Fading Suns

Character Creation

Step One: Formulate Character Concept.

Step Two: Select Character Role

	Nobles			Merchants			Priests	
	Hawkwood		Charioteers			Urth Orthodox
	Decados		Engineers			Brother Battle
	Li Halan		Scravers			Eskatonic Order
	al-Malik		The Muster (Chainers)	Temple Avesti (Avestites)
	Minor House		Reeves (Gray Faces)		Sanctuary Aeon (Amaltheans)
				Yeoman (Freelancer)		Mendicant Monks (Hesychasts)

	Aliens			Barbarians
	Ur-Obun		Kurgan
	Ur-Ukar		Vuldrok
	Vorox

Step Three: Select Characteristics
20 points. Base 3 in Mind and Body charactertistics. Spirit traits are set up in pairs – select a primary which starts at 3 and a secondary which starts at 1 (Alien, if secondary, starts at 0). May not raise any above 8.
Body – Strength, Dexterity, Endurance
Mind – Wits, Perception, Tech
Spirit – Extrovert vs. Introvert, Passion vs. Calm, Faith vs. Ego, Human vs. Alien
The total score of paired Characteristics cannot exceed 10 (so if Passion is 6, Calm cannot be more than 4).

Step Four: Select Skills
30 points.
	Learned – Skills which must be learned. Base Rating of 0.
	Natural – Skills everyone possesses to one degree or another. Base Rating of 3.

Natural Skills: Charm, Dodge, Fight, Impress, Melee, Observe, Vigor, Shoot.

Step Five: Select Benefices and Afflictions
10 points.
Afflictions can give additional points for Benefices.

Step Six: Spend Extra Points
40 points.

	Trait							Cost (to raise by 1)
	Characteristic (Body, Mind, Spirit, Occult)		3
	Wyrd							2
	Skill							1
	Benefice						1
	Blessing						1
	Occult Power						1 per level
	Martial Arts/Fencing Action				1 per level

Misc.
	Vitality.
		5 Levels = Vital Wounds
		Total = Endurance + 5
	Wyrd.
		Non-Occultist = Passion or Calm (Primary)
		Psi = Extrovert or Introvert (Primary)
		Theurgy = Faith

Fading Suns

Character Advancement

Basic Experience.
	Awarded to entire group.
1 pt: Failure or marginally successful game sesssion
	2 pt: Average game session
	3 pt: Particularly successful, “over-and-above-goal” sesssion

Extra Experience.
Awarded to individual characters
+1 pt: Character performed great deed
+1 pt: Player roleplayed very well
+1 to +3 pts: Character learned something new

Experience Increase Chart.
	Trait				Cost
	Characteristic			3 x current rating
	Skills, combat actions		2 x current rating
	Occult powers			2 x current rating
	Wyrd				2 x current rating
	Martial Arts/Fencing Action	2 per level

Fading Suns

Character Creation -- Skill List

Natural Skills.

Charm
Dodge
Fight
Impress
Melee
Observe
Vigor
Shoot

Learned Skills.

Academia
Alchemy
Archery
Artisan
	Blacksmith
	Carpenter
	Cartographer
	Cook
	Jeweler
	Leatherworker
	Locksmith
	Mason
	Potter
	Tailor
	Weaver
Arts
	Calligraphy
	Drawing
	Embroidery
	Illumination
	Music Composition
	Painting
	Poetry
	Rhetoric (Writing)
	Sculpting
	Stained Glass
Beast Lore
Bureacuracy
Combat Actions
Fencing
Martial Arts
Crossbow
Disguise
Drive
	Aircraft
	Beastcraft
	Landcraft
	Spacecraft
	Watercraft
Empathy
Etiquette (High Society)
Focus
Gambling
Inquiry
Knavery
Lockpicking
Lore
	Folk
	Jumproads
	Object
	Regional
	Xeno
Performance
	Variable Specialities
Physick
Read
	Barbarian
Latin
Urthish
Urthtech
Xeno
Remedy
Redemption (Tech)
	Comp Redemption
	Craft Redemption
	High-Tech Redemption
	Mech Redemption
	Volt Redemption
Ride
Science
	Anthropology
	Archaeology
	Astronomy
	Biology
	Chemistry
	Cybernetics
	Engineering
	Genetics
	Geology
	Meteorology
	Physics
	Terraforming
	Xeno-Biology
Search
Sleight of Hand
Social
	Acting
	Debate
	Leadership
	Oratory
Spacesuit
Speak
	Barbarian
	Dialects
	Latin
	Scraver Cant
	Urthish
	Xeno
Stoic Body
Stoic Mind
Streetwise
Survival
Think Machine
Throwing
Torture
Tracking
Warfare
	Artillery
	Demolitions
	Gunnery
	Military Tactics
Xeno-Empathy

Fading Suns

Character Creation – Benefice/Affliction List

Background.
	Benefices.
		Alien Upbringing (2 pts.)
		Heir (3 pts.)
		Secrets (1-5 pts.)
		Well-Traveled (3 or 5 pts.)
	Afflictions.
		Cloistered (1 pt.)
		Dark Secret (1-3 pts.)
		Infamous Family (1 pt.)
		Oath of Fealty (1-3 pts.)
		Obligation (1-3 pts.)
		Orphan (1 pt.)
		Stigma (1-4 pts.)
		Lost Worlder (1 pt.)
Community.
	Benefices.
		Ally (1-11 pts.)
		Contact (1 pt.)
		Family Ties (3 pts.)
		Gossip Network (1-4 pts.)
		Protection (3 pts.)
		Retinue (1-4 pts.)
	Afflictions.
		Dependent (1 pt.)
		Vendetta (1-4 pts.)

Possessions.
	Items.
		Armor (1-10 pts.)
		Energy Shield (5-25 pts.)
		Firearms (1-18 pts.)
		Relics (varies)
		Special Equipment (varies)
		Unique Item (1-? pts.)
		Vestments (1 pt.)
	Benefices.
		Passage contracts (2-10 pts.)
		Refuge (2-10 pts.)
		Riches (3-11 pts.)
	Afflictions.
		Indebted (2-6 pts.)

