the defender has a strength of 6, the "to hit" chance is reduced to 51% (strength of 6 has a hit probability bonus of +4%).

Fall back

	Falling back allows the character to slowly move away from opponents while facing them.  It can be used in conjunction with a parry.  Attackers are allowed to follow and attack if desired.

Full Press

	Full Press means a no-holds-barred attack.  The attacker forgoes a certain amount of protection to gain a certain amount of advantage.  For characters above level 2, they can attack as if they were two levels higher than they are.  The drawback is that they are attacked by others as if they were two levels lower.  For example, a level 4 fighter decides to Full Press his attack in the next round.  He attacks as if he were level 6.  During the same round, any attacks against him are treated as if he were level 2.  For level 2 characters, the advantage to attack is a single level, and the drawback is one level.  Full Press is not available to characters under level 2.

Retreat

	Retreat means the fastest means of fleeing available.  It requires turning away from attackers and moving at maximum speed.  However, it presents the character's back which is easier to hit by opponents.  Further, attackers may still attack if they can move at the same speed, or faster, than those fleeing.

	When using projectile weapons, the chance to hit the target creature is adjusted as follows (cover = protective hard substances, concealment = soft screening substances):

DEFENSIVE BONUS TABLE

Target has about	Bonus	
25% cover	10%	
50% cover	20%	
75% cover	30%	
90% cover	50%	
25% concealment	5%	
50% concealment	10%	
75% concealment	15%	
90% concealment	20%	

	Certain liquids can be hurled at an enemy, which have a certain effects as specified below.  A target can be suffer damage from a direct hit or less from a splash.

SPLASH DAMAGE TABLE

Liquid	Splash area	Splash damage	Direct hit damage	
Acid	1' diameter	1 hp	2-8 hp	
oil, alight	3' diameter	1-3 hp	2-12+1-6 hp	

	Engineers using QIDs must concentrate to activate them.  Being struck with something during the activation process will end it and activation must be started over.  They cannot be activated unless the engineer is still (standing, sitting, or lying down). Intelligent creatures will recognize the danger of QIDs or powerful weapons and will direct most (if not all) attacks at those wielding them.

	Under special circumstances, creatures will have a defensive penalty and thus be easier to hit.

DEFENSIVE PENALTY TABLE

Condition of target	Penalty	
Opponent off balance, held by a limb, etc.	10%	
Opponent held by two limbs, bound, etc.	20%	
Opponent asleep, paralyzed, or totally immobile	100%	
Attack is from the rear	10%	

	Any intelligent creature that meets a party will have some reaction to the party.  Unless it is obvious what this reaction should be, the reaction can be rolled on the following table:

REACTION TABLE

Roll	Reaction	
01-05	violently hostile - attacks immediately	
06-25	hostile - immediate action	
26-45	uncertain but tending toward negative	
46-55	uncertain, uninterested, or neutral	
56-75	uncertain but tending toward positive	
76-95	friendly - immediate action	
96-00	very friendly - immediate acceptance	

	In the event that the party decides to flee an enemy, the enemy's response  depends upon many things.  Some creatures will always pursue, but most will only pursue within reason.  If the enemy is trained to pursue, or is hungry, or angry and/or aggressive, it is 80% likely to pursue.  If intelligent and there is good reason to pursue, the enemy will pursue if the party is of about equal size (40% possible), or if the party is of smaller size (80% possible).  Pursuit is ended once the party is out of sight and more than the current maximum vision range away or if 10 minutes have passed and the enemy has not gained perceptibly on the party. Certain barriers will also slow or stop pursuit.
	The party can also opt to attempt to distract the enemy with food or treasure.  Note that non-living creatures will not be distracted by these things.  Food has a 10%-100% chance of working.  Roll a percentage, then add 5% per point of cognitive under 2 and this is the chance that the enemy will be distracted.  Roll a percentage again, anything under the first percentage indicates that the enemy was distracted.  Distraction from food will stop the enemy for only 1 round.
	Distraction using treasure will only affect creatures with an intellect greater than 2.  The chance of success is 10% per 100 cr value up to 90% maximum.  Success indicates that the enemy is stalled for one round while gathering up the treasure.
	In the absence of any indications as to which of several routes the fleeing party took, there is a 50% chance that the enemy will stop pursuit, and 50% chance that pursuit will continue.  If pursuit is indicated, divide the number of possible routes by 100 and that is the chance per route that the enemy will go that direction.
	In some cases multiple creatures may attack one other in hand-to-hand combat.  In these cases, the size of the target creature and the sizes of the attackers determine how many attackers can attack the target creature at once. These results are valid only if the target creature can be completely surrounded.

NUMBER OF ATTACKERS

Target size	Number of attackers	
Small	6 size S, 4 size M, or 2 size L	
Medium	8 size S, 6 size M, or 4 size L	
Large	12 size S, 8 size M, or 6 size L	

Non-Lethal combat

	Characters may also opt for non-lethal and/or weaponless attacks.  There are four forms:  pummeling, grappling, overbearing, and disarming.  The player must inform the GM before the round begins and let the GM know which of the four forms of weaponless/non-lethal attack will be used.

Pummeling

	In a round of pummeling, there are twice as many attacks as normal, all being with bare hands or with a small blunt object (pommel of a dagger for instance). In these cases, only 25% of damage is actual, the rest is restored at the rate of 1 hp per round.  When the creature is reduced to 0 or less hit points, it is unconscious and may be slain or trussed.  It is not killed unless actual damage reduces the creature to less than 0 hit points.  Chance to hit in pummeling is the same as for weapons.  Damage is determined on the following table:

PUMMELING TABLE

Roll	Result	Damage	
01-20	Ineffective, strike again using this table	0	
21-40	glancing blow	2+strength bonus	
41-60	glancing blow, strike again using this table	4+strength bonus	
61-80	solid punch	6+strength bonus	
81-99	solid punch, strike again using this table	8+strength bonus	
00	severe blow, opponent is stunned 1 round	10+strength bonus	

Grappling

	In this case, only 25% of damage is actual, the rest is restored at the rate of 1 hp per round.  When the creature is reduced to 0 or less hit points, it is unconscious and may be slain or trussed.  It is not killed unless actual damage reduces the creature to less than 0 hit points.  Chance to hit in grappling is the same as for weapons.  Each round that a creature is held, that creature gets a chance to break the hold by a successful strength check.  Once a hit is scored, the target creature is considered to be in a hold each successive round.  The attacking individual may not have any items held in his hands. Damage is determined on the following table:

GRAPPLING TABLE

Roll	Damage	
01-20	0 hp	
21-40	1+strength bonus	
41-55	2+strength bonus	
56-70	3+strength bonus	
71-85	4+strength bonus	
86-95	5+strength bonus	
95-00	6+strength bonus, opponent stunned for 1 round	

Overbearing

	This attack takes the opponent quickly to a prone position.  An additional different attack can be performed in the same round.  Any damage is incidental and only 50% is actual.  The remainder is regained at a rate of 1 hit point per round.  One or both hands of the attacker may be holding something.  The chance to hit is the same as for weapons.  If a hit is made, use the following table to determine what damage was done.

OVERBEARING TABLE

Roll	Damage	
01-20	0 hp	
21-40	1+strength bonus	
41-60	2+strength bonus	
61-80	3+strength bonus	
81-90	4+strength bonus	
91-00	5+strength bonus, opponent stunned for 1 round	

Disarming

	Disarming is a form of non-lethal combat that requires a successful hit on the creature to disarm.  The creature being disarmed must be holding a weapon and must be holding it with only one hand (or appendage).  There are two forms of disarming.  The first form involves "hand-to-hand" combat (sword to sword, club to club, etc.). This causes no damage to the opponent, but a hit indicates that another roll should be made (to hit at +20%).  If successful, the opponent is disarmed.
	The second form is caused by carefully aimed damage that causes the opponent to drop his weapon.  A successful hit must be rolled followed by another roll (at +20% to hit).  If successful, the opponent drops his weapon.  Whether or not the second roll is successful, the opponent suffers 1d4 hp of damage.
	When disarmed, the opponent drops his weapon to the floor at his feet and must engage in weaponless combat or take one full round to recover his weapon.

Ship to Ship Combat

	Whether or not a hit is made on a ship depends on many things.  Ships in hyperspace or moving at warp speed cannot fire upon other ships nor can they be fired upon.  Ships using projectile weapons will only succeed if the speed of the projectile is sufficient to gain on the attacked ship. Guided projectiles also may run out of propulsion power if the attacked ship changes course before they reach it.
	Assuming the weapon used can reach the attacked ship, a hit or miss needs to be determined.  First the Maneuverability Rating (MR)  of the ship must be determined.  This is derived by taking the engine power (in KVA) and dividing it by the ship's size (in tonnage).  For example, a 10 ton ship with a 5 KVA engine has a MR of .5.  The difference in the MR of the two ships is determined by subtracting the attacked from the attacker.  Next the difference in levels between the two ship's captains is determined by subtracting the attacked from the attacker.  A stationary ship always has a MR of 0.  The chances to hit are derived from the following table (roll 1d20):

SHIP-TO-SHIP COMBAT TABLE

                          ----------------------------------- Difference in MR, rounded down ------------------------------
Difference In Levels	
<-5	
 -5	
-4	
-3	
-2	
-1	
0	
1	
2	
3	
4	
5	
6+	
<-9	26	25	24	23	22	21	20	19	18	17	16	15	14	
-9	25	24	23	22	21	20	19	18	17	16	15	14	13	
-8	24	23	22	21	20	19	18	17	16	15	14	13	12	
-7	23	22	21	20	19	18	17	16	15	14	13	12	11	
-6	22	21	20	19	18	17	16	15	14	13	12	11	10	
-5	21	20	19	18	17	16	15	14	13	12	11	10	9	
-4	20	19	18	17	16	15	14	13	12	11	10	9	8	
-3	19	18	17	16	15	14	13	12	11	10	9	8	7	
-2	18	17	16	15	14	13	12	11	10	9	8	7	6	
-1	17	16	15	14	13	12	11	10	9	8	7	6	5	
0	16	15	14	13	12	11	10	9	8	7	6	5	4	
1	15	14	13	12	11	10	9	8	7	6	5	4	3	
2	14	13	12	11	10	9	8	7	6	5	4	3	2	
3	13	12	11	10	9	8	7	6	5	4	3	2	1	
4	12	11	10	9	8	7	6	5	4	3	2	1	1	
5	11	10	9	8	7	6	5	4	3	2	1	1	1	
6	10	9	8	7	6	5	4	3	2	1	1	1	1	
7	9	8	7	6	5	4	3	2	1	1	1	1	1	
8	8	7	6	5	4	3	2	1	1	1	1	1	1	
9	7	6	5	4	3	2	1	1	1	1	1	1	1	
10+	6	5	4	3	2	1	1	1	1	1	1	1	1	

	If a hit is indicated then the damage should be rolled up.  The amount of energy dissipated by the shields of the attacked ship should be removed from the damage roll, proportionately.  For example, if the shields absorb 50% of the energy and the damage roll is 10, then the actual damage is 5.
	Let us assume that the good ship "Screaming Eagle" is attacked by "Korton's Light Battle Cruiser".  The "Eagle" is a 50 ton ship with 100 KVA engines, giving it an MR of 100/50 = 2.  The "Korton" is a 100 ton ship with 400 KVA engines, giving it an MR of 4.  The difference in MC is 4-2 = 2.  The "Korton's" captain is Nimral, a 10th level Commando.  The "Eagle" is captained by Murf, a 9th level Mercenary.  The difference is levels is 10-9 = 1.  We now consult the ship-to-ship combat table.  The difference in MR is 2, so column "2" is used.  The difference in level is 1, so row "1" is used. This means that the "Korton" must roll at least a 7 to hit the "Eagle". The "Korton" rolls an 8 and thus a hit is made.  The "Korton" blasts away with a total of 200 hit points of particle-beam weapons.  The "Eagle" deflectors dissipate 75% of the energy, resulting in 200 x 75% = 50 hit points of damage to the "Eagle".
	Next, roll on the following table to determine the type of damage.  For non-hull damage, the number of hp of damage is half what the damage roll is (rounded down), the rest of the damage is as specified in the table. 

SHIP DAMAGE TABLE

Roll	Result	
01-74	Hull damage	
75-76	Cargo hit - lose 50% of remaining cargo	
77-78	Crew casualties - see following table	
79-80	Drive hit - lose 50% of remaining fuel	
81-82	Drive hit - lose 1 KVA of power	
83-84	Drive hit - lose 50% of power	
85-86	Navigation hit - lose ability to maneuver.  MC goes to 0.  Move in straight line.	
87-88	Navigation hit - lose ability to maneuver.  Move randomly.	
89-90	Lose Cloaking Field	
91-92	Lose Tractor Beam	
93-94	Lose Deflectors	
95-96	Computer hit - GM decides which one is lost	
97-98	Combat hit - Attacks made at -1	
99-00	Weapons hit - GM decides which weapon is lost	

	Note that drive or navigation hits require recalculating MC.  Damage is repaired at a rate of 1 hp per round per engineer working on the problem.
	Crew casualties are always taken from NPCs first.  Only when all NPCs are dead will the PCs begin to die.  NPC casualties are automatic deaths.  PC casualties work by subtracting the hp of damage from the hit PCs.  If they go negative, they die.  The number of casualties is determined by the following table: 

CREW DEATH TABLE

Ship size in tons	Crew lost	
<20	1	
20-40	1d4	
40-60	1d6	
60-80	1d8	
80-100	1d10	
101-150	1d20	
150-200	5-50	
201-300	10-60	
301+	10-100	

Large-Scale Battles 

	It is possible for characters to take part in large-scale confrontations between powerful opponents. Resolving hits and damages for hundreds of individuals would take an impossibly long time.  Therefore, for such battles, a slightly different approach is taken to resolving the conflict.
	Fighting is considered on a whole for entire groups.  Each group does a certain amount of damage, with a resulting percentage of casualties in the other group.  Like other forms of battle, both (or all) sides make an attack and then the results are tallied.  Unlike other forms of battle, however, the length of each round  is 10 minutes, instead of one minute.
	The GM must divide the forces into independent groups (if not possible, then each side has a single group).  The average defensive percentage and average level of each group is determined.  Dice are rolled for each group and the table used for individual encounters is then used.  A miss then indicates minimal damages that can be ignored.  Otherwise, the value on the table is subtracted from the value rolled.  This is multiplied by 5% to determine the percentage casualties in the other group.  After tallying casualties, the various forces can opt to break off, retreat, or continue the battle.  If the battle continues for a group, then its new average defensive percentage and level must be recomputed.
	For obviously unequal sized groups, larger groups may gain additional attacks per round.  The number of attacks allowed is the percentage size of the attacking group divided by 100.  This can never result in less than one or more than six attacks per round. For example, group A consists of 300 individuals while group B consists of 150.  Group A is then 200% the size of group B.  200 divided by 100 is 2 - so they get two attacks per round against group B.
	When multiple opposing groups meet, any one group may only attack one other.  To attack two separate groups, a group must split into two smaller groups.  At the beginning of a round, groups may consolidate (but only if they are adjacent), or split.  Casualties based on percentages are never assigned to PCs, or NPCs in the party unless there are no more non-party NPCs left.  PCs are not killed until NPCs are killed, but by this point, individual battle may be a more effective method of dealing with conflict.
	Modifiers to the "to hit" roll of an attacking group depend upon the relative fire-power of the groups.  To determine this, determine the average maximum damage of all individuals in each group.  Subtract the defender's value from the attacker's value and consult the following table: 

GROUP ATTACK TABLE

Result	Modifier to "to hit" roll	
<-1000	-20%	
<-500	-15%	
<-100	-10%	
<-50	-5%	
-50 to 50	 0	
>50	 5%	
>100	 10%	
>500	 15%	
>1000	 20%	

	Pursuit results depend on the relative movement speeds of the groups in question.  Each group moves only as fast as it's slowest member.

PART III 

GAME PLAY ISSUES
COMMON SITUATIONS

	This chapter describes some common situations which come up during game play.  These rules are optional and may or may not be used by a given Game Master.

Exposure

	The temperature of a character can vary due to many variables.  His personal temperature (as opposed to the ambient air temperature) will affect his ability to do combat, move, or perform certain tasks.  In extremes, he could suffer damage or even die.  Characters have a low range and high range which determine the limits of temperature that they are able to withstand.  30 degrees (F) is a typical low range, while 100 is a typical high range.  When a characters' personal temperature exceeds either range, he will suffer damage.  Note that the personal temperature is not a measure of body temperature as would show on a thermometer, but rather a measure of the body's ability to withstand exposure.
	Certain devices provide protection from temperature extremes, but generally it is clothing that determines how protected the character is. There are two types of clothing - that which increases personal temperature and that which decreases it.  The amount of increase or decrease is added or subtracted to/from the character's high or low range to give a new high or low range. Clothing that increases personal temperature by 5 degrees would result in the low range and high range being lowered by 5.
	For example, let us assume a normal character with limits of 30 and 100 degrees.  So long as the temperature does not fall below 30 or rise above 100, the character will not suffer from exposure.  Let us say that the character puts on clothes with an insulation value of 10.  This lowers both ranges by 10, which gives the character effective limits of 20 and 90.
	By exerting himself, a character can increase his personal temperature by 5 degrees for every 40 minutes he is active, up to a maximum of 20 degrees. After 40 minutes of exertion, he can rest for 10 minutes (or less) without losing any temperature.  Thereafter, each further 10 minutes of rest will reduce personal temperature by 2 degrees.
	When personal temperature exceeds either limit, the character suffers 1 hp per minute per 10 degrees outside of the range.  The following table indicates the effective temperature when wind is present (the wind chill). 

WIND CHILL FACTOR TABLE

               ------------------------------------------------------- temperature ---------------------------------------------
mph	-35	-30	-25	-20	-15	-10	-5	0	5	10	15	20	25	30 	
5	-41	-36	-31	-26	-20	-15	-10	-5	1	6	11	16	22	27 	
10	-64	-58	-52	-46	-40	-33	-27	-21	-15	-9	-3	4	10	16 	
15	-79	-72	-65	-58	-52	-45	-38	-32	-25	-18	-11	-5	2	9 	
20	-89	-82	-75	-67	-60	-53	-46	-39	-32	-25	-18	-10	-3	4 	
25	-96	-89	-81	-74	-67	-59	-52	-44	-37	-29	-22	-15	-7	0 	
30	-102	-94	-86	-79	-71	-64	-56	-48	-41	-33	-25	-18	-10	-2 	
35	-106	-98	-90	-82	-75	-67	-59	-51	-43	-36	-28	-20	-12	-4 	
40	-109	-101	-93	-85	-77	-69	-61	-53	-45	-37	-29	-22	-14	-6 	
45	-110	-102	-94	-86	-79	-71	-63	-55	-47	-39	-31	-23	-15	-7 	
50	-112	-104	-95	-87	-79	-71	-63	-55	-47	-39	-31	-23	-15	-7 	
55	-112	-104	-96	-88	-80	-72	-64	-56	-48	-40	-32	-23	-15	-7 	
60	-112	-104	-96	-88	-80	-72	-64	-56	-47	-39	-31	-23	-15	-7 	
65	-111	-103	-95	-87	-79	-71	-63	-55	-47	-39	-31	-23	-15	-7 	
70	-110	-102	-94	-86	-78	-70	-62	-54	-46	-38	-30	-22	-14	-6 	

Falling

	There are many times when a character has the opportunity to fall. Characters trying to climb a wall may slip and fall.  There are traps, and chances to lose balance and fall.  Of course, there are items which can prevent the fall or the associated damage.  The distance fallen determines damage sustained. Any fall under 10' does no damage, but at 10' or over the damage is 1d6 per 10' or portion thereof.  For example, falling 10' does 1d6, falling 11' to 20' does 2d6.  The maximum damage is 20d6 due to wind resistance when falling toward an earth-sized (and equivalent density) object.  In a thinner atmosphere or a larger gravitational source the damage can increase.  If the atmosphere is half as dense, the damage will double.  If the gravitational attraction is doubled, so will be the damage.  If the atmosphere is half as dense and the gravitational pull is twice, then the damage will be quadrupled.
	Note that when tumbling down a hard incline greater than 60 degrees, damage is equivalent to a fall of the same distance.  On such an incline, the character may make one (and only one) attempt to stop tumbling.  The attempt must be stated to the GM and must be tried prior to tumbling more than 50'.  Damage will still occur for the damage fallen even if the tumble stops.  Further, there must be some protrusion that the character can grab onto.  The character must roll a 1d6 and get a value less than or equal to his dexterity score.  Both hands and legs must be free in order to attempt this.  If only hands are free, the chance of success is halved.
	Falling into a liquid that is roughly the density of water causes less damage.  No damage occurs unless the fall is over 49'.  For every 50' or partial 50' fallen, 1d6 hp of damage occur.  Maximum damage is 10d6.
	Note that being struck by a large object (such as a truck) causes damage which is equal to falling a certain distance.  The "distance" is determined as 1d6 per 20 mph (no maximum).

Disease

	There are three general causes of physical illness:  Sanitation, Environmental, and Congenital.  Sanitation-related diseases are primarily caused by poor sanitation.  Environment-related diseases are acquired by exposure to something in the environment, such as radiation, toxins, or parasites.  Congenital conditions are acquired prior to birth and may include inherited genetic or induced genetic (mutation) illness.  Sanitation-related disease can be spread by human, animal, filth, or food vectors (carriers).  Environment-related diseases are not spread by contact, except for some parasites.  Congenital illness cannot be transmitted except to offspring.
	If a character has a congenital condition, there is a 25% chance for each offspring to gain the same condition.  If both parents have the same condition, the chance is 50% per offspring.  In the case of a recessive gene, the chance for the offspring to have the condition is 50% if both parents have the condition and 0% if only one does.  However, if the offspring doesn't have the condition, there is still a chance that the offspring may carry the gene and pass it on to their offspring.  The chance of this is 25%.
	Each game month, each character may be checked to see if they contracted any diseases.  If the characters have been in a controlled environment that is rather clean, this check may be skipped.  Check once a week for Sanitary-related disease if the weather is very hot, or hot and moist, or warm weather with filthy and crowded conditions.  Disease should also be checked each time the PC or NPC comes in contact with a disease carrier.  The base chance to contract a disease is 2%, modified as follows:

DISEASE/PARASITE MODIFIER TABLE

Cold weather	-2	
Cool weather	-1	
In a controlled environment (such as a spaceship)	-3	
Currently diseased or infected with parasites	+1	
In crowded conditions	+1	
Filth	+1	
Improperly prepared food	+2	
Character is old	+2	
Hot climate	+2	
Moist environment (marsh, swamp, jungle)	+4	
Character is very old	+5	
Polluted water	+5	
Exposure to carrier of disease/parasite	+10	

	If the character contracts a disease, the type of disease is determined as follows.  Each type of disease has a percentage chance of happening.  The first time the disease is contracted, the occurrence is checked.  Then the severity is checked.  An acute disease happens once and then is over.  A chronic case will reappear from time to time.  1d8 is rolled to determine the occurrence and 1d8 is rolled to determine the severity.  Mild attacks last 1-3 weeks and prevent the character from performing any strenuous work.  Severe cases lowers a characters hit points by 50% and totally disables him for 1-2 weeks.  For 1-2 weeks after, the character will be affected as per a mild attack.  Terminal cases cause death in 1-12 days.  Of course, medical assistance can prevent any of these problems by curing the disease.  If the character contracts a parasitic infection, the following table is rolled on just as for a disease except that parasitic infections are always chronic.  Note that the amount of time that a terminal case takes before death is an average. Some diseases may linger much longer or cause death extremely quickly. Unless otherwise noted, loss of ability scores cannot cause them to be less than 1.

DISEASE TABLE

                                                           ----- occurrence ----   ------------ severity ------------
dice	area of body	acute	chronic	mild	severe	terminal	terminal	
1	Bladder	1-6	7-8	1-5	6-7	8	1d12 weeks	
2-4	Blood	1-3	4-8	1-2	3-5	6-8	1d12 weeks	
5	Bones	1	2-8	1	2-3	4-8	1d10 weeks	
6	Brain	1-2	3-8	1	2-3	4-8	1d12 hours	
7	Circulatory	1-3	4-8	1-2	3-4	5-8	1d12 days	
8-10	Ears	1-7	8	1-6	7	8*	4d10 hours	
11	Endocrine	1-4	5-8	1-2	3-7	8	1d12 months	
12-14	Eyes	1-7	8	1-5	6-7	8*	4d10 hours	
15-27	Digestive	1-6	7-8	1-5	6-7	8	1d12 weeks	
28	Heart	1-3	4-8	1	2-4	5-8	1d10 days	
29	Immune sys	1	2-8	1	2-3	4-8	1d20 months	
30-34	Intestine	1-6	7-8	1-5	6-7	8	1d12 weeks	
35-40	Joints	1-4	5-8	1-6	7-8	-	-	
41-42	Kidney	1-6	7-8	1-5	6-7	8	1d6 weeks	
43-44	Liver	1-2	3-8	1-2	3-6	7-8	1d20 days	
45-47	Mouth/tongue	1-7	8	1-3	4-7	8	2d6 months	
48-49	Mucousa	1-7	8	1-6	7-8	-	-	
50-51	Muscles	1-5	6-8	1-5	6-7	8	1d12 months	
52	Nervous sys	1-6	7-8	1-2	3-5	6-8	1d12 hours	
53-62	Nose/Throat	1-6	7-8	1-6	7-8	-	-	
63-64	Reproductive	1-2	3-8	1-3	4-7	8*	1d12 weeks	
65-82	Respiratory	1-6	7-8	1-5	6-7	8	1d12 weeks	
83-93	Skin	1-5	6-8	1-5	6-7	8	4d10 months	
94	Spine	1-4	5-8	1	2-4	5-8	1d12 hours	
95-99	Stomach	1-6	7-8	1-5	6-7	8	1d12 weeks	
00	Urinary sys	1-6	7-8	1-5	6-7	8	1d12 weeks	

* Terminal cases of these do not cause death

  The occurrence and severity rolls are modified as follows:

Constitution score	adjustment to roll	
1	+2	
2	+1	
3	0	
4-5	-1	
6-7	-2	
8-9	-3	
10-11	-4	
12+	-5	

	Each disease affects the characters in specific ways, as follows.

Bladder

	Severe chronic cases are 20% likely to cause the loss of 1 point of dexterity and strength per attack.

Blood 

	Lose 1 point of strength and constitution per week for severe or acute cases.

Bones

	Lose 1 point of strength and constitution per week.

Brain

	Lose 1 point of cognitive, perception, and dexterity per week.

Circulatory

	Lose 1 point of strength and constitution per week.

Digestive

	Chronic cases result in the loss of 1 point of strength and constitution per attack.  Severe attacks result in a permanent loss of these points.

Ear

	Terminal cases result in permanent hearing loss in one ear.

Endocrine 

	Severe cases have varying effects.  The GM should roll:

Roll	Effect	
1	Lose 1 point of strength per attack	
2	Lose 1 point of dexterity per attack	
3	Lose 1 point of constitution per attack	
4	Lose 1 point of perception per attack	
5	Lose 1 point of intellect per attack	
6	Lose 1 point of comeliness per attack	
7	Roll 1d6 twice on table	
8	Roll 1d6 on this table, indicated loss is permanent	

Eye

	Terminal cases result in permanent sight loss in one eye.

Heart 

	Lose 1 point of strength and constitution per week.

Immune System

	Chronic cases cause the loss of 1 point of constitution per attack, being a permanent loss if a severe attack.  If constitution reaches zero this way, death is immediate.

Intestine

	Chronic cases result in the loss of 1 point of strength and constitution per  attack.  Severe attacks result in a permanent loss of these points.

Joints 

	Chronic cases cause the loss of 1 point of dexterity per attack, being a permanent loss if a severe attack.

Kidney

	Severe chronic cases are 20% likely to cause the loss of 1 point of dexterity and strength per attack.

Liver

	Severe chronic cases are 20% likely to cause the loss of 1 point of dexterity and strength per attack.  Also, during the duration of the attack, comeliness is reduced by 1.

Mouth/Tongue

	Severe chronic cases are 20% likely to cause the loss of 1 point of strength per attack.

Mucousa

	Chronic cases cause the loss of 1 point of constitution per attack, being a permanent loss if a severe attack.

Muscles

	Chronic cases cause loss of 1 point of strength and dexterity per attack, with a 25% chance of such being permanent in a severe attack.

Nervous System

	Lose 1 point of strength, perception, and dexterity per week.

Nose/Throat

	Chronic cases cause a loss of 1 point of strength 10% of the time per attack.

Reproductive

	Severe chronic cases cause the loss of 1 point of strength and constitution per attack.  Terminal cases result in sterility.

Respiratory

	Chronic cases cause the loss of 1 point of strength and constitution (10% chance for each) per attack.

Skin

	Severe attacks are 10% likely to permanently cause a loss of 1 point of comeliness and 10% likely to permanently cause a loss of 1 point of charisma.  Note that there is a 1% chance that a severe attack will cause a permanent loss of 1 point of constitution.

Spine

	Lose 1 point of strength and dexterity per week.

Stomach

	Chronic cases result in the loss of 1 point of strength and constitution per attack.  Severe attacks result in a permanent loss of these points.

Urinary system

	Severe chronic cases are 20% likely to cause the loss of 1 point of dexterity and strength per attack.

Alcohol and Drugs

	A creature under the effects of alcohol or narcotic drugs is affected in several ways as specified in the table below.  A creature more intoxicated than "great" will become comatose and sleep for 7-10 hours. 

INTOXICATION TABLE

                                                                   -------- state of intoxication --------
Effect on	slight	moderate	great	
Cognitive	0	-1	-2	
Perception	-1	-2	-3	
Wisdom	-1	-2	-3	
Dexterity	-1	-2	-3	
Charisma	0	-1	-2	
To hit	0	-5%	-10%	
Hit points	0	+1	+3	
Recovery time	1-2 hours	2-4 hours	4-6 hours	

	Additional hit points are only until the effects of intoxication are over.

Space

	The most notable aspect of (outer) space is the vacuum it presents.  This has advantages in terms of travel (no friction to limit speed), but it also presents serious difficulties to those who are exposed to it without protection.  Any living creature exposed to the vacuum of space without protection will fall unconcious in 10 seconds (plus a number of seconds equal to the creature’s constitution score).  The creature will suffer any damage from extreme cold or heat at his location, in addition to any radiation.  In addition it will suffer 1 hp of damage per second after losing consciousness due to explosive decompression.  For example, a character with a constitution of 5 would lose consciousness in 15 seconds.  After those 15 seconds, he loses 1 hit point per round until dead.  Some form of spacesuit is required to prevent this.  Environmental suits serve this purpose well.  However, any damage to a suit providing such protection will negate such protection.

Pressure

	In addition to the dangers presented by the low pressure vaccum of space, there are dangers associated with moving to and from areas or lesser or greater pressure.  Deep water diving is one example.  Another source is when traveling to planets with different planetary atmospheric pressure.  When moving into an environment with a pressure exceeding 4 standard atmospheres, oxygen begins to become toxic.  For each round in such an environment, the character must succeed in a roll against his constitution.  Once failed, the character will become stricken with hallucinations.  Uncocnsiousness follows in a number of rounds equal to his constitution.  Death then follows in another number of rounds equal to his constitution.  There are portable respiration systems which reduce the amount of oxygen provided to the character which will prevent these problems.  Even greater is the danger posed by rapidly moving to an area of lesser pressure.  If done too quickly, gases dissolved in the blood will form bubbles with painful debilitating results, including death.  Controlled decompression will eliminate this problem, but takes no less than 1 round for every 60’ of depth.  When moving from from the high pressure of an atmosphere to a lower pressure, the decompression will take 10 rounds per atmospheric pressure greater than 1.  Failure to decompress gradually will leave the character immediately helpless.  The character will suffer 10 hp per round for the length of time he should have decompressed (or for the amount of time remaining that he should have decompressed).  Finally, exposure to extreme pressure for less than 1 round does not require controlled decompression.

Weather

	Weather affects all characters who are outside.  In favorable conditions, the character will not take any damage. However, conditions are not always favorable. Previously, the effect of weather on disease, and the effects of wind on exposure were discussed. In this section, weather related to physical damage is described.

	Hailstorm damage is listed as follows.  Note that this table can apply to any stone or similar small missile falling from the sky upon a character.  This damage is per minute during a hailstorm while in the open.  Unless hurled by a creature, hailstones have a chance to hit as if they were "wielded" by a level 10 creature.

HAILSTONE TABLE

                                                               --------Size of Hailstone-------
Small	Medium	Large	
1d6	1d8	1d10	

Small is .25" to .5", large is over 1.5", and medium is anything in between.

	High winds generally do no damage by themselves, however they can hurl objects which cause damage.  Note that damage, in this optional rule, only applies to sustained winds - gusts are not included.  Further, the winds must be sustained for at least one minute.  Another way to put it is that the sustained wind speed is the lowest wind speed which occurs during a one-minute period. Fortunately, most sustained winds of high speed are over in 1d10 minutes.

	Winds over 120 mph can hurl debris with enough force to injure.  There must be a constant source of debris (buildings, plants, etc.), thus debris injury does not occur over large expanses of water.  For every 10 mph over 110 mph, debris will cause 1 hp of damage to anything exposed to it per minute.  Thus, at 150 mph, hurled debris does 4 hp of damage per minute to anyone not taking cover. The wind acts as an attacker in this case, with a chance to "miss" each minute. For this purpose, it is considered a creature with a level equal to the amount of damage that it can cause per minute (in our example, it "attacks" as a level 4 creature).  Note that winds in excess of 200 mph can lift a man off the ground and hurl him into something more solid (such as the ground).  After a successful roll for damage, any 1d20 roll over 20, minus the amount of damage done, means that the victim has been lifted and carried along.  He will be set down in 1d4 minutes, will take automatic damage each minute (but only half), and when set down will take 0-9 hp. The minute thereafter, the wind has another chance to attack.  Thus, a person subjected to 210 mph winds is attacked as per a tenth level creature (210-110 = 100 / 10 = 10).  A successful hit does 10 hp of damage.  A hit roll of 10 or higher on a 1d20, if any damage is sustained, means that the person is lifted off the ground for 1d4 minutes, suffering 5 hp per minute, and then takes 1d10 - 1 hp at the end of the ride.  Lying face down on the ground effectively raises the defensive bonus by 25% for purposes of wind.  Note that a person who is lifted off the ground must make a will check for each minute he is airborne or else drop everything not secured to his body.

Items Versus Effects

	When a non-living object is subjected to some effect, there is a chance that it will be unaffected, mildly affect, or destroyed.  The percentage chance for effects on an object is as follows:

ITEM VERSUS EFFECT TABLE

Object type	
acid	severe
blow	normal
blow	
disintegrate	
hot fire	normal
fire	extreme cold	energy/
electrical	
Bone/ivory	40	20	50	0	55	85	90	95	
Ceramic	90	10	40	5	85	90	75	95	
Cloth	40	80	85	0	20	35	95	95	
Glass/Crystal	60	0	25	0	65	80	70	95	
Leather	50	65	90	0	70	80	85	95	
Liquid	25	99	99	0	30	35	40	25	
Metal, hard	65	14	90	15	90	95	95	95	
Metal, soft	35	30	55	5	35	75	95	95	
Paper	20	45	80	0	0	10	90	95	
Polymer	50	60	80	15	5	25	99	80	
Stone/gem	65	15	75	10	85	90	95	90	
Wood/rope	55	35	70	0	45	55	95	95	
Other	60	50	85	5	65	75	95	95	

	If the roll indicates that the item is affected, roll again.  A roll indicating success that the item was mildly affected, whereas a failure indicates destruction of the object.  Objects with value based on appearance (art works, gem stones, etc.) are reduced 50% in value if mildly affected. For instance, paper versus fire: if the paper is mildly affected, it is singed; if it is destroyed, it is now ashes.  Or a metal tube versus severe blow: if the tube is mildly affected, it is slightly deformed (dented, slightly bent, etc.); if it is destroyed, the tube has been mangled such that it will no longer serve its original purpose.
	For example, Fren the Mercenary has found a large gem, but just as he is about to leave with it, a trap springs and very hot fire erupts around him.  Damage is rolled up for Fren as normal.  However, the items he carries (including the gem) may also be affected.  The gem has an 85% chance to be unaffected.  1d100 is rolled with a result of 97.  The gem is affected.  1d100 is rolled again, and this time the result is 65.  The gem is only slightly affected: it is discolored and reduced in value by 50%.

	Acid effects require a large amount of very corrosive substances. Severe blows indicate that the item was struck by a very heavy object or hurled against a hard surface.  Normal blow would be any blow less than a severe blow. Disintegration is from QID effects or sonic disruption
	The GM must roll 1d100 to determine what or if damage is done.  The item type should be determined and the appropriate row consulted.  The type of attack is then determined and the appropriate column is consulted.  The resulting number (or higher) must be rolled on a 1d20 to affect the item.
	For example, assume Bolorek the Crazy decides to destroy the 100 credit gem he just found.  He uses a hammer, which is considered a "severe blow". The table indicates a minimum roll of 3 is needed.  He rolls a two.  The gem is unaffected since he rolled less than the minimum required roll.

PART IV

REFERENCE
CHEMICAL COMPOUNDS

	Chemists may create chemical compounds (or drugs), including poisons.  In addition, Commandos of level 11 or over may concoct poisons as well.  For a chemist to create the various compounds listed hereafter, he needs a complete laboratory, stocked with necessary chemicals and equipment.  The initial outlay for this laboratory will be 10,000 cr per simultaneous user. Monthly restocking and maintenance will cost 100 cr per simultaneous user. The experience point value of each compound is what it will cost in special supplies to create the compound.  Further, the experience points divided by 100 is the number of days it will take to make the compound. Thus a compound with 1,200 E.P.  will cost 1,200 cr and will take 12 days to make.
	It will take 10 seconds to consume a compound and after that from 20-50 seconds before the compound takes effect.  Even those compounds which are not taken internally require the same amount of time (30-60 seconds total) to use.
	Whenever too many compounds are mixed together or one is used while another is still in effect, the Interactions table must be checked for results.  What constitutes "too many" depends upon the level of the chemist who created the compounds.  Note that if compounds created by different chemists are mixed, "too many" is determined by the lowest level chemist involved.  Thus, if someone consumed a compound made by a third level chemist and another simultaneously made by a first level chemist, he has taken too many and must consult the following table (level of lowest chemist = 1, so only one can be taken without interactions).  But if he takes a compound made by a third level chemist with a compound made by a fourth level chemist, both compounds work normally and simultaneously (level of lowest chemist = 3, so two can be taken without interactions).  The GM may decide that certain combinations always have certain results. 