Status.
	Benefices.
		Commission (3-13 pts.)
		Householder (1 pt.)
		Nobility (3-13 pts.)
		Ordained (3-13 pts.)
		Professional Contact (1-10 pts.)
	Afflictions.
		Barbarian (2 pts.)
		Bastard (1 pt.)
		Black Sheep (1-3 pts.)
		Branded (1 pt.)
		Escaped Serf (2 pts.)
		Escaped Slave (3 pts.)
		Fallen from Grace (1-3 pts.)
		Outlaw (1-4 pts.)

Fading Suns

Character Creation – Blessings and Curses

Appearance.
	Blessings.
		Handsome (1 pt: +1 Charm)
		Beautiful (2 pts: +2 Charm)
		Angelic (3 pts: +3 Charm)
	Curses.
		Homely (1 pt: -1 Charm)
		Ugly (2 pts: -2 Charm)
		Monstrous (3 pts: -3 Charm)

Behavior.
	Blessings.
		Bold (2 pts: +2 Passion when others hesitate)
		Compassionate (2 pts: +2 Passion when helping others)
		Curious (2 pts: +2 Extrovert when seeing something new)
		Disciplined (2 pts: +2 Calm in combat situations)
		Gracious (2 pts: +2 Extrovert to guests)
		Innovative (2 pts: +2 Tech when trying to invent something new)
		Just (2 pts: +2 Passion when righting a wrong)
		Pious (2 pts: +2 Extrovert among the sinful)
		Shrewd (2 pts: +2 Wits against attempts to fast-talk)
		Suspicious (2 pts: +2 to Perception when rivals about)
		Unyielding (2 pts: +2 Endurance when honor is at stake)
	Curses.
		Bluster (2 pts: -2 Extrovert when recounting deeds)
		Callous (2 pts: -2 Passion when asked for aid)
		Clueless (2 pts: -2 Perception to notice social clues)
		Condescending (2 pts: -2 Extrovert among the unenlightened)
		Greedy (2 pts: -2 Calm when money involved)
		Guilty (2 pts: -2 on all rolls when opposing Church officials)
		Gullible (2 pts: -2 Wits against attempts to fast-talk)
		Haughty (2 pts: -2 Extrovert around serfs)
		Impetuous (2 pts: -2 wits when trading)
		Righteous (2 pts: -2 Calm when judgment questioned)
		Manon (2 pts: -2 Faith when money involved)
		Nosy (2 pts: -2 Calm when seeing something new)
		Possessive (2 pts: -2 Calm when cut out of the action)
		Prideful (3 pts: -3 when Calm)
		Subtle (2 pts: -2 Extrovert when explaining something)
		Uncouth (2 pts: -2 Extrovert at society functions)
		Unnerving (2 pts: +2 Alien when dealing with Serfs except on luck rolls)
		Vain (1 pt: -1 Perception when being flattered)
		Vengeful (+3 pts: -3 Calm when honor impinged, will never forget slight)

Knacks.
	Blessings.
		Ambidextrous (4 pts: +4 to offset the -4 penalty for off-hand weapons)
		Beastmaster (2 pts: +2 for non-combat interation with animals)
		Casanova (2 pts: +2 Passion when seducing others)
		Compass (2 pts: +2 Wits when figuring out direction or location)
		Crack Driver/Pilot (4 pts: +2 to all Drive rolls)
		Fast Draw (2 pts: +2 Initiative drawing and firing a gun in the same action)
		Grease Monkey (4 pts: +2 with all Tech Redemption skills)
		Keen Ears (2 pts: +2 Perception with hearing only)
		Keen Eyes (2 pts: +2 Perception with sight only)
		Lucky at Cards (1 pt: +2 Gambling with cards only)
		Sensitive Smell (1 pt: +2 Perception with smell only)
		Sensitive Touch (1 pt: +2 Perception to discern touched objects)
	Curses.
		Bad Hearing (2 pts: -2 Perception with hearing only)
		Bad Vision (2 pts: -2 Perception with sight only)
		Beast Foe (2 pts: -2 for non-combat interaction with animals)
		Clumsy (2 pts: -2 Dexterity with athletic tasks)
		Mechanically Disinclined (2 pts: -2 with all Tech Redemption)
		Quasimodo (2 pts: -2 Passion when seducing others)

Reputation.
	Blessings.
		Well-liked (1 pt: +1 Charm)
		Charitable (2 pts: +2 Charm)
		Honest (2 pt: +2 Extrovert)
		Hero (2 pt: +2 Impress)
		Local hero/villain (1 pt: +1 Human/Alien for recognition rolls)
		Famous (2 pts: +2 Human/Alien for recognition rolls)
		Legendary (4 pts: +4 Human/Alien for recognition rolls)
	Curses.
		Cad (2 pts: -2 Charm)
		Scary (2 pts: +2 Impress, adversely affects reactions)
		Liar or known criminal (2 pt: -2 Knavery)
		Tyrant (2 pts: -2 Charm among peasants)

Size.
Dwarf (+5 pts: -2 Vitality, base run: 6 meters, requires tailored clothing. Humans suffer +1 Alien among strangers.)
Short (+3 pts: -1 Vitality, base run: 8 meters)
Tall (3 pts: +1 Vitality, base run: 12 meters)
Giant (5 pts: +2 Vitality, base run: 14 meters, requires tailored clothing. Humans suffer +1 Alien among strangers.)

Fading Suns

Character Creation – Combat Actions -- Martial Arts

Style Modifiers.
Shaidan.
		Fist. Learn 1 level lower than the action’s required level.
	Kick, Grapple. 1 extra experience point to learn.
	Koto.
		No modifiers.
Mantok. (Brother Battle)
		Save 1 experience point on learning any martial action.
	Iron Heel.
		Kick, Grapple: 1 level lower than the action’s required level.
		Add 2 to the experience point cost of any action Level 7 or above.
	Jox Kai Von (Jox Boxing).
		Grapple. Learn 1 level lower than the action’s required level.
		Kick. 2 extra experience points to master.
	Graa. (Vorox)
		No modifiers.