COMPOUND INTERACTION TABLE

Roll	Result	
01	Explosion!  Internal damage is 6-60 hp.  If externally mixed everyone within 10' radius takes 4-24 hp.  No chance to miss.	
02-03	Lethal poison results.  Automatic death if taken internally.	
04-08	Mild poison results.  Lose 1 point of strength and dexterity per round for 5-20 rounds.  Neither compound works.	
09-15	Compounds cancel each other.  Result is inert.	
16-25	One compound is canceled, but the other works. Random selection.	
26-35	Both compounds work, but only at 50% effectiveness each.	
36-90	Both compounds work as normal.	
91-99	One compound is canceled, the other works at 150% effectiveness.  Random selection.	
00	One compound is canceled, the other works permanently (which could have negative side effects...)  Random selection.	

	Compounds are found or made in a container which holds enough of the compound to cause the effects mentioned in the compound description for one human.  A container, when found, usually has no distinguishing marks.  Unless otherwise stated, the effects of a compound will last 40 minutes plus 10-40 minutes.  If less than a full dose is taken or used, there is no effect (except for poison, which always poisons the individual drinking it).

LEVEL 1

Dexterity

	This compound increases the dexterity of the individual by 5 points, to a maximum of 10.

Courage

	This compound cancels the effect of fear (such as the QID Fear function).  If fear isn't affecting the creature then it increases its chance of avoiding fear effects by 15% should it occur within the next 10 minutes.

Healing I

	This compound restores 2-7 (1d6+1) hit points of damage.

Insect repellent 

	This compound prevents any insects (or any other arachnids) from coming into contact with the individual.  The individual will have a slight unpleasant odor while this compound is in effect.

Jumping

	This compound boosts the strength of the leg muscles of the affected creature, allowing it to leap 30' forward, or 10' back, or 20' straight up. There is no guarantee that the creature will land safely at the end of the jump.  For every 3 additional levels of the chemist, 1 additional jump is possible.  Thus a 4th level chemist could enable a creature to do two jumps. The effect wears off after 10 minutes or after all jumps have happened.  This compound also allows the affected creature to move at full speed (six times base speed).  When finished running, the creature will sleep for the equivalent amount of time.  This has no effect if the creature taking the compound does not have biological appendages upon which it walks.  This will age the affected creature 1d4 months.

LEVEL 2

Fish Repellent

	This compound prevents any fish from coming into contact with the individual.

Heat Resistance

	This compound causes the individual to become immune to injury from all forms of extreme heat, including normal fire. Further, very hot fire damage (such as Napalm) will be reduced by 2 hp per die. This lasts 10 minutes.  Note that items worn or carried by the individual are not protected.

Healing II

	This compound restores 3-13 (2d6+2) hit points of damage.

Pigmentation

	This compound appears as any other.  When consumed, the drinker's skin pigmentation, eye color, or hair color changes quickly (1d4 minutes).  This color will gradually wear off after 4 months.  If it affects eye color, then the color affects both the iris color and the whites of the eyes.  There is a 10% chance per level of the chemist that the effect can be planned.  If the chemist fails his roll, roll (3d8) for effect:

Roll	Effect	
3	Hair turns red	
4	Hair turns blue	
5	Hair turns green	
6	Hair turns blond	
7	Hair turns orange	
8	Hair turns pink	
9	Hair turns black	
10	Hair turns white	
11	Hair turns gray	
12	Hair turns brown	
13	Skin turns red	
14	Skin turns blue	
15	Skin turns green	
16	Skin turns yellow	
17	Skin turns orange	
18	Skin turns pink	
19	Skin turns black	
20	Skin turns white	
21	Skin turns gray	
22	Skin turns brown	
23	Eyes turn green	
24	Eyes turn red	
25	Eyes turn blue	
26	Eyes turn yellow	
27	Eyes turn orange	
28	Eyes turn pink	
29	Eyes turn black	
30	Eyes turn white	
31	Eyes turn gray	
32	Eyes turn brown	

Strength I 

	This compound increases the individual's strength ability by 1 (to a maximum of 12), with appropriate abilities. Duration is 1d6+4 hours.

LEVEL 3

Healing III

	This compound restores 4-21 (3d6+3) hit points of damage.

Speed

	This compound increases the individual's dexterity and strength such that he can move twice as fast as before.  Thus a character that could move at a rate of 3 and with 1 attack per round could move at a rate of 6 and attack twice per round.  Drinking this will age the character 1d6 months due to an overly-stimulated metabolism, but the speed only lasts for 5-20 minutes.

Strength II

	This compound increases the individual's strength ability by 2 (to a maximum of 13), with appropriate abilities.  Duration is 1d6+4 hours.

Truth

	This compound must be injected into a living creature's bloodstream.  2d4 minutes later, the victim becomes semi-conscious and will answer one question per level of the chemist, or as many as can be asked and answered in 10 minutes.  The questions cannot be complicated, nor require complicated answers as the creature's mind is cloudy.  All answers will be absolutely true according to the creature's knowledge and/or beliefs.  Answers that are unknown are answered "I don't know."  One will check is allowed for the creature.  If successful, the creature may lie or choose not to answer.  However its mind still remains cloudy and it has a 25% penalty to offensive and defensive actions.  Creatures without a will rating can substitute their level in place of it.

Water Breathing

	This compound allows the individual to breathe and smell normally in liquids which have oxygen suspended within them.  This ability lasts 1 hour plus 1-10 minutes.  Note that any poison or toxins in the water which is breathed will affect the individual as if the poison is taken internally, but the individual must make a perception check to notice an odd smell in the water.  If the individual leaves the water before the compound stops acting, he will be affected as if holding his breath until the compounds stops or he returns to the water.

LEVEL 4 

Intellect

	This compound works only on living creatures, increasing cortical activity in the creature's brain.  In game terms, this increases each intellect sub-ability by 1 for 30 minutes per level of the chemist.  This also doubles the chances to avoid any mind influence drugs or QID effects.

Stamina

	This compound works only on living creatures, in which it increases circulation, raises adrenaline levels, and deadens pain.  In effect, this gives the affected creatures 50% of any lost hit points back, although after the effect's duration ends, they return to the number of hit points they actually have.  Further, affected creatures can move at twice their normal movement rate.  The duration of the effect is 30 minutes per level of the chemist.

Strength III

	This compound increases the individual's strength ability by 3 (to a maximum of 14), with appropriate abilities.  Duration is 1d6+4 hours.

LEVEL 5

Freeze

	This compound is a liquid which, upon contact with air (or any gas containing oxygen), immediately lowers the temperature of what it hits to near absolute-zero.  The heat liberated by this liquid is converted to light in a brilliant flash.  Two attack rolls must be made.  The first is for all creatures within 1,500'.  A "hit" indicates that the flash has blinded the creature for 1-4 rounds, negating any dexterity bonus and making them -20% to hit others.  Those who specifically state that they are closing their eyes before impact suffer no blindness.  The blindness will affect the chemist if he has not closed/covered his eyes.  The second roll is for all creatures within a 5' radius of the impact point.  Any creature suffering a "hit" takes 6-24 hit points of damage.  Those "missed" take half damage. Further, any metal hit with the compound is frozen into a brittle state and only has 1/2 strength until it thaws.  All water within the splash area is frozen to a depth of 7-12 inches.  Creatures within the ice are immobilized until it melts.  If they are completely encased, they will not be able to breath until it melts.  Thawing will occur in 1 round per level of the chemist.

Fumes

	This compound creates a billowing cloud of toxic fumes upon contact with air (or any gas containing oxygen).  The clouds cover an area of 5' radius from the impact point.  The fumes are heavier than air and will sink to the lowest level possible.  The cloud remains for 8 minutes in still conditions, for 4 minutes if slightly windy, for 2 if moderately windy, and have no effect in strong winds.  In a small enclosed area, the duration is doubled.  Creatures moving into the cloud after it appears are affected as if they were in it when it appeared.  Creatures within the cloud are affected as follows:  If released in water, the effect covers an area of 3' radius for 1 minute before becoming too dilute to affect any creatures.  If the body of water is less than a 6' diameter sphere, the effect lasts 2 minutes.  The effect on creatures caught in the area of effect is as follows:

Level of Creature	Result	
< 3	Instantly slain	
3-5	Roll to hit.  If "hit", instantly slain	
6-8	Roll to hit.  If "hit", unable to act for 1 round	
9+	Unaffected	

Strength IV

	This compound increases the individual's strength ability by 4 (to a maximum of 15), with appropriate abilities.  Duration is 1d6+4 hours.

LEVEL 6

Insanity

	This compound will cause insanity in the imbiber.  Roll on the insanity table.  The insanity is permanent 10% of the time.  The rest of the time, it lasts 1d10 days minus 1 day per point of Wisdom.  If less than a day is indicated, it will last 1d10 hours.

Napalm

	This compound is a sticky gel which bursts into extremely hot flame upon contact with air (or any gas containing oxygen).  The compound is usually hurled in a sealed container which breaks upon impact, splashing the napalm over an eight foot (8') diameter area from the point of impact.  All those in this area suffer 2-16 hit points of damage for the first round, 1-8 for the second, 1-4 for the third, 1-3 for the fourth, and 1-2 for the fifth.  The napalm cannot be removed or extinguished unless removed from all contact with oxygen (such as complete immersion in water).  On a "miss" score, those in the area of effect suffer only half-damage.

Strength V

	This compound increases the individual's strength ability by 5 (to a maximum of 16), with appropriate abilities.  Duration is 1d6+4 hours.

LEVEL 7

Health
	This compound will cure blindness, deafness, disease, insanity, and poisoning.  Blindness, deafness, and disease are not cured if they are congenital.  Further, all lost hit points are regained.  Any and all harmful bacteria, viruses, and parasites within the treated creature are killed.  There is a 1% (non-cumulative) chance that taking this compound will make a disease more severe.  If it is not possible for the disease to become more severe, it will immediately kill the individual.  This only operates on living biological organisms.

Strength VI

	This compound increases the individual's strength ability by 6 (to a maximum of 17), with appropriate abilities.  Duration is 1d6+4 hours.

LEVEL 8

Incineration

	This compound turns into a thick vapor upon contact with air (or any gas containing oxygen).  It is intended to be thrown at a target.  Upon release, the cloud covers an area 15' in diameter from the release site. In three rounds, the vapor bursts into very hot flame, doing 1 hp of damage per level of the chemist in the third round, and 1/2 hp per level in the fourth round, and no damage in the following rounds.  In rounds during which no damage occurs, the vapors are a harmless cloud which does nothing more than obscure vision.

LEVEL 9

Youth

	This compound reverses aging in the individual's body, removing 1-12 years from the character's game age, when imbibed.  However, there is a 1% cumulative chance each time this will fail.  If it fails, there is a 50% chance that nothing happens and a 50% chance that it will actually age the individual by 10-120 years.  If this results in the individual's age exceeding his life expectancy, he will expire immediately.  Note that this only operates on living biological creatures.

QID Descriptions

	In all of the following descriptions, unless noted otherwise, the affected  creature(s) must be "hit" by an appropriate roll on the dice.  A miss indicates that the specified effect fails.  Sometimes there is no possibility of a miss and other times, a miss will cause partial damage to occur.  Unless otherwise specified, each QID function is usable by each type of engineer.  If a QID is restricted to one or more types, those types will be listed as follows:

Abbreviation	Meaning	
EL	Electrical	
ME	Mechanical	
PL	Planet	
PR	Production	

LEVEL 1

Bland
level=1	effect=1 creature		duration=permanent	activation time=10 seconds

	This effect interferes with the nerve activity of the olfactory (smell) and taste centers, thus causing the affected creature to be unable to taste or smell anything.  Food eaten will taste bland and poison will not be revealed by taste or smell.  The creature must be touched, requiring to successful hit roll.

Change
level=1	effect=the engineer	duration=2-12 rounds+2 rounds/level	activation time=10 seconds

	This effect allows the engineer to alter his appearance.  This is done by changing the tone of facial muscles such that he appears as a different individual.  The engineer cannot appear as a different race or gender.  Within these restrictions, however, there are few limits and the face of another individual can be flawlessly duplicated.

Condense
level=1	effect=n/a	duration=permanent	activation time=1 round

	This effect causes all water vapor in the surrounding air to be condensed at one point.  Four gallons of water can be condensed per level. For example at level 4, 16 gallons can be condensed.  The water is pure and drinkable.  Something to catch and contain the water is necessary.  Obviously, this only operates if there is an atmosphere to condense water from.

Detect Illusion
level=1	effect=1 individual	duration=1 round		Activation time=2 rounds

	This effect allows an engineer to detect any illusion, whether a simple  hologram or an Illusion effect.  The illusion is simply revealed as one, the engineer cannot see through it.

Detect QID
level=1	effect=30' radius/level	duration=10 minutes	activation time=1 round

	This effect detects the functioning of any QID in up to a 30' radius per level of the engineer, revealing the presence to the engineer.  Note that one foot of rock, 3 feet of wood or plastic, or 1 inch of metal will block This effect.

Encouragement
level=1	effect=6'		duration=6 rounds	activation time=1 round

	This effect increases the morale of "friendly" creatures and decreases the morale of "unfriendly" creatures so that those in league with the engineer receive a +5% to hit and the opponents receive -5% to hit.  This works by inducing a low-level uneasiness in opponents with resulting decrease in morale.  The QID determines opponents by reading their brain waves to detect hostile emotions directed toward the engineer using the device.  Note that this does not have any effect on things without biological minds, such as robots.

Endure
level=1	effect=1 creature		duration=90 minutes/level		activation time=1 round

	This effect allows the affected creature to withstand extreme temperatures between -30 degrees F and 130 degrees F, even unclothed.  The temperature extremes withstood depend upon the level of the engineer who created the QID.  At level 1, the temperature range is -20 degrees F to 130 degrees F.  The effective temperature of the affected creature, and all of its belongings, is 70 degrees F.  For each level above 1, the range is extended by 10 degrees in each direction.  Thus, at level 3, the protected creature can withstand any temperature from -50 to 150.  Temperatures beyond the limits of protection will result in 1 hit point of damage, per hour, for each degree F outside those limits.  For instance, someone protected by a 3rd level Endure QID, exposed to -60 F temperatures for one hour would suffer 10 hit points of damage.  Note that protective clothing can extend the effective temperature range of the QID.

Energy
level=1	effect=2' radius globe	duration=1 hour+10 minutes/level	activation time=30 sec

	This effect causes excitation of molecules such that they emit energy. The source of the energy is an area about 1 inch in diameter on the surface of an object.  At low levels only visible light will be emitted.  At higher levels, other forms of energy can be emitted, at the engineers will, although he must decide before activating the QID which form of energy he wants.  The maximum energy is equal to 10 watts per level (a candle is about 1 watt, a flashlight is about 10 watts).  However, the engineer can decide to have as little as 1 watt of energy emitted.  The types of energy available, by level, are summarized in the following table.  Note that an engineer can choose an effect at his level or lower.  Thus a third level engineer could choose heat, colored light, or white light.

Level of engineer	Effect	
1	White light	
2	Any color of visible light	
3	Infrared (heat)	
4	Any combination of two	
5	Ultraviolet	
6	Any combination of three	
7	Radio Frequency	
8	Any combination	

If centered on a movable object, the light source can be carried along. Otherwise it is stationary.  Note that if a gas or liquid is affected by this QID, the individual molecules can become so dispersed that there is no detectable energy.  Even in still liquids and gases, Brownian motion will cause the effect to disperse in 10 minutes.  Mixing the liquid or gas causes the effect to disperse within 1 minute.

Finally, the engineer can elect to have the effect be "permanent" (up to 100 years).  However, the effect that can be made permanent is as if the engineer were 2 levels lower.  For instance, a third-level engineer can only create permanent white light of 10 watts.  Further, the object will emit decay radiation and will lose about 1 gram of material per year to power the effect, which may result in a loss of structural integrity at the GM's option.

Evaporate
level=1	effect=10c'/level	duration=permanent	activation time=1 round

	This effect causes 10 cubic feet of water vapor (or 1 cubic foot of water)  per level to be evaporated.  For water, this will create mist equal to ten times the area of water evaporated.  For mist or fog, this will obliterate all traces of water vapor.  Only H2O is affected, thus this could be used to increase the salinity of a small pool, or the alcohol content, by volume, of a beverage.

Fear
level=1	effect=1 creature	duration=1 round/level	activation time=30 seconds

	This effect causes the specified creature to be gripped by terrible fear.  This will cause the creature to flee in panic at the maximum speed for the specified duration, unless they make a will check.  A will check must be made each round of the effect until it fails. This only affects living creatures.

Fog
level=1	effect=40' wide x 20' high x 20' thick cloud	duration=4 rounds+1 round/level	activation time=10 seconds

	This effect temporarily lowers the air temperature to below that of the dew point so that moisture condenses in the air, creating fog.  This fog persists for the duration of the effect or until blown away by a strong breeze (at least 10 miles per hour).  Visibility is reduced to 1-6 feet within the fog (roll each round for visibility).

Forecast  (PL)
level=1	effect=10 square miles	duration=2 hours/level	activation time=1 round

	This effect allows the engineer to 100% accurately know the weather 2 hours (per level) in advance.  This does not forecast weather changes due to QID effects.

Harm
level=1	effect=1 creature	duration=permanent	activation time=1 round

	This effect causes 1-4 hit points, per level of the engineer, of damage to a creature.  The creature need not be living.  This requires a successful hit by the engineer (hands only, no weapons).  This takes into consideration the damage from the blow as well.

Heal
level=1	effect=1 creature		duration=permanent	activation time=1 round

	This effect causes 1-4 hit points to be restored to a creature by healing a like amount of damage.  It only heals living creatures, having no effect on dead ones or on non-living items.  At higher levels, the effect has additional effects, equivalent to other QID effects.  Note that additional effects are cumulative.  For instance, a level 5 engineer heals 5-20 hit points, negates the effects of a bland QID, negates the effects of a Knockout QID, causes the effects of a Sight QID, and also causes the effects of a Cure QID.

Engineer level	Additional effect	
2	Negate Bland QID	
3	Negate Knockout QID	
4	Sight QID	
5	Cure QID	
6	Cure insanity	
7	Negate Stupefy QID	

Impede
level=1	effect=40' diameter	duration=10 minutes	activation time=30 seconds

	This effect causes objects, of 10 pounds or less, in the area of effect to move around in such a way as to stop or slow creatures trying to move through the area.  Each minute of the effect, an attack roll is made for the engineer.  A "miss" indicates that the target creature can still move, but will have its movement rate cut by 50%.  A "hit" indicates that the creature has taken 1d4 hit points of damage and has been unable to move.  All objects affected must be checked on the Items Versus Effects table for normal blows as they tend to collide and bounce off of each other, the floor, walls, ceiling, and any creatures or stationary objects caught in the area of effect.

Interfere
level=1	effect=2' radius globe	duration=20 minutes+10 minutes/level	activation time=30 seconds

	This effect causes interference with energy of the electromagnetic (EMF) spectrum.  This includes light, magnetic fields, radio waves, etc.  Light will be extinguished, radio will be disrupted, etc.  It has no effect on extremely powerful EMF, such as particle beam weapons.  Basically, if the EMF is powerful enough to directly damage a character, it is powerful enough to overcome this effect.

Invisibility
level=1	effect=1 creature		duration=10 minutes+1 round/level	activation time=30 seconds

	This effect causes the engineer to be invisible.  As the engineer increases in level, the invisibility improves.  At level 1, the effect makes the engineer invisible to any creature with an intellect less than 6.  Electronic surveillance is not affected when used by an engineer of less than level 2.  At level 2 and above, this effect causes the engineer to be invisible to all creatures.  All energy in the EMF range is bent around the affected creature so that its presence cannot be detected by any means, even electronically.  Note that extremely sophisticated equipment can detect the delay in return of radio energy (like RADAR) because of the extra distance traveled by the energy due to being bent around the creature.  At level 4, and above, sophisticated equipment only has a 50% chance of detecting the engineer (check only once per encounter),
and the engineer can include any objects within 10' of himself in the effect.  At level 7 and above, the area of effect is a 30 square foot area (300-400 man-sized creatures).  See the section of this guide on Invisibility.

Knockout
level=1	effect=special	duration=5 seconds	activation time=5 seconds

	This effect causes a concussion in 1-6 creatures which knocks them unconscious for 2-8 rounds if their level is less than or equal to that of the engineer.  Creatures greater than the engineer's level may be missed but, if not, are stunned for 1-4 rounds.

Lock
level=1	effect=80 square feet/level		duration=1 round/level	activation time=10 seconds

	This effect causes the molecules in the wood, metal, or stone of a portal to knit together with that of the portal's frame, thus locking the portal closed.  They can still be broken down and they unknit after the effect's duration is over.  The portal can be locked from 20'/level away.  This can affect only a single portal.  Thus if a large gate has a smaller gate set into it., this effect can lock the large gate or the smaller gate, but not both.  Two Lock effects would be required to lock both.  The portal must be closed at the time that the effect takes place.

Mend
level=1	effect=1 object	duration=permanent	activation time=10 seconds

	This effect repairs small breaks in objects.  There must be but one break and it must be minor (gaping holes don't count).  This effect repairs the break by knitting the molecules of the object together along the break, making the fix as good as if the break never occurred, although microscopic examination may reveal a slight variation in the thickness of the object around where the break was.

Message
level=1	effect=3' wide path	duration=1 round+10 seconds/level		activation time=10 seconds

	This effect allows the engineer to whisper a message which is then transmitted to all living creatures in the path desired by the engineer.  At the location of each recipient, the message is amplified near the ears enough to be understood but not overheard by anyone else.  The range is 60'+10'/level.

Missile
level=1	effect=any creatures in a 10' square area	duration=special		activation time=10 seconds

	This effect fires tiny missile-like packets of energy at an opponent, each of which do 1-4 hit points of damage.  They strike as a creature with four times the number of levels as the engineer (for instance, for a 4th level engineer, the missiles have a chance to hit as if the engineer was level 16).  The range of the missiles is 60' + 10'/level.  The engineer can fire one missile per level.  Regardless of the number of missiles, they are all fired simultaneously.  Thus targets must be chosen before activation.  Each missile is independently targetable.

Poison
level=1	effect=1 cubic foot/level	duration=permanent	activation time=1 round

	This effect causes the specified amount of food or water to be poisoned. Part of the substance is converted to a odorless, colorless, tasteless, fatal (type E) poison.  Above level 9, the engineer may choose the type of poison.

Purify
level=1	effect=1 cubic foot/level	duration=permanent	activation time=1 round

	This effect causes the specified amount of food or water to be purified, whether or not it is rotten, poisoned, or otherwise contaminated. Bacteria and viruses are destroyed, toxins and poisons are rendered inert, etc.

Push
level=1	effect=special	duration=instant		activation time=10 seconds

	This effect creates a small force field at a specified distance (up to 10'+.25'/level).  The force is small (about 1 foot pound per level of the engineer).  It can topple an object under the right conditions or push a small item up to 1' in a direction away from the engineer.  This is ineffective against items that are larger than the strength of the push by a factor of 50. For example, a 50 pound weight could not be moved by a level 1 engineer.

Resize
level=1	effect=special	duration=10 minutes/level		activation time=10 seconds

	This effect causes an instant change in size of an object or creature.  It can affect only a single item within the range of 5' per level of the engineer. The object is changed in size and volume by up to 20% per level of the engineer to 200% (enlarged) or 50%(reduced) total.  The mass of the object does not change and so its density changes. The maximum original volume of matter that can be affected is 10 cubic feet per level of the engineer.  This can also perform the same basic function on a fire.  Note that water enlarged 60% or more will have such a low density that it can be walked through as easily as through air although air-breathing creatures will not be able to breath in it.  Though a gas can be compressed or expanded, it will immediately return to normal size unless contained in something.  Living creatures have no change in strength scores from this effect.

Sleep
level=1	effect=special	duration=5 rounds/level	activation time=10 seconds

	This effect induces the production of natural sleep-inducing drugs in the affected creature(s), thus causing them to fall asleep.  It has no effect on creatures which do not sleep.  There is no way for this to miss;  however, it only affects creatures of a certain number of levels:

creatures' relative levels	Max number affected	
<=0	16	
1	8	
2	4	
3	2	
4	1	

	The engineer's level is subtracted from the target's level to determine whether the target is affected.  For instance, a fifth-level engineer could cause 16 second-level creatures to fall asleep (2-5 = -3, which is less than 0).

	Slapping or wounding affected creatures will wake them up.  When woken up or the effect ends, it will take the creature(s) one full round to awake.  While asleep the affected creatures may be killed automatically at a rate of one per slayer per round.  All affected creatures must be within a 30' diameter circle. Unless a specific creature is selected, the target(s) in a mixed group of creatures will be the lowest level creatures.  For creatures with will ratings, the will score takes the place of level for determining the number affected.

Tame
level=1	effect=1 animal	duration=permanent	activation time=1 hour

	This effect allows the engineer to affect the mind of an animal (with animal intellect) such that the animal will be a loyal "pet".  If the animal is left alone for 3 or more days, it will revert back to its wild state.  The engineer can tame up to as many animals as have aggregate hit points twice as great as the engineer.  This does not summon the animal.  The engineer must be within 5'/level of the animal to affect.

LEVEL 2

Armor
level=2	effect=1 creature	duration=4 rounds+1 round/level	activation time=30 seconds

	This effect places a force field around the affected creature, giving it a defensive bonus of 10%.

Antidote
level=2	effect=1 creature		duration=1 hour/level	activation time=10 seconds

	This effect acts to slow the effects of poison in a creature.  For poisons with an onset time less than the effect duration (1 hour/level), the onset time is lengthened by a factor of 10, or to the effect duration, whichever is less.  However, a poison which has already started taking effect, is considered to have an onset time of 0.  Poisons causing death will not cause death until the effect has ceased.  During the effect, these poisons will instead put the victim into a coma.  Poisons causing damage to organs will not damage the organs until the effect has ceased.  However, the victim will be in a coma for the duration of the effect.  Poisons causing a specific number of hp of damage will be slowed to 1 hp per round until the effect ends, the stated number of hp have been lost, or the poison is neutralized.  Poisons resulting in a loss of ability scores are slowed to the rate of 1 point per hour until the effect ends, the stated number of points have been lost, or the poison is neutralized.

There is a 2% chance, per level of the engineer, that the poison is completely rendered inert.

Blur  (PR)
level=2	effect=the engineer	duration=3 rounds+1 round/level	activation time=10 seconds

	This effect causes a holographic image of the engineer that surrounds him and moves rapidly around, plus distances in the immediate vicinity of the engineer are slightly warped.  This causes the image of the actual engineer to be blurred, making him harder to hit.  This increases his defensive bonus by 15% for the duration of the effect, but only for attacks directed at him.

Charm
level=2	effect=special	duration=special		activation time=30 seconds

	This effect works only against reptiles.  It causes them to enter a hypnotic state in which they cease all activity.  The function affects 4 hit points of reptiles for 10 minutes per level of the engineer.  Less duration can be used to affect more reptiles.  For example, an tenth-level engineer can affect two reptiles of 2 hit points each (a total of 4 hit points) for 100 minutes.  Or he could affect reptiles with total hit points of 8 for 50 minutes.

Chill
level=2	effect=special	duration=7 rounds	activation time=30 seconds

	This effect negates the effect of a Heat effect.  If the substance is not hot, it causes damage due to cold.  This effect is negated by the Heat effect, or if the affected substance is near a large source of heat (like a blazing fire).  The molecules of the substance are slowed down, which removes heat. On the first and last round of effect (1 and 7), the substance will feel cool and uncomfortable to the touch.  On the second and sixth rounds of the effect, the freezing substance causes 1-2 hit points of damage per round to anyone touching it. On the rest of the rounds (3, 4, and 5) the substance causes 1-4 hit points of damage per round.  The amount of substance affected is 50 pounds per level of the engineer.  All substances are allowed a check on the Item Versus Effects table, under the extreme cold column to avoid being affected.

Colorblind
level=3	effect=1 creature		duration=permanent	activation time=1 round

	This effect causes color blindness in the eyes of the effected creature. This blindness is caused by a disruption of certain eye activity.  An affected creature can only see things in black, white, and varying shades of gray.  Note that this has no effect on infra-red vision or ultra-violet vision.

Control
level=2	effect=1 mammal		duration=special		activation time=30 seconds

	This effect allows the engineer to control a mammal (excluding creatures with an intellect greater than 2).  The creature will obey the engineer's every command unless that command would definitely result in injury or death. When ordered to do something like this, the creature gets an additional chance to break free of the engineer's control.  Note that this does not give the engineer any additional powers of communication.  The chance to hit is adjusted downward by the creature's level, minus 3, minus the creature's will and intellect.  Thus, for a creature with a will of 4, an intellect of 2, and a level of 3, the normal chance to hit is adjusted downward by 6% (level 3 - 3 = 0% + 4% will + 2% intellect = 6%).  If not otherwise specified, assume a will and intellect of 3 each, for a creature.  If the engineer attacks the creature, the effect is automatically broken.  This chance is checked periodically to see if the effect is broken:

intellect + will score	period between checks	
0	2 years	
1	2 months	
2	2 weeks	
3	2 days	
4	2 hours	
5+	2 minutes	

Deafen
level=2	effect=1 creature		duration=permanent	activation time=10 seconds

	This effect affects the sound sensory organs of the affected creature, making the creature unable to hear any sounds whatsoever.

Detect Life
level=2	effect=1 creature		duration=5 rounds	activation time=1 round

	This effect allows the engineer to detect whether or not life is present in a particular creature.  This will detect life even if only a small portion of the creature is alive.  Bacteria and viruses in the creature do not count.  This doesn't detect life in creatures once alive but now dead.

Discover  (ME)
level=2	effect=10' path	duration=30 minutes	activation time=30 seconds

	This effect reveals the presence of any mechanical traps that are hidden from sight.  The engineer must be looking at the trap and be within 30 feet of it.  This does not reveal the nature of the trap, but does make its location known.

Enfeeble
level=2	effect=1 creature		duration=1 round/level	activation time=10 seconds

	This effect causes the affected creature's muscles to be weakened by 25%, with a corresponding loss of strength and all bonuses/penalties associated with it.  This only affects creatures with true muscles.

Flame
level=2	effect=1 object	duration=special		activation time=30 seconds

	This effect will cause a combustible item to spontaneously ignite and burn. The material must be within 10' of the engineer.  The item must not be living.

Float
level=2	effect=1 object	duration=10 minutes/level	activation time=10 seconds

	This effect allows the engineer to apply an anti-gravity field to some object that will completely negate the object's weight, subject to a maximum weight limit of 100 pounds/level.  The strength of the field can be changed to allow the object to rise at a rate of 5' per round/level, or fall at twice that rate.  Lateral movement at a rate of 8.5' per minute/level is allowed. 

Force
level=2	effect=1 opponent	duration=instantaneous	activation time=30 seconds	range=30'

	This effect causes a force field to be "thrown" at an opponent.  It will strike with a force of 1-6 hit points of damage.

Heat
level=2	effect=special	duration=7 rounds	activation time=30 seconds

	This effect negates the effect of a Chill function.  If the substance is not cold, it causes damage due to heat.  This effect is negated by the Chill function.  The molecules of the substance are excited, which causes heat.  On the first and last round of effect (1 and 7), the substance will feel hot and uncomfortable to the touch.  On the second and sixth rounds of the effect, the searing substance causes 1-4 hit points of damage per round to anyone touching it.  On the rest of the rounds (3, 4, and 5) the substance causes 2-8 hit points of damage per round.  The amount of substance affected is 50 pounds per level of the engineer.  If the substance is in contact with the head of a creature during rounds 3, 4, or 5, the creature will be unconscious for 10-40 minutes.  Immersion in water or snow negates the effect.  Any flammable items that come in contact with the hot substance will smolder and burn, causing 2-8 hit points per round beginning on the next round.  This is in addition to the damage from the hot substance.  All substances are allowed a check on the Item Versus Effects table, under the normal fire column to avoid being affected.

Hyperdimension
level=2	effect=special	duration=20 minutes/level		activation time=10 seconds

	This effect creates a hyperdimensional space which can hold up to 6 human-sized creatures/objects.  This space can be walked into by any creature so desiring, but once the engineer who created the space enters it, it becomes closed and unenterable.  Any creature can leave the space any time it wishes (provided it isn't restrained).  Only one creature, regardless of size, may enter or exit at a time.  When the effect ends, any objects/creatures remaining in the space reappear at the location where the doorway to the space was.  The space contains sufficient atmosphere for six human-sized creatures for the duration of the effect.

Image  (PR)
level=2	effect=6' radius of engineer	duration=2 rounds/level	activation time=10 seconds

	This effect allows the engineer to create 1 to 4 exact duplicates of himself, which are holographic images. All images have the same chance to be hit as the engineer.  When a hologram is "hit" it vanishes.  Thus, when being attacked, roll 1d100.  With 4 duplicate images, a value below 20 indicates a hit on the engineer, anything else is a hit on a random image.  A hit on the engineer still requires normal combat resolution (in other words, the 1-20 only indicates that the correct target was chosen.

Misdetect
level=2	effect=1 object	duration=1 round/level	activation time=10 seconds

	This effect reverses the result of a specified Detect function (such as Detect Lie or Detect QID).  When in effect, the effected object has the reverse result when a Detect function is used.  A Detect QID actually indicates a QID effect when used on the object, but only if the object was not already affected by a QID.

Open
level=2	effect=10 square feet/level		duration=permanent	activation time=10 seconds

	This effect causes a stuck portal to open.  It will also unlock a locked portal or cancel the effect of a Lock QID.  This effect can perform any two functions, but if the portal is locked, barred, and QID Locked, two Open effects are required.

Read
level=2	effect=1 creature		duration=1 round/level	activation time=10 seconds

	This effect allows the engineer to detect the surface emotions, instincts, or basic thoughts of a creature.  Creatures without minds are exempt from this.  2 feet of rock or 2 inches of metal will inhibit this effect.

Resonate
level=2	effect=1 object	duration=permanent	activation time=10 seconds

	This effect excites the molecules of the affected object such that the item begins to vibrate at its harmonic and thus shatter into pieces.  This only affects items which are mostly crystal, glass, ceramic, or porcelain and which weigh less than 10 pounds.

Silence
level=2	effect=30' diameter globe	duration=2 rounds/level	activation time=30 seconds

	This effect places a thin vacuum globe around the engineer at the distance of 30'.  Sound does not travel beyond this diameter, nor does it travel within from outside.  It moves with the engineer and people can enter or leave the area with no restriction or problems.  Within the globe, there is no vacuum.

Sphere
level=2	effect=6' diameter sphere	duration=1 round/level	activation time=10 seconds

	This effect creates a 3' diameter sphere of energy which will move in a straight line in a single direction (determined by the engineer).  Any combustibles that come into contact with it will catch fire (check Object Versus Effects table, hot fire).  Any creature touched by the sphere takes 2d4 hit points of damage.  The sphere cannot enter an area whose entrance is less than 3' across.  The sphere silently moves at a rate equal to twice that of the engineer's base movement rate.  The sphere is a mass of energy across the entire EMF spectrum and damage to objects or creatures is due to combinations of heat, electricity, ionizing radiation, non-ionizing radiation, intense magnetic fields, etc.  Note that none of the effects extend beyond the boundary of the surface of the sphere, but anything touching the sphere is subject to all.  Creatures or objects immune to exposure to certain types of energy may take less damage.  Assume 10% less damage for each type of energy mentioned above to which the creature or object is immune.

Spring (PL)
level=2	effect=special	duration=permanent	activation time=1 round

	This effect will create a spring of fresh water by providing an access to underground water supply.  The amount of water is one gallon per minute per level.  In a desert area, the amount is one half gallon per minute per level. In moist tropical areas or near large bodies of fresh water (within one mile), the flow is two gallons per minute per level.  On a small island in the middle of an ocean, the effect would not work since there is no supply of fresh underground water.  In an extremely cold environment (sub-zero temperatures) the spring will freeze in 2d4 minutes.
	If a spring already exists, This effect will dry up the spring by cutting off access to the underground water supply.

Strength
level=2	effect=1 creature		duration=1 hour/level	activation time=10 minutes

	This effect causes the affected creature's strength to be increased by 1 to 6 with associated bonuses.  This only affects creatures with real muscles since this is accomplished by increasing blood flow to the muscles, increasing adrenaline production, etc.

Warp
level=2	effect=special	duration=permanent	activation time=30 seconds

	This effect causes metal, bone, and/or wood to bend and warp, permanently destroying its form, straightness, and strength.  This will only work on non-living material.  The range of effect is 10' per level.  The maximum amount of metal, bone, or wood warped is equal to about a 12 inch shaft of one inch diameter, per level of the engineer.  Up to one item per level of the engineer can be affected, subject to the above maximum total affected material.

LEVEL 3

Agitate
level=3	effect=1 item or creature	duration=1 round/level	activation time=10 minutes

	This effect causes the agitation of some of the molecules of the affected object or creature, thus raising the temperature of the whole.  After 10 minutes, paper will burn, wood or cloth will be smoldering, water will be boiling (if 1 gallon or less), flesh will blister (1 hp per round), and metal will be hot to the touch (the same as the Heat effect).

Blind
level=3	effect=1 creature		duration=permanent	activation time=1 round

	This effect causes blindness in the eyes of the effected creature.  This blindness is caused by a disruption of nerve activity.  This has no effect on creatures without organic eyes, or on creatures which "see" by means other than reception of reflected/radiant energy (such as light, heat, Ultra-violet radiation, etc).

Breathe
level=3	effect=1 creature		duration=1 hour/level	activation time=1 round

	This effect electrolyzes the water around the affected creature, causing it to break into hydrogen and oxygen, allowing the creature to breathe while completely submerged.  Since the gases completely encompass the individual to a distance of 6 inches, he remains dry as well.  This only works in water, or liquids comprised mostly of water.  Note that since Nitrogen is not produced, the creature is in no danger from the bends, regardless of depth.

Cancel
level=3	effect=30' globe	duration=permanent	activation time=1 round

	This effect negates the effect of any QID operating the area of effect.  Note that this can only negate QIDs of the same or lower level than that of the engineer using it.  If multiple QIDs are operating in the area of effect, then only the lowest ones (with an aggregate level not exceeding the engineer’s level) are affected.