Martial Arts Actions.
Martial Fist (Level 1)
Martial Kick (Level 2)
Martial Hold (Level 3)
Block (Level 4)
Martial Throw (Level 5)
Claw Fist (Level 5)
Tornado Kick (Level 5)
Sure Fist (Level 6)
Leaping Kick (Level 6)
Choke Hold (Level 6)
Speed Fist (Level 7)
Trip Kick (Level 7)
Throw Group (Level 7)
Block and Strike (Level 8)
Power Fist (Level 9)
Vital Strike (Level 10)

Graa (Vorox Martial Arts) Actions.
Banga (“Charge”, Level 3)
Drox (“Second Hand”, Level 5)
Throx (“Third Hand”, Level 9)

Fading Suns

Character Creation – Fencing Actions

Fencing Actions.
Parry (Level 1)
Thrust (Level 2)
Slash (Level 3)
Flat of Blade (Level 4)
Draw and Strike (Level 4)
Disarm (Level 5)
Feint (Level 5)
Off-hand (Level 6)
Parry/Riposte (Level 6)
Cloak (Level 7)
Athletic Strike (Level 8)
Pierce (Level 9)
Double Strike (Level 10)

Fading Suns

Rule Reference

Initiative.
Highest skill being used goes first. In case of ties, refer to the mutual Wits scores. A further tie between Wits indicates that both actions take place simultaneously.

Goal Roll.
Success = d20 < Goal Number
	Goal Number = Characteristic Trait + Skill Trait
	# rolled = Successes

Victory Chart.
	Successes		Victory Points/Effect Dice		Accomplishment
	1-2			1/+0					Barely satisfactory
	3-5			1/+1					Mediocre
	6-8			2/+2					Pretty good
	9-11			3/+3					Good job
	12-14			4/+4					Excellent
	15-17			5/+5					Brilliant
	18-20			6/+6					Virtuoso Performance

Effect Roll.
Used in certain circumstances (combat) to determine magnitude of success.
	Goal Number = 13
	Can pull your punch and user fewer dice.

Modifiers to Actions.
Multiple Actions. (on 1 turn)
	2 actions = -4
	3 actions = -6
 Contested Actions.
	Both roll, greater number of successes succeeds. 
Successes = Higher - Lower
Complementary Actions.
Person aiding the other individual makes his roll. His Victory Points act as a modifier to the other person’s Goal Roll.
	Sustained Actions.
Multiple Goal Rolls. Once a sufficient number of Victory Points has been gained, the action succeeds. 3 Failures or 1 Critical Failure indicates you have failed at the task.
	Task		Victory Pts	Condition
	Simple		6		Climbing a tree
	Complex	9		Researching weaknesses of noble
	Involved	12		Climbing sheer cliff
	Obscure	18		Deciphering Vautech
	Arcane		23+		Repairing Vautech
Second Tries.
	Second Attempt = -2
	Third Attempt = -4
	Task then proves impossible.
Excessive Goal Numbers.
	Natural Goal Numbers > 20 = Additional Effect Dice
Automatic Success = 1
Automatic Failure = 19
Critical Success.
	Goal Roll = Goal Number
	Critical Failure = 20

Accents. (Optional Rule)
Increase power by sacrificing finesse, increase finesse by sacrificing power.
	Choose modifier to goal roll. Goal number stays the same.
	Modifier cannot be larger than skill trait.
	Negative: Increases chance of success, but decreases number of successes.
	Positive: Increases chance of failure, but increases number of successes.

Fading Suns

Special Case Rules

Inciting Passion.
Spend one Wyrd Point and role with Passion as goal number. You must have a focus (true love, etc.) before you can attempt to incite Passion.
	Situation							Passion
	Insulted/humiliated before an important audience.			+3
	Suffering bigotry (class or race based).				+2
	Reputation threatened.						+1
	Freedom theatrened.						+2
	Livelihood threatened.						+3
	Life threatened.							+5
	Favored by lover.							+2
	Spurned by lover.							+3
	Lover threatened.							+4
	Friends threatened.						+1
	House/Church/League matter of importance				+2
	Rival/foe within presence.						+3
	Crisis of faith.							+3
	Money involved.							+1
	Lots of money involved.						+2
	In combat							+1
	Encountering scary place/people					+1
	Encountering terrifying place/people				+2	

Steady Hand.
Same as inciting passion, except you gain the bonus because you are focusing intensely on the task at hand. Goal number = Calm.

Remaining Calm. Roll Calm + appropriate skill as Goal Number.

Recognition. Roll with Human or Alien characteristic as Goal Number. Apply appropriate modifiers.

Regaining Wyrd.
Meditation. Roll Calm + Focus – 1 Wyrd Point regained per Victory Point. One roll per hour of meditation, once successful you must wait 8 hours before attempting again. (Normal penalties apply.)
Sleeping. 1 hour sleep = 1 Wyrd Point
Astrological Event. 1 point per night a moon rises, 1 additional point on a planetary conjunction.
Religious Event. Events of sacramental or religious importance to a theurge regenerate one point.