Cocoon
level=3	effect=10' diameter sphere		duration=1 hour/level	activation time=20 seconds

	This effect creates a spherical force field which is 10' in diameter.  It half extends below the ground (if there is any under the engineer), completely surrounding the engineer, with only a hemisphere visible from above.  The inside of the field is a constant 70 degrees F even with outside temperatures between 0 and 105.  Temperatures outside of this range cause the temperature inside to be modified accordingly. For example, if the temperature outside is 110, the temperature inside will be 75.  If the temperature outside is -5, then the temperature inside will be 65. The field will withstand 50 mph winds, but higher winds will destroy the effect.  It is also immune to normal blows, water, and gases.  From the outside, the sphere is opaque, but from within it is transparent.  A total of 6 human-sized objects can fit inside and creatures can enter or leave the sphere at will.

Cure
level=3	effect=1 creature		duration=permanent	activation time=10 minutes

	This effect cures the specified creature of any infectious disease, whether bacterial, parasitic, or viral in nature.  It may take up to one (1) week for the symptoms to vanish, depending on the severity of the illness at the time of the cure.

Demagnetize
level=3	effect=5' radius/level	duration=3 rounds/level	activation time=20 seconds

	This effect dampens any and all magnetic fields within the area of effect.  This is a more specific and more powerful version of the Interference effect.

Electricity  (EL)
level=3	effect=special	duration=instantaneous	activation time=20 seconds

	This effect creates a bolt of electrical energy which can be shot in a particular direction.  It resembles a bolt from a particle beam weapon.  The amount of damage done to anyone hit by the bolt is 1d6 per level.  The bolt is considered to be 5' wide.  A "miss" does half damage.  The bolt begins 5' from the engineer, in the direction desired.  It extends for 80' and passes though any conductive surface.  It reflects off of non-conductive surfaces.  The bolt will splinter stone up to 1' thick, melt soft metals (like gold, silver, copper, and platinum), set combustibles on fire, and sunder wood (like doors).  Whether or not the bolt rebounds, it always goes its entire 80' length.

Explosion
level=3	effect=20' radius sphere	duration=instantaneous	activation time=20 seconds

	This effect creates a point of energy which explodes into an extremely hot ball of flame, up to 10', per level of the engineer, distant from the engineer.  The explosion does 5d8 hit points to anything within a 10' radius of the center of the blast, and 2d8 points to anything within a 12' radius.  The intense heat of the explosion does a further 1 hit point, per level of the engineer, of damage.  If the explosion is confined inside of something which can withstand the blast (such as an underground room) the blast will conform to the shape of the area which encloses it, covering an area equal to the spherical volume of its area of affect (about 33,000 cubic feet).  The fireball also ignites all combustibles caught within it and melts soft metals (gold, silver, etc.).  All other items must be checked on the Items Versus Effect table: hot fire.  A "miss" on creatures indicates only half damage is taken by them.

Feign
level=3	effect=1 creature		duration=10 minutes+1 round/level	activation time=10 seconds

	This effect causes the affected creature to enter a comma which resembles death so closely that only sophisticated electronic devices can detect any life. Even Medics will be unable to detect life. When the effect wears off, the creature is as it was just prior to the effect.  During the effect's duration, the affected creature consumes air at a rate 1/100 of normal.  Poison in the system of the affected creature also acts so slowly that it does no damage until the effect ends.  The onset time of poison does not include any time spent under this effect.

Food
level=3	effect=1 cubic'/level	duration=permanent	activation time=10 minutes

	This effect creates food and/or water.  This is created out of any available substance by re-arranging the molecules into those necessary for food or water.  The water created is 100% pure.  The food created is a block of semi-solid gray matter that is the consistency of soft cheese.  It contains all the elements necessary to nourish human-like metabolisms.  It is tasteless and odorless and keeps like standard rations.  Each cubic foot of this food will sustain one human-sized creature per level of the engineer, per day.  Note that one horse-sized creature is equivalent to about four human-sized creatures.  A dog is about one-half of a human.

Hologram  (PR)
level=3	effect=8 square feet+1 foot/level	duration=special		activation time=20 seconds

	This effect creates a holographic image of whatever the engineer desires. Creatures that desire to disbelieve the image get a "to hit" roll.  A miss indicates that they see the illusion for what it is.  Creatures believing the illusion will suffer damage for no other reason than that they believe they are suffering damage.  They suffer 1 hp per attack, but believe they are suffering full damage.  They can attempt to disbelieve once per illusion.  Creatures with an intellect under 3 cannot disbelieve the illusion.  Unlike the Mask effect, the engineer cannot make some object look like another, but he could hide the object (or himself) behind any illusionary object, provided it was large enough.

Immobilize
level=3	effect=1-3 creatures	duration=4 rounds+1 round/level	activation time=30 seconds

	This effect causes the muscles of 1-4 creatures to clamp into a single position, thus holding them immobile and frozen in place.  They get the normal chance to avoid the effects if 4 creatures, -1 if 3 and -2 if 2 and -3 if only one creature is affected. The function affects as many aggregate hit points of creatures as the engineer has hit points.  Obviously, it only affects creatures with true muscles.

Infrared Vision
level=3	effect=1 creature		duration=2 hours+1 hour/level	activation time=1 round

	This effect gives the engineer the ability to see infrared (heat) energy even in total darkness.  This is accomplished by temporary changes to the eyes of the affected creature.  Creatures without eyes are unaffected.  The maximum distance that can be seen is 120'.  Bright sources of infrared radiation (like large fires) can effectively blind the affected creature.

Magnetism
level=3	effect=5' radius/level	duration=3 rounds/level	activation time=20 seconds

	This effect creates an extremely powerful magnetic field around an object within 5' per level of the engineer, which will attract any loose ferrous metals.  If any metals are within the area of effect and are heavier than the object, the object is pulled to them.  The Demagnetize effect counters this.

Mask  (PR)
level=3	effect=special	duration=1 hour+1 hour/level	activation time=1 round

	This effect cloaks the engineer with a hologram image of any inanimate object of equivalent mass.  For example, he could appear as a small tree with a few branches.  The engineer is able to view what happens outside of the hologram.  If the engineer significantly moves, the effect ends.  At level 4 and above, the engineer can cloak up to 10 creatures this way.  The effect ends for any one creature when that creature moves or is struck and injured.

Paralyze
level=3	effect=1 creature	duration=permanent	activation time=30 seconds

	This effect disrupts the normal functioning of nerves in a creature, thus paralyzing it.  This only affects living creatures with nervous systems.  The effect completely paralyzes any creature less than two levels below that of the engineer.  It paralyzes any two limbs of a creature between -2 and +2 of the engineer's level.  It paralyzes one limb in a creature up to twice the engineer's level.  Creatures of higher levels are unaffected.  This effect may miss.  Note that autonomic functions are unaffected, so the creature can still breathe, etc.

Release
level=3	effect=1-4 creatures	duration=permanent	activation time=30 seconds

	This effect negates the effect of Paralyzation or Immobilize effects.  Affected creatures are released if another roll misses (this roll is +1 to miss for 4 creatures, +2 to miss for 3 creatures, +3 to miss for 2 creatures, and +4 to miss for 1 creature).

Sight
level=3	effect=1 creature		duration=permanent	activation time=1 round

	This effect permanently cures any existing blindness in the creature touched, whether it is genetic, due to disease, QIDs, or damage.  It will not restore sight to eyes that are missing.  It also restores color to a colorblind creature, but only if the creature has the natural ability to see colors.

Slow
level=3	effect=1 creature per level, 40 square foot area	duration=3 rounds+1 round/level	activation time=20 seconds

	This effect reduces the strength and dexterity of the affected creature(s) so that they operate at half normal speed.  A creature that could normally move 260' per round and have one attack per round would only be able to move 130' per round and make one attack every other round.

Speed
level=3	effect=1 creature per level/40 square foot area	duration=3 rounds+1 round/level	activation time=20 seconds

	This effect increases metabolism and thus the dexterity and strength of the affected creatures such that they can move twice as fast as normal.  For example, a creature that normally moves 130' per round and has one attack per round would be able to move 260' per round and attack twice per round.  This effect will age all affected creatures by 1 year each.

Wind
level=3	effect=10' path, 10' length per level	duration=10 seconds	activation time=20 seconds

	This effect causes a wall-like force field to violently push out a short ways away from the engineer, causing a gust of wind (only in an atmosphere, of course).  This gust is sufficient to extinguish candles, small fires, and similar unprotected flames.  Large fires will be fanned out 1' to 6' in the direction of the gust.  It blows over light objects and slows large flying objects heading into the wind by 50% for one round.  Small flying objects are held motionless for one round. High-speed projectiles affected by this effect have their range cut in half.  Protected flames flicker wildly and are put out 5%/level of the time (a 20th level engineer could always put out such a flame).  It has no noticeable effect under water.

LEVEL 4

Deanimate
level=4	effect=special	duration=1 round/level	activation time=1 round

	This effect affects any animated vegetable matter.  1 to 4 plants can be affected.  To hit is -5% for 2 plants, -10% for 3 plants, and -15% for 4 plants. One plant is equivalent to one cubic yard of plant material.

Detect Lie

level=4	effect=1 person	duration=1 round/level	activation time=1 round

	This effect allows the engineer to know when a person is speaking a falsehood anytime during the effect's duration.  Note that this does not reveal absolute truth, but only whether or not a person is speaking what he believes to be true.

Detoxify
level=4	effect=1 creature		duration=permanent	activation time=1 round

	This effect neutralizes any poison existing in a creature.  All poison within the creature at that instant is neutralized.

Excavate
level=4	effect=5' cube/level	duration=1 round/level	activation time=30 seconds
excavate
	This effect causes the specified area of dirt to be excavated.  Sand, gravel, loose rock, water, mud, or other non-solids may be excavated but the sides will slide in causing a shallow depression or no trace of the pit at all. If the pit is dug more than 5' deep, there is a 15% chance per 5' (cumulative) that the pit walls will collapse.  Any creature over the pit when it is dug falls in.  Any creature at the edge of the pit must roll less than its dexterity (or level if dexterity isn't known) to avoid falling in.  At level 10 and above, the engineer can excavate through solid rock as well, but only half the amount.  The material excavated scatters evenly around the pit unless specifically directed elsewhere (within 50 feet) by the engineer.  The same volume of material can also be moved rather than excavated.  The maximum area affected is 240 cubic feet.

Extend
level=4	effect=special	duration=special	activation time=10 seconds

	This effect is used in conjunction with other functions to extend their duration.  It can be used to extend function duration by 20% times the difference between the engineer's level and the QID's level.  For instance, a 6th level engineer can increase the duration of a level 5 QID by 20%, a level 4 QID by 40%, a level 3QID by 60%, a level 2 QID by 80%, or a level 1 QID by 100%.  This effect must be activated before the effect to extend ends.

Fumble
level=4	effect=1 creature		duration=1 round/level	activation time=30 seconds

	This effect causes a severe loss of dexterity in the affected creature. Running creatures will trip and fall.  Those carrying objects in their hands will drop them (including weapons).  A "miss" indicates that the creature is merely slowed by 50%.  This only affects creatures with true muscles.

Immunity
level=4	effect=1 creature		duration=10 minutes/level		activation time=1 round

	This effect gives immunity to one QID effect for the affected creature. The engineer using This effect must be able to create a QID for the effect that the immunity is for.  The effect lasts the stated duration or until the specified effect occurs against the affected creature.

Insulate
level=4	effect=1 creature		duration=special		activation time=1 round

	This effect will completely protect the affected creature from electrical damage, up to a cumulative total of 12 hit points per level of the engineer. After more than the maximum hit points are absorbed, the effect stops.  The effect lasts until that time or for 10 minutes per level of the engineer.

Lie
level=4	effect=1 person	duration=1 round/level	activation time=1 round

	This effect negates the effect of a Detect Lie effect.

Morph
level=4	effect=1 creature		duration=permanent	activation time=30 seconds

	This effect changes the affected creature into another.  This only affects living creatures.  The engineer may change himself, but if another creature is morphed, the creature must be "hit" or the effect does nothing.  Any creature that is successfully morphed (including the engineer) must make a successful system shock check or die.  If the creature survives, there is a 100% base chance of the creature becoming exactly like that into which it was morphed, which is adjusted downward as specified.  In this case, the creature will be changed mentally and in personality.  The creature may be changed into any other with the same or lower intellect.  To determine the chance that the creature will retain its own personality, use the following formula: for each point of intellect plus will, multiply by 5% and subtract from the base.  For each level difference between the morphed creature and the type of creature it was morphed into, add or subtract 5% per difference in level (add if the creature is of lower level than that into which it is morphed, subtract otherwise).
	At level 8 and above, the engineer can morph a creature into a more intelligent one, and non-living matter can also be affected (up to 1,000 pounds of material) so long as the material is not converted into a denser one.  Living matter cannot be morphed into non-living or vice-versa.  Morphing affects physical makeup and thus a man can be morphed into a swan, but a biologist cannot be morphed into an engineer since that is a function of intellect, training, and experience.

Protection
level=4	effect=10' diameter sphere		duration=1 round/level	activation time=30 seconds

	This effect places an interference field around the engineer that protects anyone within it from the effects of any QID between level 1 and 3, inclusive.

Quench
level=4	effect=120 square feet	duration=1 round		activation time=1 round

	This effect causes a normal fire to be extinguished.  The amount of fire extinguished is up to 120 square feet.

Repel
level=4	effect=10' radius	duration=10 minutes/level		activation time=1 round

	This effect creates a force field around the engineer at a 10' radius.  All creatures of less than level 1 are repelled.  All other creatures that break through the barrier suffer 1-6 hit points of damage.

Reversal
level=4	effect=1 creature		duration=permanent	activation time=1 round

	This effect is similar to a Gate, but operates differently.  This allows the engineer to open a gate to another universe and suck a creature through the gate (via a vortex of energy), which then closes.  It may miss. The destination universe may be up to one universe removed per level.

See  (PR)
level=4	effect=120' sight range	duration=1 round/level	activation time=1 round

	This effect allows the engineer to see through any "special effects" such as holograms.  Further, hidden objects (like secret doors) are made obvious.

Sounds  (PR)
level=4	effect=hearing range	duration=2 rounds/level	activation time=10 seconds

	This effect allows the engineer to create sound effects at any desired distance (within range) within an atmosphere.  The volume of sound is equivalent to 4 men per level.  A roaring lion is equivalent to about 16 men.

Summon
level=4	effect=special	duration=special		activation time=1 round

	This effect will summon non-sentient animals to the engineer's side.  The summoned creatures will not attack the engineer.  The animals must be within the range of 120'+2'/level. Which creatures are summoned depend on what are in the area.  The total combined level of the summoned creatures will be 1-6 times the level of the engineer.  But no summoned creature will be more than 16th level.  What the creatures do when they arrive is up to their nature, but they will not attack the summoner.  If the summoning engineer attacks a summoned creature, it is freed of its compulsion and may leave, remain, or attack as the situation demands.  The summons affects the highest possible level creatures within range.

Synthesize
level=4	effect=1 cubic foot/level	duration=permanent	activation time=4 rounds

	This effect allows the engineer to synthesize a material from some inert substance (like rock).  Below level 5 the material must be non-living and vegetable in nature (hemp rope, wood, clothing, etc.).  At level 5 and above, mineral material may be synthesized as well.  The engineer must have a small piece of the type of material to be created.  This is used by the QID as a molecular module used in converting the inert substance into the desired material.  The synthesized material may not be any denser than the inert substance used (lead could not be synthesized from pumice, for example).

Terrain  (PR)
level=4	effect=20' square/level	duration=1 day/level	activation time=5 rounds

	This effect creates a holographic image of any desired terrain that is indistinguishable from the real thing.  One of its edges will appear up to 80' away from the engineer.  Movement rate through the illusion will be appropriate for that type of terrain, but not more than the movement rate through the actual terrain.  A successful disbelief results in the end of the effect.

Toxify
level=4	effect=1 creature		duration=permanent	activation time=1 round

	This effect causes part of the affected creature to be converted into a lethal poison (type I), which is then released into the creature's system.

Ultraviolet Vision
level=4	effect=1 creature		duration=1 hour + 1 hour/level	activation time=30 seconds

	This effect allows the affected creature to see as if it had Ultraviolet Vision (night vision).  The creature can see up to 150 feet away in almost complete darkness, but only if outside or in the presence of some source of ultraviolet light.

 

LEVEL 5

Anti-gravity
level=5	effect=25 pounds/level	duration=2 rounds+1 round/level	activation time=1 round

	This effect affects up to the maximum possible weight of one or more objects, making them weightless and allowing the engineer to move them by means of a tractor-beam.  Movement is 20' on the first round, 40' the next, and doubles each round up to a maximum speed of 10,240' per round. This can be used to reverse gravity on a group of objects, making them fall against the ceiling and back with associated falling damage.  A maximum aggregate weight of 100 pounds per level may be affected.  Thus, a 600 pound block could be reduced to an effective weight of 100 pounds by a fifth level engineer.  Note that this is 100 pounds relative to the current gravity source, so something which weighs 10 pounds on one world would weigh 20 pounds on a world with twice the mass.

Communicate
level=5	effect=30' radius	duration=10 minutes	activation time=1 round

	This effect allows the engineer to communicate with a creature that does not speak his language.  This only allows the transfer of basic emotions and desires.  The transfer is bi-directional.

Falsify
level=5	effect=1 creature		duration=1 round/level	activation time=1 round

	This effect negates the effects of the Sight function.  If used on a creature which is not under the effect of a Sight function, it will negate a Sight function if one is used on the creature while this is in effect.

Fire
level=5	effect=10' diameter x 30' column	duration=10 seconds	activation time=1 round

	This effect causes the appearance of a spontaneous burst of fire which does 6d6 (6-48) hit points of damage to any creature caught in it.  It does half damage on a "miss".  Creatures and objects next to the target are unaffected by the fire.

Firewall
level=5	effect=special	duration=1 round/level	activation time=1 round

	This effect creates a wall of fire by exciting the air molecules to the point of ionization.  The wall can be created up to 80' distant.  It inflicts 4-16 hit points plus 1 hit point of damage per level of the engineer upon any creature passing through it, or being engulfed in it.  Creatures within 10' of the wall take 2-8 hit points, and those within 20' take 1-4 hit points per round.  The wall is up to 20 square feet per level of the engineer and may be in any shape or form that does not exceed the maximum square footage for the level of the engineer.  The wall is stationary. An atmosphere is necessary, so this does not work in the vacuum of space, or underwater.

Forcefield
level=5	effect=20 square feet/level		duration=10 minutes+1 round/level	activation time=1 round

	This effect creates an impervious force field of any size and shape desired by the engineer up to the maximum area of effect.  The force field is stationary and invisible.  It reflects 100% of any energy striking it.  Creatures moving at a rapid rate (running, etc.) and colliding with it will take 1-6 hit points of damage and be stunned for 2-5 minutes.  At level 10, the engineer may opt to have the force field be multiphasic.

Hydropulverize
level=5	effect=20' cube/level	duration=permanent	activation time=1 round

	This effect converts ordinary rock into a slurry of dust and water, which is basically mud.  When the water evaporates, the remaining substance will be dirt.  Any creature caught in the mud will sink to the bottom and suffocate (if deep enough), being unable to move normally in such circumstances.  Mud to dirt occurs normally in 1-6 days per 10 cubic feet.  Creatures sink in the mud at a rate of 1' per 10 seconds.  Note that mineral content of the rock is present in the mud/dirt and is thus an excellent medium for plants.

Icewall
level=5	effect=special	duration=10 minutes/level		activation time=30 seconds

	This effect removes the heat from an area the shape of a wall which freezes the moisture in the air, creating a wall of dry ice.  The wall is always one inch thick per level. In area it is 10 square feet/level.  The engineer can make it any shape he desires so long as it is no larger than the total possible area. Any creature breaking through, or otherwise touching, the ice suffers 2 hit points per level of the engineer. Obviously, this only works wherever there is air, although it will work even in a desert since there is carbon dioxide in the desert air.

Illusion  (PR)
level=5	effect=8' feet + 1'/level	duration=1 hour/level	activation time=50 seconds

	This effect allows the engineer to create a temporary solid image of whatever the engineer desires.  In most respects, this is like the Hologram effect, but the hologram is replaced with actual matter gathered from free particles in the immediate vicinity.  After the duration ends, the matter making up the illusion harmlessly dissipates.  Creatures that desire to dis-believe the image must make an intellect check.  A success indicates that they see the illusion for what it is.  Creatures believing the illusion will suffer damage for no other reason than that they believe they are suffering damage. They suffer half damage, but believe they are suffering full damage.  They can attempt to disbelieve once per illusion.  Creatures with an intellect under 3 cannot disbelieve the illusion.  Unlike the Mask effect, the engineer cannot make some object look like another, but he could hide behind any illusionary object, provided it was large enough.

Kill
level=5	effect=1 creature		duration=permanent	activation time=1 round

	This effect causes the heart of the affected creature to stop, thus killing it.  A "miss" acts as if a Harm was done.  This has no effect on creatures with more than 60 hit points (actual, not current).

Pass
level=5	effect=5' wide x 8' high x 2' deep/level opening	duration=1 hour+10 minutes/level	activation time=1 round

	This effect opens a portal through wood, plaster, or rock. The engineer can then simply walk through.  The portal is large enough for the engineer to walk through normally.  Any creature can pass through the opening, or tunnel.

Repulse
level=5	effect=16' diameter hemisphere	duration=10 minutes/level		activation time=1 round

	This effect puts up a force field around the engineer which repulses all solid material.  The engineer cannot move in such a way as to force aside objects which are heavier than he.  For instance, if used in a forest, the engineer would be unable to approach closer than 8' to any tree larger than a small sapling.

Shape
level=5	effect=1 cubic foot/level	duration=permanent	activation time=1 round

	This effect allows the engineer to rearrange the molecules of the affected rock (within the specified volume), shaping it into any desired shape.  The fineness of detail is not great.

Shield
level=5	effect=special	duration=1 round/level	activation time=1 round

	This effect provides a force field that always remains in front of the engineer.  It can absorb up to as many hit points during its duration as the engineer has.  If it suffers more hit points than it has, the effect will end. Any creature weighing less than 2,000 pounds that tries to push past the field will be slowed to half speed for 1 round (at which time it will be past the field).

Solidify
level=5	effect=20' cube/level	duration=permanent	activation time=1 round

	This effect converts ordinary mud or soil into basalt rock. 

Transport
level=5	effect=special	duration=instantaneous	activation time=10 seconds

	This effect allows the engineer to transport himself and up to 200 pounds plus 10 pounds per his level.  This can be any area within 100 miles per level.  It must be well known to the engineer or problems may result.  The following table indicates possible results. Arriving high will cause the engineer to fall upon arrival.

                                   ---------- possible result ----------
Destination is	High	On Target	Low	
Very familiar	01-02	03-99	100	
Studied carefully	01-04	05-98	99-100	
Seen casually	01-08	09-96	97-100	
Viewed once	01-16	17-92	93-100	
Never seen	01-32	33-84	85-100	

	A high result means that the engineer arrives 10' above the surface for each percentage point below the "on target" minimum.  For a very familiar place this means that he could arrive 10'-20' high.  A low result means that he arrives 10' below the surface for each percentage point below the "on target" minimum. If he materializes in a solid material, death is instantaneous.  If a "Low" result is rolled, there is a 50% chance that the displacement is horizontal instead of vertical.  However, materializing in a wall is just as deadly as within a floor.  Roll 1d8 to determine the horizontal direction (1=North, 2=NE, 3=East, etc.).  Note that with an engineer at level 10, and above, there is no chance for error.  At level 7, the engineer can transport some distant object (up to 1 pound/level) to his hands.  Note that for engineers below level 10, the possible results affect the arrival of the object relative to the engineer's hands.

Travel
level=5	effect=1-7 creatures	duration=permanent	activation time=1 round

	This effect allows the engineer to travel to a neighboring universe.  He may take up to 6 other creatures with him.  The creature(s) will remain in the parallel universe until brought back by some similar means.

Wall
level=5	effect=special	duration=permanent	activation time=1 round

	This effect will take existing non-living material and form a wall out of it.  The maximum range for this effect is 5' per level.  The wall is .25' thick and up to 20 square feet per level.  This can be used to create a wall (vertical), a bridge (horizontal), or a ramp (slanting).  An unsupported span over 20' long will collapse under its own weight.  There must be sufficient amounts of the material from which to form a wall.

LEVEL 6

Absolute Zero
level=6	effect=special	duration=special	activation time=1 round

	This effect reduces a small object (or a small area of a large object) to absolute zero.  This object can freeze water to a depth of 6 inches for an area of 100 square feet.  This ice lasts for 1 round per level.  Any creature touching this object suffers 4 hit points per level.

Barrier
level=6	effect=special	duration=3 rounds/level	activation time=90 seconds

	This effect causes a circling wall of small objects around the engineer at a 3 foot radius.  The engineer may use any non-living thing, but no object may be heavier than 1 pound.  The barrier can cover any area between 5' square and 40'x 40'. Sharp objects will do 8d8 (8-64) hit points to anyone trying to pass through while blunt objects will do 4d8 (4-32) hit points.  The engineer must have access to the items he wishes to use for this.

Blast
level=6	effect=120' wide path x 20' long/level	duration=4 rounds/level

	This effect causes a moving force field which spreads away from the engineer and crashes into anything in the specified path.  This will push or knock away any item less than 200 pounds.  Brittle items which are held in place will shatter (glass, wooden shafts, etc.).  The force field blast is sent out once per round for the duration of the effect.  Any creature caught between the force field and an immovable object (such as a wall) take 3d6 hit points of crushing damage.

Contingency
level=6	effect=the engineer	duration=1 day/level	activation time=10 minutes

	This effect allows another QID to be automatically activated under a pre-defined set of circumstances.  For example, the engineer could create a QID that activated a Float QID whenever the engineer falls more than ten feet.

Cyclone (PL)
Level=6	effect=special	duration=1 round/level	activation time=1 round

	This effect creates a cyclone, in air or liquid, around the caster with a diameter of 1’ per level.  The center of the cyclone is calm, with a diameter half that of the cyclone.  For instance, a 10’ diameter cyclone has a 5’ diameter area of calm in the center.  The cyclone begins at the surface upon which the engineer stands (or would be standing if he is floating) and reaches a height of 1’ per level.  The direction of the cyclone is up to the engineer (cyclonic or anticyclonic)., with a maximum wind/current speed of 5 mph per level.  The engineer can determine the size and power of the cyclone at the start of the effect up to the maximum for his level, but cannot change it thereafter.  The cyclone doesn’t move with the engineer, so if he moves, he may be subject to the force of the cyclone.  The effect has no effect in the absence of an atmosphere or hydrosphere.

Detect Phase
Level=6	effect=special	duration=1 round/level	activation time=90 seconds

	This allows the engineer to see things which are out of phase relative to himself.  Even something 180 degrees out of phase is visible, although it will appear ghostly.  The engineer can choose to focus, at will, on any particular phase or all phases.  Those out-of-phase creatures observed by the engineer are not granted any ability to see the engineer, nor does this effect allow the engineer to interact with what he sees that is out of phase.

Disintegrate
level=6	effect=special	duration=permanent	activation time=1 round

	This effect is similar to the Resonate effect except that any object is affected (living or dead).  Up to 10 cubic feet per level or one creature per level can be affected.  Note that only physical items can be disintegrated. A force field cannot be disintegrated as it is a field of energy.  However, the force field generator could possibly be disintegrated.  This effect can miss.

Fold
level=6	effect=.5 cubic foot/level	duration=permanent	activation time=1 round

	This effect is similar to the Warp effect, except that it affects stone. It causes natural stone to bend and buckle.  The GM must decide on what is allowed, but bending stone too much will cause it to break.

Know
level=6	effect=special	duration=special		activation time=10 days

	This effect does a complete scan of the current area (room or surrounding 30'), piecing together as many facts as possible about what has happened in the room for the last month (up to a year ago if nothing has been disturbed in that long).  This is always accurate in what is revealed to the engineer.

Pain
level=6	effect=special	duration=instantaneous	activation time=5 seconds		range=100'

	This effect will interfere with the normal operation of the target's nervous system and muscles, resulting in a moment of pain followed by 2d4 rounds of reduced function such that dexterity and strength are reduced by 3.  Affected creatures are -15% on hit rolls, -1 on damage, and +20% on defensive adjustment.  If the target has more than one attack per round, the number of attacks per round is halved.  The number of affected targets depends upon the level of the engineer and of the targets.  The aggregate level total of all targets cannot exceed the level of the engineer.

Part
level=6	effect=special	duration=10 minutes/level		activation time=10 minutes

	This effect causes a liquid or powdery substance (sand or finer) to move apart, leaving a trough.  A trough 30' deep by 10' wide is created.  The length of the trough is 20" long per level of the engineer.

Rust
level=6	effect=.5 cubic feet/level	duration=permanent	activation time=1 round

	This effect will cause a ferrous metal to rust.  This corroded metal cannot withstand any stress without being destroyed.  There is no possibility for a miss.

Stupefy
level=6	effect=1 creature	duration=permanent	activation time=1 round

This effect causes a brain disorder in the affected creature such that intellect is reduced to 3 (1 in each of the 3 sub-abilities) and the creature is left unable to concentrate or plan anything complicated until the disorder is somehow cured.

Transparency
level=6	effect=special	duration=1 round/level	activation time=1 round

	This effect realigns the molecules in an object such that it becomes transparent to the engineer.  This does not effect dense material such as lead, gold, platinum, etc.  Stone up to 6' thick can be affected, or 20' of wood can be affected.  The viewing area is 3' wide and 2' high.

Unrust
level=6	effect=.5 cubic feet/level	duration=permanent	activation time=1 round

	This effect will restore rusted metal to original condition.  There is no possibility for a miss.

LEVEL 7

Cloak
level=7	effect=special	duration=1 hour/level	activation time=1 round

	This effect causes the engineer and his carried/worn belongings to become invisible.  Not even electronic surveillance equipment can detect the presence of the engineer.  However, anything which detects QID effects can detect the presence of a cloaked object, but not pinpoint its exact position.  At level 7, the engineer can only cloak himself.  For every eight levels of the engineer, he can cloak himself and one other object.  For example, at level 8, the engineer can cloak himself and one other creature.  At level 16, the engineer can cloak himself and two other creatures.  The cloak for a creature ends when an attack is made by the cloaked creature or when the duration ends.

Confuse
level=7	effect=1-8 creatures in a 40' x 40' area	duration=1 round/level	activation time=90 seconds

	This effect disrupts normal sensory input to the brain of the affected creature(s), causing them to be confused.  Confused creatures will react as follows:

Die roll	action	
01-10	wander away for 1 round (random direction)	
11-60	stand confused for 1 round	
61-80	attack nearest creature for 1 round, if any	
81-00	run in fear for 1 round (random direction)	

Each round, each affected creature must make another check on the above table.

Earthquake  (PL)
level=7	effect=5' diameter/level	duration=1 round	activation time=10 minutes

	This effect allows the engineer to cause a local ground tremor.  This requires that the engineer be on a ground surface.  The effects are as follows:

Terrain	Result	
Cave	collapses roof	
Cliff	crumble and landslide	
Ground	cracks open, killing 1d6 random creatures	
Marsh	water drains away	

Vegetation: small trees = no effect
large trees = 1 in 3 are uprooted and fall

Structure:  sustain 5d12 points of damage.  Note that strong structures with foundations built on bedrock only sustain half damage.

Firestorm
level=7	effect=20' cube/level	duration=1 round		activation time=1 round

	This effect causes a cube of roaring fire similar in all respects to a firewall, however the effect is a cube area. The closest edge of the cube can be up to 160' distant from the engineer.

Gate
level=7	effect=special	duration=1 round/level	activation time=1 round

	This effect creates a temporary nexus (gate) between the engineer's universe and an adjacent one.  While the gate is open, six creatures may pass through it either way, per round.  There is a 50% chance that something from the adjacent universe will come through during the duration of the effect.

Gravity
level=7	effect=10’ square/level	duration=1 round/level	activation time=1 round	range=10’/level

	This effect creates an area of artificial gravity with a strength of 1/10 standard gravity per level.  It must be focused on a surface within range of the engineer.  The artifical gravity thus created has an effect on all items up to the maximum range of the effect (based on the level of the engineer), but only on items that are above the plane of the surface affected (that is, toward the engineer).  If arranged so that a another source of gravity is beneath the affected surface, the effect is to increase the gravity above the surface by the strength of the artificial gravity.  If arranged so that a abother source of gravity is above the affected surface, the net effect will be the difference between the artificial gravity and the natural gravity.  For instance, an eighth-level engineer who used this effect on a sidewalk would cause anyone walking over that portion of sidewalk to suddenly weigh 80% more.  Likewise, if he were to affect the ceiling of a room, anyone walking into that room would suddenly weight only 20% of normal.

Phase
Level=7	effect=1 object	duration=permanent	activation time=1 round	range=10’/level

	This effect allows the engineer to change the phase of any object (up to 200 lbs per level), by 20 degrees per level.  If used against an unwilling sentient being, the engineer must score a “hit”, otherwise the effect always works.  The engineer must be able to see the target – either by being the same phase himself or by using Detect Phase or something similar.

Restrain
level=7	effect=1 object	duration=1 round/level	activation time=1 round

	This effect creates a force field around the affected object (which may be a creature).  This field holds the object (up to 1,000 pounds) motionless.

Stun
level=7	effect=1 creature		duration=special		activation time=10 seconds

	This effect affects the nervous system of the affected creature, causing it to be stunned and unable to act coherently.  The maximum range is 5' per level. The number of creatures stunned and the length of time depend upon their hit points as follows:

Aggregate hit points	duration	
1-30	4-16 rounds	
31-60	2-8 rounds	
61-90	1-4 rounds	
90+	no effect	

Weather  (PL)
level=7	effect=4-16 square miles	duration=4-48 hours	activation time=10 minutes

	This effect allows the engineer to temporarily effect the weather.  This requires that the engineer be in a planetary setting.  It takes 10-40 minutes for the desired effect to take place.  One of three conditions can be changed. The cloud cover can be clear, overcast, or it can be precipitating.  The temperature can vary by as much as 20 degrees F.  The wind can be calm, light, strong, gale, or storm-like.  This effect only allows the chosen condition to change by one degree (from calm to light wind, or from clear to overcast). Additional Weather functions will not produce additional change on the same condition, but can affect another.  The weather returns to normal after the specified duration is over.

LEVEL 8

Blank
level=8	effect=1 creature		duration=1 day	activation time=10 seconds

	This effect protects the affected creature from any form of mind control  (such as Control or Stupefy).

Maze  (PR)
level=8	effect=1 creature		duration=special		activation time=30 seconds

	This effect creates a holographic image of a maze that affects the eyes of the affected creature.  Other creatures are not affected but will see a glowing sphere surrounding the creature's head.  The creature will wander aimlessly through the maze for a period of time that depends solely upon its intellect.

Intellect	time in maze	
Under 3	20-80 minutes	
3-5	10-40 minutes	
6-8	5-20 rounds	
9-11	4-16 rounds	
12-14	3-12 rounds	
15-17	2-8 rounds	
18+	1-4 rounds	

Punch
level=8	effect=special	duration=1 round/level	activation time=90 seconds

	This effect creates a small force field that can be "thrown" at any creature within 5' per level.  This can be done once per round for the entire duration of the effect but no other effects can be used until the effect ends.  Doing so ends the effect.  This never misses, but the damage done will vary based on the level of the engineer as follows:

Level	damage	
8-10	2-12 hit points	
11-16	3-18 hit points (opponent is stunned for 1 round)	
17+	4-24 hit points (opponent is stunned for 3 rounds)	

	The field can be destroyed if it takes more hit points of damage than the engineer has.

Seizure
level=8	effect=1 creature		duration=2-5 rounds	activation time=1 round

	This effect causes the muscles of the affected creature (which must have muscles and a nervous system) to be rendered useless due to seizures.  The creature suffers a defensive penalty of 20% and it suffers 1 hit point per round if on a hard surface.

Storm  (PL)
level=8	effect=1 mile diameter per level	duration=10 minutes/level		activation time=10 minutes		range=1 mile

	This effect summons a storm which rages for the stated duration.  Once summoned, it is not under the control of the summoner. The storm will take the form of a hurricane over the ocean, or of a thunderstorm with tornadoes over land.  Anyone subjected to the storm will take appropriate damage (see section on weather for details).  It will be obvious during the activation phase that a large storm is building.  If a storm is already raging, this merely extends the storm's duration by the stated amount.

Tidalwave  (PL)
level=8	effect=wave 5' high by 10' wide per level	duration=20 rounds	activation time=10 minutes		range=1 mile

	This effect causes an earthquake in the floor of a large body of water thus creating a tidal wave that is 5' high per level of the engineer.  The wave moves at a speed of 48.  The wave will not be visible or affect anything on the surface of the water until the height of the wave exceeds the depth of the water.  At that point it will rise along with the floor of the body of water until it hits shore at which time it will be the full height.  For each round that it travels thereafter it will lose 30' in height.  Any creature or structure caught in the wave will take damage equal to the height of the wave in feet.  A miss indicates that the character or object takes half damage.

LEVEL 9

Age
level=9	effect=1 being	duration=instantaneous	activation time=1 round	range=90'

	This effect will increase the metabolism of a living being such that it will age 1d4 years.  This cannot normally miss.

Combustion
level=9	effect=special	duration=instantaneous	activation time=1 round	range=100'

	This effect liberates the energy in the chemicals normally found within a living creature's body such that the creature spontaneously combusts.  For electromechanical devices, the internal electrical system is overloaded to produce the same effect.  The number of creatures affected is determined by the level of the engineer: as many creatures as have an aggregate level total less than or equal to the engineer are affected.  This effect cannot miss, but devices which protect against fire will protect against this effect.  Objects which are not biological and/or electric are unaffected by this.

Crush
level=9	effect=special	duration=1 round/level	activation time=90 seconds

	This effect is similar to the Punch function in that a force field is created which can then be used to crush an opponent (one attack per round).  Note that an object can be affected by this effect.  In this case, the object must make a successful check on the Items Versus Effects table for severe blow each round (each subsequent round the item gets -5% chance, to a maximum of -20%).  The damage done to creatures depends upon the number of continuous rounds the effect has affected a single creature or object.  The rounds must be sequential or the effect starts over as if it is the first round. 

Round	damage	
1	1-10 hit points	
2-3	2-20 hit points	
4+	4-40 hit points	

Crystallize
level=9	effect=2 cubic feet/level	duration=permanent	activation time=1 round

	This effect causes the crystalline structure of hard metal to change such that it is easily shattered by a normal blow (Items Versus Effects, normal blow is 10%, severe blow is 0%).