Miracles.
Spend 1 Wyrd Point. If you don’t have a Wyrd Point, you can still try – if you succeed you won’t be able to regain Wyrd Points for a full week.
	Successes		Miracle
1-3	Simple fortuitous event which could have happened just as easily without divine intervention, but are especially beneficial for the characters at this particular moment in time.
4-5	Less likely events: a runaway vehicle collides with an assassin, an attacking beast is calmed or frightened away by a certain color worn by a character, an Amalthean punches out an evil-doer, the check clears the bureaucratic red tape in time to save the orphanage, etc.
6-7	Extreme longshots are not impossible but highly improbable: lightning strikes an attacker, all shots in close firefight miss the character, etc.
8	Minor impossibilities: a broken machine runs one last time, a Reeve gives his riches to charity, a disinterested passerby decides to trust the characters without being fast-talked or duped, etc.
9	Strange unexplainable events: omens, visions and revelations, voices from the sky, a mysterious stranger who saves the day and then vanishes, etc.
10	Deeply profound, soul-stirring events: mass visions, parting seas, new constellations in the sky, an Avestite judge shows clemency, etc.
Critical	Totally undeniable impossibilities: raising the dead, halting the sun, surviving the vacuum of space, etc.

Fading Suns

Psychic Powers

Multiple Targets. 1 Wyrd Point = 1 extra target
Range. Base Range = Direct Sensory Contact
	Distance		Wyrd Cost
	1 kilometer		1
	5 kilometers		2
	10 kilometers		3
	25 kilometers		4
	50 kilometers		5
	100 kilometers		6
	1,000 kilometers	7
	planetwide		8
	solar system		9
	intersteller		10 (psychics have been known to go mad trying this)
Time.
	Instant – One Turn
	Temporary – 10 turns
	Prolonged – 1 Span
	Perpetual – Effectively Permanent, must be renewed at least once a year
	1 Wyrd Point = Increases Time Span by one level
Urge.
Stress of Psychic activity splits ego in two. In order to increase Psi (in order to learn more powerful techniques) they must first “face their Urge” and overcome it – this requires roleplaying through a scenario in which the character confronts his Urge and force, cajole, or charm it into retreating. This requires a Wits + Stoic Mind, Charm, or Knavery rolll – but must be roleplayed.

Powers.
(Must learn a Level 1 power along a path before learning a Level 2 power.)
	Bonding (Level 3, Extrovert + Empathy, touch, perpetual, variable W)
	Far Hand
		Lifting Hand (Level 1, Extrovert + Focus, sight, temporary, 1W)
		Throwing Hand (Level 2, Passion + Focus, sight, temporary, 1W)
		Crushing Hand (Level 3, Extrovert + Fight, sight, temporary, 1W)
		Dueling Hand (Level 4, Extrovert + Melee or Shoot, sight, temporary, 1W)
		Far Arms (Level 5, Extrovert + Focus, sight, temporary, 1W)
		Far Wall (Level 6, Extrovert + Stoic Mind, sight, temporary, 1W)
		Air Stride (Level 7, Introvert + Focus, temporary, 1W)
		Hand Shock (Level 8, Passion + Focus, touch, instant, 1W)
		Air Dance (Level 9, Extrovert + Focus, sight, temporary, 1W)
	Omen
		Shadows Gone By (Level 6, Calm + Observe, sight, temporary, 1W)
		Shadows to Come (Level 7, Calm + Observe, sight, temporary, 1W)
		Voice from the Past (Level 8, Calm + Observe, sight, temporary, 1W)
		Oracle (Level 9, Calm + Focus, 1W)
	Psyche
		Intuit (Level 1, Extrovert + Empathy, sight, temporary, 1W)
		Emote (Level 2, Passion + Charm or Impres, sight, instant, 1W)
		Mind Sight (Level 3, Extrovert + Observe, sight, temporary, 1W)
		Mind Speech (Level 4, Extrovert + Charm, sight, temporary, 1W)
		Heart’s Command (Level 5, Extrovert + Impress, sight, temporary, 1W)
		HeadShackle (Level 6, Extrovert + Charm or Impress, sight, temporary, 1W)
		Brain Blast (Level 7, Passion + Impress, sight, prolonged, 1W)
		Sympaticus (Level 8, Extrovert + Empathy, sensory, prolonged, 1W)
		Puppetry (Level 9, Ego + Focus, touch, prolonged, 1W)
	Sixth Sense
		Sensitivity (Level 1, Perception + Observe, sensory, prolonged, 1W)
		Darksense (Level 2, Extrovert + Observe, sensory, prolonged, 1W)
		Subtle Sight (Level 3, Human + Observe, sight, temporary, 1W)
		Premonition (Level 4, Extrovert + Observe, sensory, temporary, 1W)
		Far Sight (Level 5, Extrovert + Observe, distance, prolonged, 1W)
		Far Sound (Level 6, Extrovert + Observe, distance, prolonged, 1W)
		Shared Sense (Level 7, Extrovert + Empathy, distance, prolonged, 1W)
		Wyrd Sight (Level 8, Introvert + Observe, sight, temporary, 1W)
		Senses Shock (Level 9, Extrovert + Impress, touch, instant, 1W)
	Soma
		Toughening (Level 1, Introvert + Vigor, prolonged, 1W)
		Strengthening (Level 2, Passion + Vigor, prolonged, 1W)
		Quickening (Level 3, Calm + Vigor, prolonged, 1W)
		Hardening (Level 4, Introvert + Stoic Body, prolonged, 1W)
		Sizing (Level 5, Extrovert + Vigor, prolonged, 1W)
		Masking (Level 6, Extrovert + Charm, prolonged, 1W)
		Recovering (Level 7, Introvert + Remedy, instant, 1W)
		Slowing (Level 8, Calm + Focus, prolonged, 1W)
		Closing (Level 9, Introvert + Vigor, prolonged 1W)
	Other Paths: Visioning, Cloaking, Turning

Urge.
Activated when the character fumbles a Psi roll. The character can spend a Wyrd Point in order to attempt to regain control – Calm + Stoic Mind or Focus, while the Urge twin uses Passion + Impress. The Wyrd Point goes into the Urge twin’s Wyrd Pool.
		Speak in Tongues (Level 1, Extrovert + Knavery)
		Misdirection (Level 2, Wits + Focus)
		Voices (Level 3, Perception + Knavery)
		Wyrd Drain (Level 4, Introvert + Vigor)
		Visions (Level 5, Perception + Knavery)
		Urges (Level 6, Passion + Empathy or Torture)
		Dementia (Ego + Knavery)
		Outer Child (Level 8, Extrovert + Focus)
		Doppleganger (Level 9, Extrovert + Vigor)

Gaining Urge.
	Taboo						Roll				Levels
	Refusing sacrament				Ego + Stoic Mind		1
	Missing consecration for more than 1 year		Ego + Focus			1
	Suffering Inquisatorial torture			Calm + Stoic Mind		1-2
	Suffering excommunication			Faith + Stoic Mind		2-3
	Exposure to another psychic’s Urge		Psi + Stoic Mind			1
	Fumbling a psychic Power Roll			Psi + Stoic Mind or Focus		1
	Exposure to alien occult powers			Human or Alien + Stoic Mind	1
	Exposure to evil artifact				Human or Alien + Stoic Mind	1-3
	Declaring a vendetta				Passion + Focus			1
	Murder						Passion + Focus			1-2
	Rape						Passion + Focus			1-2
	Stealing						Wits + Focus			1
	Rebellion against (house, Church, Emperor)		Wits + Focus			1

Losing Urge
	Deed						Roll				Levels
	Pilgrimage					Faith + Vigor			1
	Church mercy (becoming Penitent)			Faith + Focus			1-2
	Performing Church mission			Faith + Focus			1
	Exposure to Soul Shard				Psi + Stoic Mind or Focus		2-3
	Exposure to Philosopher’s Stone			Psi + Stoic Mind or Focus		1
	Selfless sacrifice					Passsion + Empathy		1-2
	Exposure to Second Republic Psi Clinic		Introvert + Stoic Mind or Focus	1-2

Fading Suns

Theurgic Powers

Components.
	Liturgy (L) – Spoken words – long orations or short prayers
Gestures (G) – Symbols and signs must be traced in air or on object of the ritual. Simple cross – complex rune.
Prayer (P) – Meditation – short moment of concentration or hours-long trance.

Vestments.
Provide +1 bonus. +1 for every two additional vestments. Official Church Vestments cost 1 Benefice Point.
	Vestment		Type of Ritual
Miter (Rank 4+)	Wisdom (Divine Revelation, Tongues of Babel)
Crosier (Rank 3+)	Command, leadership (Devotional Liturgy, Exorcism)
Robes	Protection (Armor of the Pancreator)
Censor	Cleansing (Cleansing, Consecration)
Jumpgate Cross	Morale, avert (Dispersing the Darkness, Fearsome Majesty)
Water	Healing (Laying on of Hands, Healing Hand of St. Amalthea)
Rosary Bead	Concentration, meditation (Righteous Assignation of Penance, Righteous Fervor)

Relics.
Relics assist theurgics by providing Wyrd or allowing them to cast rites they have yet to learn.

Casting Multiple Rituals.
	Rite			Penalty
	First rite		None
	Second rite		-2
	Third rite		-4
	Fourth rite		-6
	Fifth rite		-8
	Sixth rite		-10

Hubris.
Any time a theurgist fumbles a rite casting, he must roll Theurgy + Focus or gain a level of Hubris.

Theurgic Powers.
	Church Rituals
		The Prophet’s Holy Blessing (Level 1, Faith + Focus, G, touch, 1W)
		The Devotional Liturgy (Level 2, Extrovert + Oratory, L, sensory, prolonged, 1W)
		The Laying On of Hands (Level 3, Calm + Remedy, P, touch, instant, 1W)
		The Prophet’s Censure (Level 4, Passion + Focus, LG, sight, 1W)
		The Pulpit’s Gift (Level 5, Passion + Oratory, LG, sensory, one act, 1W)
		The Tongues of Babel (Level 6, Wits + Empathy, GP, prolonged, 1W)
		The Righteous Assignation of Penance (Level 7, Faith + Empathy, LP, 1W)
		Shield of Faith (Level 8, Extrovert + Focus, GP, 1W)
		Providential Deliverance (Level 9, Faith + Focus, LGP, 1W)
	Orthodox Rituals
		Consecration (Level 1, Faith + Focus, GP, touch, one act, 1W)
		Light (Level 2, Passion + Focus, G, prolonged, 1W)
		Armor of the Pancreator (Level 3, Faith + Dodge, LG, prolonged, 1W)
		Faithful Heart (Level 4, Introvert + Stoic Mind, LP, prolonged, 1W)
		Dispersal of Darkness (Level 5, Passion + Impress, LG, temporary, 1W)
		Consecration of Land (Level 6, GP, one act, 1W)
		Blessing the Crops (Level 7, Extrovert + Survival, LGP, 1W)
		Exorcism (Level 8, Faith + Impress, LGP, sensory, 1W)
		Sealing the Temple (Level 9, Calm + Impress, LGP, prolonged, 1W)
	Brother Battle Rituals
		Soul’s Vessel (Level 1, Extrovert + Stoic Body, P, prolonged, 1W)
		Rightfully Guided Hand (Level 2, Faith + Fight, Shoot, or Melee, LG, temporary, 1W)
		Armor of the Pancreator (Level 3, Faith + Dodge, LG< prolonged, 1W)
		Righteous Fervor (Level 4, Passion + Vigor, L, one act, 1W)
		Liturgy of the Wrathful Host (Level 5, Passion + Charm, LP, sensory, prolonged, 1W)
		Smiting Hand (Level 6, Faith + Vigor, LG, instant, 1W)
		Fearsome Majesty (Level 7, Passion + Impress, LG, sight, prolonged, 1W)
		Oath of the Shieldmates (Level 8, Extrovert + Empathy, LGP, sensory, prolonged, 1W)
		Salutation to Zakhayelos, Lord of Hosts (Level 9, Passion + Impress, LGP, 1W)
	Eskatonic Order Rituals
		Celestial Alignment (Level 1, Perception + Observe, P, perpetual, 1W)
		Divine Revelation (Level 2, Wits + Focus, P, 1W)
		Rending the Veil of Unreason (Level 3, Perception + Focus, P, sight, prolonged, 1W)
		Second Sight (Level 4, Perception + Focus, P, sight, prolonged, 1W)
		Osseous Transmutation (Level 5, Extrovert + Alchemy, LG, touch, perpetual, 1W)
		All-Seeing Eye (Level 6, Extrovert + Observe, LP, prolonged, 1W)
		Refinement of Essence (Level 7, Extrovert + Alchemy, LG, touch, perpetual, 1W)
		Investiture (Level 8, Calm + Focus, LGP, touch, perpetual, 1W)
Knowledge of Conversation of Tholumiyelos, Lord of Wisdom (Level 9, Passion + Impress, LGP, 1W)
	Temple Avesti Rituals
		Knowing the False Heart (Level 1, Perception + Empathy, G, sight, prolonged, 1W)
		Scent of Evil (Level 2, Perception + Empathy, GP, sensory, prolonged, 1W)
		Sting of Conscience (Level 3, Extrovert + Impress, LG, sight, prolonged, 1W)
		Torchbearing (Level 4, Passion + Focus, G, touch, temporary, 1W)
		Fault of the Soulless (Level 5, Passion + relevant Tech Redemption, LG, sight, 1W)
		Fearsome Majesty (Level 6, Passion + Impress, LG, sight, prolonged, 1W)
		Inquisatory Commandment (Level 7, Passion + Inquiry, L, sight, temporary, 1W)
		Tortures of the Damned (Level 8, Passion + Impress, LG, sight, prolonged, 1W)
		Petition to Jachemuyelos, Lord of Judgment (Level 9, Passion + Impress, LGP, 1W)