Invulnerability
level=9	effect=engineer		duration=1 round/4 levels		activation time=2 rounds

	This effect will surround the engineer with a spherical field which renders him invulnerable to QID effects of less than level 10 and all normal weapons.  It provides 50% chance to avoid any effect of a QID of level 10 (or higher) or of an artifact.  QIDs and weapons function normally within the sphere, but cannot breach it to affect anything on the outside. Note that no light, gravity, or other energy can pass through the sphere. Although this effect could render the engineer totally invulnerable to even a supernova at close range, any contact with the event horizon of a black hole will immediately end the effect, leaving the engineer subject to the conditions at his location.

Suspend
level=9	effect=1 creature		duration=permanent	activation time=1 round

	This effect will cause the target creature (living creatures only) to enter a hibernation-like state of suspended animation.  Nothing short of death, or the Cancel effect, will remove the creature from this state.

LEVEL 10

Restore Memories
level=10		effect=1 being	duration=instantaneous	activation time=1 round	range=100'

	This effect will reverse the effects of one Wipe Memories QID effect.  Note that this has no effect if the target recovers the lost level through normal level advancement.

Wipe Memories
level=10		effect=1 being	duration=instantaneous	activation time=1 round	range=100'

This effect will permanently block enough recent memories in the target to cause it to lose a single level of experience.  If reduced to less than level 1, the target is reduced to vegetable intelligence and will die from starvation if not taken care of by others.  The result is that the target is moved to the mid-point of the previous level, in experience points.  Level advancement is as normal from that point.  Creatures without level advancement are unaffected by this effect.  There is no chance to "miss".

The Known Universes

	There exist an infinite (or, in any case, extremely large) number of parallel universes in the game.  Collectively, they are referred to as the "multiverse".  The prime universe is the one in which most game play takes part.  It is the universe of galaxies, solar systems, stars, black holes, etc. which is familiar to all.  Parallel universes may resemble the prime universe or may be radically different.
	All universes are arranged like a layered cake.  The prime universe can be thought to reside in the middle, with two parallel universes adjacent to it. Certain means allow travel between any two universes.  Few of the parallel universes are known, and fewer still have been explored to any degree.
	Time operates in a similar manner in all universes; however, even within the prime universe, time is affected by gravity.  This can lead to some complex situations and therefore, it is generally ignored in relation to the game.

Gates

	Gates are links between different universes.  They may be man-made or natural.  In either case, they are unusual in the extreme. Generally, "gate" refers to an artificial link, whereas "vortex" refers to a naturally occurring link.  Gates can be created with QIDs, in which case, they are temporary.  A more-or-less permanent gate can be created, but requires an immense amount of energy to maintain and very high technology to create.
	Vortices may be either temporary or permanent, although temporary vortices are the most common.  Gates and vortices are usually associated with some physical object in both universes.  In fact, vortices are usually created by large physical objects or huge amounts of energy.
	Gates do not "suck" material from one universe to the other. Only objects with a velocity that takes them through the gate will cross to the other universe.  However, while facing the gate or vortex, distant objects may be obscured, thus revealing the location of the gate.  For example, while looking at a background of stars if a character moves such that the vortex faces them and is between them and the background of stars, the vortex obscures some of the stars.  Since no energy passes through the gate, no weapons (other than projectile weapons) can be used on objects or creatures on the other side. Further, the gate is opaque and black on both sides.

	Some of the more well-known universes are described in the following sections, but most are unexplored or unknown.

Universe -1 

	One of the universes immediately adjoining the prime is referred to as Universe -1.  It is a very old universe, apparently having expanded beyond the point of being able to collapse.  Most all matter has been sucked into black holes.  Therefore, it is an extremely dark and cold place (absolute zero). No object without an internal source of heat will last very long here since at absolute zero, molecules begin to break apart.  No life can exist here without some support.

	No known vortices to or from this universe are known.

Universe +1

	The other universe adjoining the prime is referred to as Universe +1.  It is almost an exact opposite of Universe -1, being a "young" universe - or one that is at the beginning stages of expansion.  Ambient temperatures in excess of 900 degrees F keep most everything molten.  Other than that, the appearance of the universe is similar to the prime.  Besides heat, every other form of radiation is found in abundance, making this a very dangerous place.

Universe +2

	This universe bounds the opposite side of Universe +1.  It is at an even earlier stage of expansion.  Here, the amount of energy is in excess of that needed to rip apart all subatomic particles, making it a hellish place of plasma.  Trips here are usually one way as any material will quickly become plasma itself.  The amount of energy present is also capable of shredding any known electromagnetic shielding.  Nothing lives here, since nothing can.
	The huge amounts of raw energy that exist in this universe tend to create vortices to a great many other universes.  However, such vortices are quickly (within 30 seconds) torn apart by the same forces which created them.

Universe +3

	This universe, so far as is known, is completely empty.  Its ambient temperature is slightly above absolute zero but there is no presence of matter and no presence of native life.  It is generally accepted that there used to be matter in the universe, but no one knows for sure where it has all gone.  Some theorize that a gigantic black hole sucked all of the matter up, but such a black hole, if it exists, has yet to be located.

	There are no known vortices from or to this universe. 

Extra dimensional Spaces

	Extra dimensional spaces exist as very small "universes" that intrude between two adjacent universes at a single point.  The location of the source of energy used to create the extradimensional space determines the location of the extradimensional space in relation to the current universe.  Since no two objects can occupy the same space at the same time, all extradimensional spaces are separate from each other.  Objects left in an extradimensional space when that space is deleted cause the space to shrink around the objects.  Since the space is no longer linked to another universe, it slips between the two universes.  It is possible for the space to be caught in a gate (very unlikely) and for the contents to be thus freed, but usually they will simply exist forever slipping around in nil-space.

The Ancients

	Although the subject is debated heatedly by historians, many believe that there was once an advanced race of people who spread out among the universe (and possibly others).  Every so often a ruin of great antiquity and made by an obviously superior culture (technologically) is found.  There also are rumors of strange artifacts of great power.  Further, there are some strange things reported by generally reliable sources that seem to indicate the continued existence of beings who were part of this mythical race.  However, the detractors of these beliefs have rational explanations against all evidence and which side one believes is a matter of personal opinion.

QUICK-REFERENCE

	This appendix lists information found in other parts of this book, but in a quick-reference form for easy lookup.

QIDs by Level
LEVEL 1 

Bland 
Change 
Condense 
Darkness 
Detect Illusion 
Detect QID  Encouragement 
Endure 
Energy
Evaporate 
Fear 
Fog 
Forecast (PL)
Harm
Heal
Impede
Invisibility
Knockout 
Lock 
Mend 
Message
Missile 
Poison 
Purify 
Push 
Resize
Sleep 
Tame 

LEVEL 2

Armor 
Antidote 
Blur (PR) 
Charm 
Chill 
Colorblind
Control 
Deafen 
Detect Life 
Discover  (ME) 
Enfeeble 
Flame
Float
Force 
Heat 
Hyperdimension 
Image (PR) 
Misdetect
Open 
Read 
Resonate
Silence 
Sphere 
Spring (PL) 
Strength 
Warp 

LEVEL 3

Agitate 
Blind 
Breathe 
Cancel 
Cocoon
Cure 
Demagnetize 
Electricity (EL)
Explosion
Feign 
Food 
Hologram (PR)
Immobilize
Infrared Vision 
Magnetism 
Mask  (PR) 
Paralyze 
Release 
Sight 
Slow 
Speed 
Wind 

LEVEL 4 

Deanimate 
Detect Lie 
Detoxify 
Excavate 
Extend
Reversal 
Synthesize
Terrain  (PR) 
Fumble 
Immunity
Insulate 
Lie 
Morph 
Protection 
Quench 
Repel 
See  (PR)
Sounds 
Summon 
Toxify 
Ultraviolet Vision 

LEVEL 5 

Anti-gravity 
Communicate 
Falsify 
Fire 
Firewall 
Forcefield 
Hydropulverize 
Icewall 
Illusion (PR) 
Kill 
Pass 
Repulse 
Shape 
Shield 
Solidify 
Transport
Travel 
Wall

LEVEL 6 

Absolute Zero 
Barrier 
Blast 
Contingency 
Cyclone
Detect Phase
Disintegrate 
Fold 
Know 
Pain 
Part 
Rust 
Stupefy 
Transparency 
Unrust 

LEVEL 7 

Cloak 
Confuse 
Earthquake  (PL)  Firestorm 
Gate
Gravity
Phase
Restrain 
Stun 
Weather  (PL) 

LEVEL 8 

Blank 
Maze  (PR) 
Punch 
Seizure 
Storm  (PL)
Tidalwave  (PL) 

LEVEL 9 

Age 
Combustion 
Crush 
Crystallize 
Invulnerability
Suspend 

LEVEL 10

Restore Memories 
Wipe Memories 

QIDs by Effect Name

Name	Level
Absolute Zero	6
Age	9
Agitate	3
Anti-gravity	5
Antidote	2
Armor	2

Barrier	6
Bland	1
Blank	8
Blast	6
Blind	3
Blur (PR)	2
Breathe	3

Cancel	3
Change	1
Charm	2
Chill	2
Cloak	7
Cocoon	3
Colorblind	2
Combustion	9
Command (EL, ME)	1
Communicate	5
Condense	1
Confuse	7
Contingency	6
Control	2
Crush	9
Crystallize	9
Cure	3
Cyclone	7

Darkness	1
Deafen	2
Deanimate	4
Demagnetize	3
Detect Illusion	1
Detect Lie	4
Detect Life	2
Detect Phase	6
Detect QID	1
Detoxify	4
Discover (ME)	2
Disintegrate	6

Earthquake (PL)	7
Electricity (EL)	3
Encouragement	1
Endure	1
Energy	1
Enfeeble	2
Evaporate	1
Excavate	4
Explosion	3
Extend	4

Falsify	5
Fear	1
Feign	3
Fire	5
Firestorm	7
Firewall	5
Flame	2
Float	2
Fog	1
Fold	6
Food	3
Force	2
Forcefield	5
Forecast (PL)	1
Fumble	4

Gate	7
Gravity	7

Harm	1
Heal 	1
Heat	2
Hologram (PR)	3
Hydropulverize	5
Hyperdimension	2

Icewall	5
Illusion (PR)	5
Image (PR)	2
Immobilize	3
Immunity	4
Impede	1
Infrared Vision	3
Insulate	4
Invisibility	1
Invulnerability	9

Kill	5
Knockout	1
Know	6

Lie	4
Lock	1

Magnetism	3
Mask (PR)	3
Maze (PR)	8
Mend	1
Message	1
Misdetect	2
Missile	1
Morph	4

Open	2

Pain	6
Paralyze	3
Part	6
Pass	5
Phase	7
Poison	1
Protection	4
Punch	8
Purify	1
Push	1

Quench	4

Read	2
Release	3
Repel	4
Repulse	5
Resize	1
Resonate	2
Restore Memories	10
Restrain	7
Reversal	4
Rust	6

See (PR)	4
Seizure	8
Shape	5
Shield	5
Sight	3
Silence	2
Sleep	1
Slow	3
Solidify	5
Sounds	4
Speed	3
Sphere	2
Spring (PL)	2
Storm (PL)	8
Strength	2
Stun	7
Stupefy	6
Summon	4
Suspend	9
Synthesize	4

Tame	1
Terrain (PR)	4
Tidalwave (PL)	8
Toxify	4
Transparency	6
Transport	5
Travel	5
Trip	2

Ultraviolet Vision	4
Unrust	6

Wall	5
Warmth	1
Warp	2
Weather (PL)	7
Wind	3
Wipe Memories	10

Compounds by Level
LEVEL 1 

Climbing 
Courage 
Healing I 
Insect repellent
Jumping 

LEVEL 2 

Fish Repellent 
Heat Resistance 
Healing II
Pigmentation
Strength I 

LEVEL 3 

Healing III 
Speed 
Strength II
Truth
Water Breathing 

LEVEL 4 

Intellect 
Stamina 
Strength III 

LEVEL 5 

Freeze
Fumes 
Strength IV 

LEVEL 6 

Insanity 
Napalm 
Strength V 

LEVEL 7 

Health
Strength VI 

LEVEL 8 

Incineration 

LEVEL 9 

Youth 

Compounds by Name

Name		Level
Climbing	1
Courage		1

Fish Repellent	2
Freeze		5
Fumes		5

Healing I	1
Healing II	2
Healing III	3
Health		7
Heat Resistance	2

Incineration	8
Insanity		6
Insect repellent	1
Intellect		4

Jumping		1

Napalm		6

Pigmentation	2

Speed		3
Stamina		4
Strength I	2
Strength II	3
Strength III	4
Strength IV	5
Strength V	6
Strength VI 	7

Truth		3

Water Breathing	3

Youth		9

WEIGHTS

	This appendix deals with the weights of various substances.  The weights are for 1 cubic foot and are in pounds.  A second number, if any, indicates the melting temperature of the substance (in degrees F).  If the substance is a naturally occurring ore, then the substance which is obtained from the ore is listed in the fourth column.

Substance	Weight	Melting Point	Ore of	Hardness		
acanthite	473		silver	2		
acmite	230			6		
actinium	622	1050				
actinolite	211			6		
adamite	285			3		
adularia					(see Orthoclase)	
aegirine					(see Acmite)	
agate					(see Chalcedony)	
albite					(see Feldspar)	
alexandrite					(see Chrysoberyl)	
almandine					(see Garnet)	
aluminum	169	660				
amazonite					(see Microcline)	
amazonstone					(see Microcline)	
amber	67					
amblygonite	201		lithium	6		
amethyst					(see Quartz)	
amphibolite				6		
analcime	146			5		
analcite					(see Analcime)	
andalusite	204			7		
andesine			arsenic		(see Feldspar)	
andesite				6		
andradite					(see Garnet)	
anglesite	415			3		
anhydrite	191			3		
annabergite					(see Erythrite)	
anthorite					(see Feldspar)	
antigorite					(see Serpentine)	
antimony	415	631		3		
apatite	204			5		
apophyllite	152			5		
aquamarine			beryllium		(see Beryl)	
aragonite	191			4		
argentite			silver		(see Acanthite)	
arsenic	363	817		3		
arsenopyrite	395		arsenic	6		
augite	220			6		
aurichalcite	236		zinc	2		
austinite	268			4		
autunite	204		uranium	2		
aventurine					(see Quartz)	
axinite	217			7		
azurite	243		copper	4		
babingtonite	218			6		
barite	288			3		
barium	225	714				
basalt				6		
bauxite	162		60% aluminum	2		
benitoite	233			6		
beryl	181		beryllium	8		
beryllium	116	1277				
biotite	201			3		
bismuth	605	271		2		
bismuthinite	441		bismuth	2		
bixbyite	318			6		
bloodstone					(see Chalcedony)	
borax	110			2		
bornite	324		copper	3		
boron	147	2030				
boulangerite	404		lead	3		
bournonite	378		copper & lead	3		
brass:						
    forging	525	1000				
    red	545	990				
    yellow	530	931				
brochantite	259			4		
bromine	195	-7				
brucite	152		magnesium	2		
bytownite					(see Feldspar)	
cadmium	536	321				
calaverite	599		gold	3		
calcite	175			3		
calcium	97	838				
californite					(see Vesuvianite)	
carbon	227	3727				
carnelian					(see Chalcedony)	
carnotite	292		uranium	2		
cassiterite	450		80% tin	7		
cats eye					(see Quartz)	
celestite	256			3		
cerargyrite					(see Chlorargyrite)	
cerium	432	804				
cerussite	424		lead	3		
cesium	118	287				
chabazite	136			5		
chalcanthite	148			2		
chalcedony	170			7		
chalcocite	356		copper	3		
chalcopyrite	272	4	copper			
chert				7		
chloanthite			cobalt & nickel		(see Skutterudite)	
chlorargynite	360		silver	2		
chlorite	191			2		
chondrodite	204			6		
chromite	295		chromium	5		
chromium	449	1875				
chrysoberyl	237			8		
chrysocolla	136		copper	3		
chrysoprase					(see Chalcedony)	
cinnabar	525		mercury	2		
citrine					(see Quartz)	
clay	168					
cleavelandite 					(see Albite)	
clinozoisite	214			7		
coal	100	3727		2		
cobalt	553	1495				
cobaltite	408		cobalt	5		
colemanite	156		boron	4		
columbite	440		niobium & tantalum	6		
conichalcite	281			4		
copper	553	1083		3		
cordierite	172			7		
corundum	259		aluminum	12		
covellite	305		copper	2		
crocoite	389			3		
cryolite	191		aluminum	2		
crysotile	165		asbestos			
cuprite	395		copper	4		
cyanotrichite	178			3		
danburite	194			7		
datolite	188			5		
demantoid					(see Garnet)	
descloizite	402		copper, lead, & zinc	3		
diamond	227	3727		10		
diopside	224			6		
dioptase	217			5		
diorite				6		
dolomite	185		magnesium	4		
dravite					(see Tourmaline)	
dumortierite	217			7		
dunite				6		
dysprosium	536	1407				
electrum	934	1000				
emerald			beryllium		(see Beryl)	
emery					(see Corundum)	
enargite	288		copper	3		
enstatite	227					
epidote	224			7		
epsomite	110			2		
erbium	570	1497				
erythrite	198			2		
europium	328	826				
fayalite					(see Olivine)	
feberite	475		tungsten			
feldspar	165			6		
flint					(see Chalcedony)	
fluorite	201			4		
forsterite					(see Olivine)	
franklinite	334		zinc	6		
gabbro				6		
gadolinium	501	1312				
galena	486	327	lead	2		
gallium	363	30				
garnet	250			7		
germanium	328	937				
glauberite	178			3		
glaucophane	198			6		
goethite	246		iron	5		
gold	1210	1063		3		
goshenite			beryllium		(see Beryl)	
graphite	142	3727		2		
granite	181			6		
greenstone				6		
granodiorite				6		
grossular					(see Garnet)	
gummite	262		uranium	2		
gypsum	152			2		
hafnium	829	2222				
halite	140		chlorine & sodium	2		
hedenbergite	224			6		
heliodor			beryllium		(see Beryl)	
heliotrope					(see Chalcedony)	
hematite	330		70% iron	6		
hemimorphite	224		zinc	5		
heulandite	143			4		
hexagonite	194					
holmium	553	1461				
hornblende	207			6		
hornfel				7		
howlite	166			3		
huebnerite			tungsten		(see Wolframite)	
hypersthene	237			6		
ice	58	0		1		
idocrase					(see Vesuvianite)	
ilmenite	298		titanium	6		
indicolite					(see Tourmaline)	
indium	449	156				
inesite	194			6		
iodine	311	114				
iolite					(see Cordierite)	
iridium	1400	2454				
iron:						
    cast	445					
    malleable	450					
    pure	484	1537				
    wrought	480					
ivory	117					
jade					(see Jadite)	
jadite	213			7		
jamesonite	373		lead	2		
jargoon			zirconium & hafnium		(see Zircon)	
jarosite	198			3		
jasper					(see Chalcedony)	
kaolinite	168			2		
kernite	126		borax	3		
kyanite	233		aluminum	7		
labradorite					(see Feldspar)	
lanthanum	380	920				
laumontite	146			4		
lawsonite	201			6		
lazuli					(see Lazulite)	
lazulite	198			6		
lazurite	159			5		
lead	709	327				
legrandite	260			5		
lepidolite	185		lithium	3		
leucite	159			6		
lime					(see Calcite)	
limestone	175			4		
limonite	227		iron	5		
linarite	347			2		
lithiophilite			manganese & iron		(see Triphylite)	
lithium	33	181				
lutetium	622	1652				
maganese	449	1245				
magnesite	198		magnesium	4		
magnesium	109	650				
magnetite	327		iron	5		
malachite	256		copper	4		
manganite	279		manganese			
marble	175			3		
marcasite	314		iron	6		
melanite					(see Garnet)	
melanterite	123			2		
mercury	864	-36				
mesolite	149			5		
metaquartzite				5		
meteorite	486	1500	iron			
microline					(see Orthoclase)	
millerite	350			3		
mimetite	470		lead	4		
molybdenite	314		molybdenum	1		
molybdenum	639	2610				
monazite	324		thorium, cerium, lanthanum, & yttrium	5		
monzonite				6		
moonstone					(see Adularia)	
morganite					(see Beryl)	
mottramite			copper, lead, & zinc		(see Descloizite)	
muscovite	185			2		
natrolite	146			5		
neodymium	432	1019				
nepheline	168			6		
neptunite	209			6		
neptunium	1279	637				
niccolite					(see Nickeline)	
nickel	553	1453				
nickeline	505		nickel	5		
niobium	536	2468				
obsidian				7		
oligoclase					(see Feldspar)	
olivenite	272			3		
olivine	243			7		
onyx					(see Chalcedony)	
opal	136			6		
orpiment	224		arsenic	2		
orthoclase	165			6		
osmium	1417	2700				
palladium	709	1552				
pargasite	207			6		
pectolite	181			5		
pentlandite	316		nickel	4		
peridot					(see Olivine)	
peridotite				6		
phenakite	193			8		
phlogopite	185			3		
phosphorus	114	44				
phyllite				1		
platinum	1331	1769		4		
plutonium	1244	640				
polonium	588	254				
potassium	54	63				
praseodymum	432	919				
prehnite	190			6		
protactinum	968	1230				
proustite	363			2		
psilmelane	298		manganese	6		
pumice	32			5		
pumpellyite	207			6		
pyrargyrite	379			2		
pyrite	327		gold, sulfur, & iron	6		
pyrolusite	305		maganese	6		
pyromorphite	460		lead	4		
pyrope					(see Garnet)	
pyrophyllite	185			2		
pyrrhotite	295		iron	4		
quartz	172			7		
radium	311	700				
realgar	230		arsenic	2		
rhenium	1313	3180				
rhodium	778	1966				
rhodochrosite 	227		manganese	4		
rhodolite	255					
rhodonite 	233		manganese	6		
rhyolite				6		
riebeckite	207			6		
rock salt			halite (95-99%)	2		
rubellite					(see Tourmaline)	
rubidium	95	4				
ruby					(see Corundum)	
ruthenium	760	2500				
rutile	276		titanium	6		
salt					(see Halite)	
samarium	467	1072				
sandstone	141			5		
sanidine					(see Orthoclase)	
sapphire					(see Corundum)	
sard					(see Chalcedony)	
sardonyx					(see Chalcedony)	
scandium	187	1539				
scapolite	172			6		
scheelite	389		tungsten	5		
schorl					(see Tourmaline)	
scoria				5		
selenium	294	217				
serpentine	169			4		
shattuckite	266			3		
siderite	250		iron	4		
silicon	145	1410				
sillimanite	211			7		
silver	657	961		3		
skutterudite	421		nickel & cobalt	6		
slate				1		
smaltite			nickel & cobalt		(see Skutterudite)	
smithsonite	285		zinc	4		
sodalite	146			6		
sodium	61	98				
spessartine					(see Garnet)	
sphalerite	259		zinc			
sphene					(see Titanite)	
spinel	246			8		
spodumene	204		lithium	7		
staurolite	243			7		
steatite	175					
steel:						
    carbon	485					
    cold rolled	500					
    stainless	500					
tungsten	505					
stephanite	411		silver	2		
stibnite	298		antimony & magnesium	2		
stilbite	139			4		
strontianite	240		strontium	4		
strontium	162	768				
sulfur	130	119		2		
syenite						
sylvanite	531		gold & silver	2		
talc	178					
tantalite	449		niobium & tantalum	6		
tantalum	1037	2996				
tanzanite					(see Zoisite)	
technetium	726	2130				
tellurium	397	450				
tennantite			copper		(see Tetrahedrite)	
tephroite	262			6		
terbium	518	1356				
tetrahedrite	175			4		
thallium	743	303				
thenardite	175			3		
thorium	726	1750				
thulite					(see Zoisite)	
thulium	588	1545				
tiger eye					(see Quartz)	
tin:						
    babbit	470					
    pure	449	232				
    pewter	454					
    soft solder	525					
    white metal	454					
titanite	227			5		
titanium	282	1668				
topaz	227			8		
topazolite					(see Garnet)	
torbernite	209		uranium	2		
tourmaline	204			7		
trachyte				6		
tremolite	194			6		
triphylite	232		manganese & iron	5		
tuff				0		
tungsten	1204	3410				
turquoise	175			6		
ulexite	123		boron	2		
uraninite	535		uranium	6		
uranium	1192	1132				
uvarovite					(see Garnet)	
vanadinite	450		lead & vanadium	3		
vanadium	372	1900				
variscite	167			4		
vesuvianite	220			6		
vivianite	172			2		
water	64	0		0		
wavellite	152			4		
willemite	262		zinc	5		
witherite	282		barium	3		
wolframite	486		tungsten	4		
wollastonite	185			5		
wulfenite	437		lead	3		
ytterbium	432	824				
yttrium	271	1509				
zinc	449	420				
zincite	360		zinc	4		
zircon	301		zirconium & hafnium	7		
zirconium	406	1852				
zoisite	214			6		

Index

A
Ability scores	9
Absolute Zero QID effect	126
Acid, effect upon items	93
Advanced deflectors	74
Age	15
Age QID effect	134
Aging	15
Agitate QID effect	114
Alcohol	91
Alcoholic beverages	48
Androids	48
Antidote QID effect	109
Antigravity QID effect	122
Antimatter cannons	49, 68
Antimatter grenades	49, 68
Antimatter power plants	48, 58
Antimatter rifles	49, 68
Anti-matter weapons	69
Architect	19
Armor	47
Enhancing	37
intelligent	73
Armor bonus	73
Armor QID effect	109
Arrows	49, 68
Artilley	69
Attack adjustment	12
ATVs	48
B
Banks, loans	46
Barges	48
Barrier QID effect	126
Batteries	48
Becoming lost	54
Belts	47
Biologists	19
engineered life failure	20
Birth	17
Black hole travel	55, 56
Bladder disease	87
Blank QID effect	132
Blast QID effect	126
Blind QID effect	102, 114
Blood disease	88
Blouses	48
Blows, effect upon items	93
Blur QID effect	109
Boats	49
Bolts	49, 68
Bone disease	88
Boots	47
Botanists	19
Bows	49
Boxes	50
Brain disease	88
Breathe QID effect	114
Bus	49
C
Cancel QID effect	114
Canteens	48
Caps	47
Car	49
Central computer	48
Chains	50
Change QID effect	102
Charisma ability score	13
and henchmen	61
Charm QID effect	109
Chemical compounds	95
Chemists	21
compounds	95
Chill QID effect	109
Circulatory disease	88
Cleaning drones	48
Climbing	25
Cloak QID effect	129
Cloaking fields	50, 60
Cloaks	47
Clothing	47
and exposure	84
Clubs	49, 68
Coats	47
Cocoon QID effect	114
Cognitive ability score	12
Colorblind QID effect	110
Combat	72
grappling	78
large-scale	81
overbearing	78
pummeling	78
ship-to-ship	79
Combustion QID effect	134
Comeliness ability score	14
Commandos	23
Dexterity	23
Commerical planes	49
Communicate QID effect	122
Communications Specialists	26
Compoud interaction	95
Compounds	95
listed by level	147
listed by name	149
Computer equipment	48
Computer Scientists	26
Computers	58
Concealment	75
Condense QID effect	102
Confuse QID effect	129
Congenital conditions	85
Constitution ability score	11
Contact weapons	69
Contingency QID effect	126
Control QID effect	110
Controlled Decompression	92
Courage compound	96
Cover	75
Credits	46
Crew death	81
Crossbows	49
Cruise ships	49
Crush QID effect	134
Crystallize QID effect	134
Cure QID effect	115
Cyclone QID effect	126
D
Damage	41
to ships	81
Damage adjustment	10
Damping fields	47, 74
Darkness, and comabt	72
Deanimate QID effect	118
Decompression	92
Defaen QID effect	110
Defensive adjustment	12, 73
Defensive penalties	76
Deflectors	74
Advanced	47
Common	47
Demagnetize QID effect	115
Detect Illusion QID effect	102
Detect Lie QID effect	118
Detect Life QID effect	110
Detect Phase QID effect	127
Detect QID effect	103
Detoxify QID effect	118
Dexterity ability score	11
Commando adjustments	23
Dexterity compound	96
Dice	7, 9
Digestive disease	88
Disarming	79
Discover QID effect	111
Disease	85
Disintegrate QID effect	127
Disintegration	93
Distance	52
Distracting enemies	76
Dresses	47
E
Ear disease	88
Earthquake QID effect	129
Electrical Engineers	30
Electricity QID effect	115
Encouragement QID effect	103
Endocrine disease	88
Endure QID effect	103
Energy QID effect	103
Energy weapons	69
Enfeeble QID effect	111
Engineering life	19
Engineers	27
Enhancements, Weapons	70
Environmental computer	48
Environmental suits	47, 73
Escape pods	49
Evaporate QID effect	104
Excavate QID effect	118
Experience	66
Experience points, bonuses	67
Experience points/level	39
Explosion QID effect	115
Explosives	22, 41
and fires	41
Exposure, to the elements	84
Extend QID effect	119
Extra-dimensional spaces	137
Extremity regrowth	15
Eye disease	88
F
Falling	85
Falling back	75
Falsity QID effect	122
Fear QID effect	104
Feign QID effect	115
Fire
Extinguishing with explosions	41
Fire QID effect	122
Fire, effect upon ofbjects	93
Firestorm QID effect	130
Firewall QID effect	122
First aid kits	50
Fish repellent compound	96
Fission power plants	48, 59
Flame QID effect	111
Flame throwers	49, 68, 69
Flare guns	49, 68, 69
Flashlights	50, 60
Float QID effect	111
Floodlights	50, 60
Fog QID effect	104
Fold QID effect	127
Followers	62
Food and water	44
FoodQIDeffect	116
Foraging	44
Force QID effect	111
Forcefield QID effect	123
Forecast QID effect	104
Fortresses, maintenance	67
Freeze compound	99
Full press	75
Fumble QID effect	119
Fumes compound	99
Funds	46
Fur coat	47
Fur jacketa	47
Fusion power plants	48, 59
G
Galley computers	48
Gas Gun	49, 68
Gate QID effect	130
Gates	64, 136
GBBIP	51
Gems, value	46
General computers	48
General Engineers	29
Gloves	47
Grappling	78
Gravity
and phase	64
Gravity generators	49
Gravity QID effect	130
Group attacks	82
Guard androids	48
Guilds	39
Guns	49
H
Hail	92
Harm QID effect	104
Hats	47
Heal QID effect	105, 111
Healing I compound	96
Healing II compound	97
Healing III compound	98
Health compound	100
Heart disease	88
Heat Resistance compound	96
Heavy Battle Armor	47
Height	16
Helicopters	49
Helmets	47, 73
Helpless creatures	72
Henchmen	61
Hired help	61
Historians	30
Hit points	14
Constitution bonus	11
Hit points, regaining	41
Hit probability	10
Holding one’s breath	53
Hologram QID effect	116
Holograms	65
Hotel rooms	50, 59
Hull strength	55
Hydropulverize QID effect	123
Hyperdimension QID effect	112
Hyperdrives	48, 55
I
Icewall QID effect	123
Illness	85
Illusion QID effect	123
Illusions	65
Image QID effect	112
Immobilize QID effect	116
Immune system disease	89
Immunity QID effect	119
Impede QID effect	105
Incense	50
Incindiary weapons	69
Incineration compound	101
Individual combat	74
Influence ability score	13
Infraref Vision QID effect	116
Insanity	65
Insanity compound	100
Insect repellent compound	96
Insulate QID effect	119
Intellect ability score	12
Intellect compound	98
Intelligent armor	73
Intelligent weapons	70
Interfere QID effect	105
Intestinal disease	89
Intoxication	91
Invisibility	63
Invisibility QID effect	105
Invulnerability QID effect	134
Ion drives	56
Ion propulsion	48
Item versus effects	93
Ivory	50
J
Jammers	49, 59
Jewelry, value	47
Joint disease	89
Jumping compound	96
Jumpsuits	47, 74
K
Kidney disease	89
Kill QID effect	123
Knives	49, 68
Knockout QID effect	106
Know QID effect	127
KVA	55
L
Laer cannons	49
Languages	58
Large-scale battle	81
Laser cannons	68
Laser pistols	49, 68
Laser rifles	49, 68
Laser weapons	69
Last Chance	41
Levels	39
Lie QID effect	119
Light	62
Light Battle armor	47
Light planes	49
Lighter fluid	50
Lighters	50
Line of sight	63
Linguists	32
Listening at doors	65
Liver disease	89
Loans	46
Lock QID effect	106
LOX propulsion	48, 55
M
Machine guns	49, 68
Magentism QID effect	116
Maintenance costs	67
Maneuverability Rating	79
Maps	55
Marching order	66
Mask QID effect	116
Matches	50
Mathematicians	33
Maze QID effect	132
Meals	48
Mechanical Engineers	30
Medics	33
Medium Battle armor	47
Mend QID effect	106
Mercenaries	34
Message QID effect	106
Milk	48
Misdetect QID effect	112
Missile QID effect	106
Morph QID effect	119
Morphable weapons	70
Mouth disease	89
Movement	52
Movement adjustment	10
MR	79
Mucousa disease	89
Multi-vocation characters	37
Muscdle disease	89
Mutations	21
N
Napalm compound	100
Narcotic drugs	91
Nervous system disease	89
Non-leathal combat	77
Nose disease	89
O
Offensive adjustment	12
Open doors	10
Open QID effect	112
Overbearing	78
P
Packs	50
Pain QID effect	127
Pants	47
Parachutes	49
Paralyze QID effect	117
Parents	17
Parrying	74
Part QID effect	127
Pass QID effect	124
Passwords, weapon	70
Perception ability score	13
Perfume	50
Personal temperature	84
Phase	64
Phase QID effect	130
Physical ability score	10
Physicists	35
Pigmentation compound	97
Planes	49
Planet Engineers	30
Plant ingestion	44
Plants, poison	45
Poison	42
and constitution	11
Poison QID effect	106
Poison, plants	45
Poisons, creating	37
Power packs	50
Power plants	48
Antimatter	58
Fisson	59
Fusion	59
Preparing for adventure	57
Pressure	91
Prioces	47
Production Engineers	30
Projectile weapons	69
Propulsion	55
Hyperdrive	55
Ion	56
LOX	55
Warp drive	56
Propulsion systems	48
Prosthetics	48, 59
Protection QID effect	120
Protective helmets	48
Provisions	48
Pummeling	78
Punch QID effect	132
Purify QID effect	107
Push QID effect	107
Q
QID Construction	28
QID core	27
QID cores	50
QID research	28
QID-enhanced weapons	70
QIDs
listed alphabetically	143
listed by level	139
QIDs usable by level	29
Quench QID effect	120
R
Radiation	42
Radio	50
Radio communication	60
Rafts	49
Rail guns	50, 68
Random encounters	53
Rations	48
Reactions	76
Read QID effect	112
Rebreather	50, 53
Regaining Hit points	41
Regeneration	11
Regeneration units	50
Release QID effect	117
Repel QID effect	120
Reproductive disease	90
Repulse QID effect	124
Resize QID effect	107
Resonate QID effect	112
Respiratory disease	90
Restore Memories QID effect	135
Restrain QID effect	130
Retreat	75
Reversal QID effect	120
Revolvers	50, 68
Rifles	50, 68
Robots	48
Rogues	35
Ropes	50, 59
Rounds	50, 62
Rust QID effect	127
S
Sack	50
See QID effect	120
Self-propelled weapons	70
Sensors	50, 60
Sensory weapons	71
Servant androids	48
Sex	16
Shape QID effect	124
Shield generator	73
Shield generators	47
Shield QID effect	124
Ships, damage	81
Ships, hull strength	55
Ships, maintenance	67
Ship-to-ship combat	79
Shirts	48
Shuttle craft	49
Sight QID effect	117
Silence QID effect	113
Silk	48
Skin	90
Sleep	58
Sleep QID effect	107
Sleeping gas bombs	50
Slow QID effect	117
Smoke screen generators	50, 59
Soft drinks	48
Solar power plants	48
Solidify QID effect	124
Sonic disrupters	50, 68
Sonic grenades	50, 68
Sounds QID effect	121
Space	91
Space Barges	49
Spacecraft	49
Speed compound	98
Speed QID effect	117
Sphere QID effect	113
Spices	48
Spine	90
Splash damage	75
Spring QID effect	113
Spying	25
Stamina compound	99
Stationary ships	79
Stomach disease	90
Storm QID effect	133
Strength ability score	10
Strength I compound	97
Strength II compound	98
Strength III compound	99
Strength IV compound	100
Strength QID effect	113
Strength V compound	100
Strength VI compound	100
Stun QID effect	130
Stupify QID effect	128
Summon QID effect	121
Surprise	72
Surveillance weapons	71
Suspend QID effect	135
Synthesize QID effect	121
System shock survival	11
T
Talking weapons	71
Tame QID effect	108
Task Force androids	48
Tents	50
Terrain QID effect	121
The Ancients	138
Thermal power plants	48
Throat disease	89
Tidalwave QID effect	133
Time	62
Tools	50
Toxify QID effect	121
Tractor beams	50, 59
Transparency QID effect	128
Transport	48, 55
Transport QID effect	124
Traps	57
Traps, Setting and removing	24
Travel	52
and terrain	52
and wind speed	52
on water	53
Travel QID effect	125
Trucks	49
Truth compound	98
Tumbling	85
U
Ultraviolet Vision QID effect	121
Underwater vision	63
Universe, known	136
Unrust QID effect	128
Upkeep of ships and fortresses	67
Urinary system disease	90
V
Vision	63
at night	63
underwater	63
Vocations	18
Vortices	136
W
Wall QID effect	125
Warp drive	55
Warp drives	48, 56
Warp QID effect	113
Water	44
Deprivation	45
Water Breathing compound	98
Weapon proficiencies	68
Weapons	68
antimatter	69
classes	69
Construction	37
contact	69
energy	69
Enhancements	70
Enhancing	37
Incindiary	69
intelligent	70
lasers	69
Morphable	70
passwords	70
prices	49
Projectile	69
QID-enhanced	70
Repair	37
self-propelled	70
sensory	71
Surveillance	71
talking	71
Weapons computers	48
Weapons Specialists	37
Rogue points	36
Weather	92
Weather QID effect	131
Weight	16
Weight capacity	10
Weights	150
Welding equipment	51
Whips	50, 69
Will ability score	14
Wind chill	84
Wind QID effect	117
Winds, high	92
Wipe Memories QID effect	135
Wisdom ability score	13
Y
Yachts	49
Youth compound	101
Z
Zoologists	19