	Sanctuary Aeon Rituals
		Cleansing (Level 1, Faith + Focus, LGP, touch, prolonged, 1W)
		Hearth (Level 2, Passion + Focus, LG, touch, prolonged, 1W)
		Calming (Level 3, Calm + Charm, G, sight, prolonged, 1W)
		Knowing Heart (Level 4, Perception + Empathy, P, sight, temporary, 1W)
		Fruitful Multiplication (Level 5, Faith + Sleight of Hand, LP, touch, perpetual, 1W)
		Manna from Heaven (Level 6, Faith + Focus, LP, 1W)
		Healing Hand of Saint Amalthea (Level 7, Calm + Physick, LGP, touch, instant, 1W)
		Sanctuary (Level 8, Faith + Charm, LGP, prolonged, 1W)
		Invitation to Hamomeyelos, Lord of Mercy (Level 9, Passion + Impress, LGP, 1W)
	
Hubris.
These represent the changing relationship between the theurge and the Pancreator/universe. Most are permanent. The Hubris does not take control, it merely alters.
		Avert Beast (Level 1)
		Guilty Soul (Level 2)
		Blemishes (Level 3)
		Flagellation (Level 4)
		Dolorous Stroke (Level 5)
		Faithless (Level 6)
		Waste Land (Level 7)
		Plague (Level 8)
		Dead World (Level 9)

Gaining Hubris.
	Taboo						Roll				Levels
	Refusing sacrament				Ego + Stoic Mind		1
	Missing confession for more than 1 month		Ego + Focus			1
	Suffering Inquisitorial torture			Calm + Stoic Mind		1-2
	Suffering excommunication			Faith + Stoic Mind		2-3
	Fumbling a theurgy rite				Theurgy + Focus			1
	Exposure to alien occult powers			Faith + Stoic Mind		1
	Exposure to evil artifact				Faith + Stoic Mind		1-3
Declaring a vendetta				Passion + Focus			1
Murder						Passion + Focus			1-2
Rape						Passion + Focus			1-2
Stealing						Wits + Focus			1
Inventing a proscribed tech			Wits + Focus			1
Rebellion against sect				Faith + Focus			1
Starting your own sect				Faith + Focus			1-3

Losing Hubris.
	Deed						Roll				Levels
	Pilgrimage					Faith + Vigor			1
	Church mercy (absolution for sins)			Faith + Focus			1-2
	Forsaking Theurgy (1 year, lose 1 Theurgy level)	Faith + Focus			3
	Performing a Church Mission			Faith + Focus			1
	Exposure to a Soul Shard				Human/Alien + Stoic Mind/Focus	1-2
	Exposure to a Philosopher’s Stone			Human/Alien + Stoic Mind/Focus	1
	Selfless Sacrifice					Passion + Empathy		1-2
	Exposure to relic (once per relic)			Faith + Focus			1
	Converting new faithless (heathens, heretics)	Faith + Empathy			1-2
	Converting other sects				Faith + Charm or Impress		1
	Renewing the faith of one who had lost it		Faith + Empathy			1-3

Fading Suns

Combat

Combat Procedure.
1. 	Initiative.
2. 	Goal Roll.
		Characteristic + Skill = Natural Goal Number
		Natural Goal Number +/- modfiers = Modified Goal Number
3. 	Damage Roll
		# Damage Dice = Weapon’s Damage Dice + Effect Dice
		Critical Success = Dice x 2		
		Goal Number = 13
		Each die that suceeds = 1 point of damage
		Damage: Vitality - (Damage Point - Armor)
		
Actions.
	Basic: Fist, Kick, Grapple, Charge, and Dodge.
	Specialized actions require skills. (ex. Martial Arts)
Fist. A punch, slap, or strike with the hand or arm.
Kick. A strike or sweep with leg or foot.
Grapple.  Successful goal roll indicates he has grabbed his opponent.
Opposed Strength + Vigor to Hold him (cannot move or dodge).
Turns Held		Attacker’s Bonus
Second			+2
Third			+4
Fourth			+6
Fifth			+8
Sixth			+10
Charge. Run full throttle with intent to damage target.
1d for every 3 meters traveled.
	+2 next turn to initiative and goal roll if successful
	Stand Up = 2 actions
	Dodge. Avoids attempts to damage by moving out of the way.
		Contested Action: Dexterity + Dodge
		Abort to Dodge: Cancelling another action to dodge; -4 penalty to Dodge

Movement.
	With Other Action: 1 meter in any direction w/o penalty to other actions
	Multiple Actions: Normal penalty applies, count moving as 1 action.
	Single Action: Move up to maximum running speed:
10 meters + (successes on Dex+Vigor roll)
	Getting Up: Getting up from a prone position takes 2 actions.
	
Damage.
Stun = Character taking more damage in one blow than his Endurance. Lose all further actions for that turn.
Knock Unconscious = Attempt to knock unconscious made at -4.
	Damage must exceed Endurance. Target rolls Endurance + Vigor; failure indicates he’s fallen unconscious (otherwise he is stunned). After a number of turns equal to the damage taken, the character may again make Endurance + Vigor checks until he awakens. A critical failure on the check indicates he has fallen unconscious for one hour.
Fire. Damage points applied directly to armor.
	Flame				Damage Points
	Candle				1
	Torch				3
	Bonfire			4-6
	Chemical fire			5
Falling. Damage points applied directly to armor. Padded/Cloth armor provides full protection; metal armor, etc. provides ½ protection (round up).
	Distance (in meters)		Damage Points
	2				1
	4				2
	8				3
	10				4
	12				5
	16				6
	20				7
	24				8
	every +4 meters		+1

	Surface			Damage
	Sharp rocks, spikes		+2d
	Soft (mattress)			-3 damage points
	Water				-4 damage points

Healing.
	Basic. 1 Vital Level per month, 1 Non-Vital Level per week.
First Aid. Administered within 10 minutes of the wound (Wits + Remedy). Immediately heals 1 Vitality level. Critical Success = 2 levels.
Elixir. Roll drug’s potency (usually 2 + 2d), each hit heals one wound point.

Fading Suns

Combat Modifiers

Strength Bonus.
Strength		Damage Bonus
1-5			0
6-8			+1
9-11			+2
12			+3

Cover.
	Cover					Dodge Bonus
	Lying down				+1
	Behind partial cover (a crate)		+2
	Behind full cover (a wall)		+4

Range Penalties.
	Range				Penalty (Goal Roll)
	Short Range			none
	Long Range			-2
	Extreme Range		-4

Perception Modifiers.
	Perception Modifier		Condition
	-2				Moonlit night
	-4				Fog or Smoke
	-6				Near or Total Darkness
	+2				Well-lit
	-2				Extremely bright lit
	-4				Blindingly bright lit
	+2				Utterly silent
	-2				Loud noise
	-4				Extremely Loud Noise

Physical Obstacles.
	Dexterity Modifier		Obstacle/Condition
	-2				Slippery floor
	-2				Performing a Fight or Melee attack from the ground
	+2				Performing a Fight or Melee attack against a target
					on the ground
	-2				Attacking from partial cover
	-4				Attacking from full cover (behind a wall)
	-4				Performing an action while running

Fading Suns

Combat  – Action Charts

Basic Actions Chart.
Action.		Roll		Init	Goal	DMG	Effect
Fist		Dex+Fight			2
Kick		Dex+Fight	-1		3		
Grapple		Dex+Fight	-2		2	See Combat Ref.
Charge		Dex+Fight	-3		3+	See Combat Ref.
Dodge		Dex+Dodge			n/a	See Combat Ref.

Martial Arts Actions Chart.
Action.		Roll.		Init	Goal	DMG	Effect
Martial Fist	Dex+Fight			3
Martial Kick	Dex+Fight	-1		4
Martial Hold	Dex+Fight	-1		3	If successful, roll Dex+Fight (+ victory points) vs. target’s Str+Vigor. If successful, target is grapplied.
Block		Dex+Dodge			n/a	As Dodge. If successful, add three successes to resist attacks.
Martial Throw	Dex+Fight	-2		3	If successful, roll Dex+Fight (+ victory points) vs. target’s Str+Vigor. If successful, throw target 1m/success up to Str. Add 1d DMG per 3m thrown.
Claw Fist	Dex+Fight			4
Tornado Kick	Dex+Fight	-1		5
Sure Fist	Dex+Fight	-2	+2	3
Leaping Kick	Dex+Fight	-2	-1	6
Choke Hold	Dex+Fight	-3	-1	4	After three turns grappling, roll Str+Vigor vs. target’s End+Vigor. If successful, target falls unconscious.
Speed Fist	Dex+Fight	-3	-1	4	+3 successes against dodges and blocks
Trip Kick	Dex+Fight	+2		3	Roll vs. target’s Dex+Vigor. If successful, target is knocked down.
Throw Group	Dex+Fight	-2		3	As per Martial Throw. Can throw 1 attacker per Fight rating.
Block & Strike	Dex+Fight		+2/0	0/3	Block opponent’s attack. If successful, roll Martial Fist with no multiple action penalty.
Power Fist	Dex+Fight		-1	5	Opt: Spend 1 Wyrd to add 1d DMG.
Vital Strike	Dex+Fight	-3	-2	3	Roll complementary Per+Physick: add victory dice to DMG.

Graa (Vorox Martial Arts) Actions Chart.
Action.		Roll.		Init	Goal	DMG	Effect
Banga (Charge)	Dex+Fight	-3		3+	If successful, attacker and target knocked down. Add 2 DMG/3m run.
Drox (2nd Hand)	Dex+Fight	-2			Allows a second action with no multiple action penalty.
Throx (3rd Hand)	Dex+Fight	-3			Allows third action with no multiple action penalty.	

Fencing Actions Chart.
Action.		Roll.		Init	Goal	DMG	Effect
Parry		Dex+Melee		+2	n/a	Roll victory dice + weapon DMG as armor.
Thrust		Dex+Melee	+2
Slash		Dex+Melee	-2		+1
Flat of Blade	Dex+Melee			-3d	No victory dice are added.
Draw & Strike	Dex+Melee	-2			Draw sword and strike in same action.
Disarm		Dex+Melee	-2			If successful, roll Dex+Melee (+ victory points) vs. target’s Str+Melee. If successful, target drops blade, which can be thrown 1m per victory point.
Feint		Dex+Melee	-2	-1		Add 3 successes against dodges only.
Off-hand	Dex+Melee				Suffer no penalties for off-hand weapons.
Parry/Riposte	Dex+Melee		+2/-1		Parry opponent’s attack. If successful, roll attack with no multiple action penalty.
Cloak		Dex+Melee		0/-1		Parry opponent’s attack with a cloak in the off-hand (armor = victory points+3). If successful, attacker can attempt to Disarm opponent with no multiple action penalty.
Athletic Strike	Dex+Melee	-3	-2		Perform athletic feat (swing from chandelier) in same action with no multiple action penalty.
Pierce		Dex+Melee	-2	-3		Ignore target’s physical armor (not energy shields).
Double Strike	Dex+Melee	-1	-1		Attack with primary and off-hand weapon in same action (roll both attacks separately).

Firearms Actions Chart.

[ Firearm Actions are not purchased, they simply require the necessary level of proficiency in the Shoot skill. ]

Action.		Level.	Roll.		Init	Goal	DMG	Effect
Aim				Dex+Shoot	-3	+1/turn		Maximum bonus is 3 (more if sight is used).
3-round burst			Dex+Shoot	-1	-1	+1
6-round burst			Dex+Shoot	-2	-2	+3
Empty Clip			Dex+Shoot	-2	-4	+5	+3 successes against dodges only
Spread				Dex+Shoot	-2	-1/m	+1	Can be performed with a dodge for no penalty (no other actions may be taken in same turn).
Snapshot	3		Dex+Shoot	+1	-2		Can be performed with a dodge for no penalty (no other actions may be taken in same turn).
Quick Draw	5		Dex+Shoot	-2	-1		Draw guns and fire in same action.
Recock		7		Dex+Shoot	-2	-1		Recock rifle or shotgun and fire in same action.
Fading Suns

Combat  – Weapons Charts

Key.
STR = Strength necessary to use the weapon.
RNG = Range in meters (Short Range/Long Range, anything larger is Extreme)
Rate = maximum number of actions allowed with this weapon per turn
SIZ = XS (extra small), S (small), M (medium), L (large), XL (extra large)
Cost = Benefice cost
Shot = Number of shots before a reload is necessary.

Melee Weapons.
Weapon.		Roll		Goal	DMG	STR	SIZ	Cost
Knife			Dex+Melee		3	1	S	0
Dirk			Dex+Melee		4	2	M	0
Main Gauche		Dex+Melee		3	2	M	0
Rapier			Dex+Melee		5	3	L	0
Broadsword		Dex+Melee		6	4	L	0
Scimitar			Dex+Melee		6	3	L	0
Two-handed Sword	Dex+Melee		8	6	XL	0
Axe			Dex+Melee		7	5	L	0
Club			Dex+Melee		4	2	L	0
Mace			Dex+Melee		5	3	L	0
Flail			Dex+Melee		4	4	L	0

[ Main Gauche: When parrying, armor is 5 + victory points. ]
[ Two-handed Sword: +1 initiative. ]

Artifact Melee Weapons.
Weapon.		Roll		Goal	DMG	STR	SIZ	Cost
Wireblade		Dex+Melee		7	2	L	12
Flux Sword		Dex+Melee	+1	6	3	L	11
Mist Sword		Dex+Melee	+1	6	3	L	13

[ Wireblade: Ignores physical armor (not energy shields). ]
[ Flux and Mist Swords can leak through energy shields. Roll damage normally, but those dice which roll 1, 2, 3, 4, or 5 ignore shields. ]

Thrown Weapons.
Weapon.		Roll		Goal	DMG	STR	RNG	Rate	SIZ	Cost
Knife			Dex+Throwing		3	3	5/10	2	S	0
Star			Dex+Throwing		2	2	5/10	2	XS	0
Dart			Dex+Throwing		2	2	5/10	2	XS	0
Rock			Dex+Vigor		1-2	1-3	5/10	2	XS-L	0

[ A character may add his Strength to thrown weapon damage. ]
[ Assumes extra weapons are waiting in the off-hand. One full action to “load” the off-hand. ]
[ Rock: If Throwing skill is used instead of Vigor, add one to the goal roll. ]

Bows and Crossbows.
Weapon.		Roll		Goal	DMG	STR	RNG	Rate	SIZ	Cost
Hunting Bow		Dex+Archery		4	4	20/30	3	M	0
Long Bow		Dex+Archery		6	6	40/60	2	L	0
Target Bow		Dex+Archery		3	3	30/40	2	M	0
Hand Crossbow		Dex+Shoot		3	2(3)	10/20	1	S	0
Medium Crossbow	Dex+Shoot		6	3(6)	20/30	1	M	0
Heavy Crossbow		Dex+Shoot		8	3(8)	20/30	1	L	0

[ Bows: -1 goal for every level of Strength required above character’s own. ]
[ Crossbows: Number in parantheses is Strength required to recock bow. Two actions to reload crossbow; if character does not have the strength it takes an entire turn – unless the bow has a crank or tool to aid him. ]

Slug Guns.
Weapon.		Roll	Goal	DMG	RNG	Shots	Rate	SIZ	Cost
Derringer		Dex+Shoot	-1	3	5/10	4	2	XS	1/1 per 3 clips
Lt. Revolver (.32)	Dex+Shoot		4	10/20	6	3	S	1/1 per 3 clips
Lt. Autofeed (.32)	Dex+Shoot		4	10/20	13	3	S	1/1 per 3 clips
Med. Revolver (.40)	Dex+Shoot		5	20/30	6	3	S	2/1
Med. Autofeed (.40)	Dex+Shoot		5	20/30	10	3	S	2/1
Hvy. Revolver (.47)	Dex+Shoot		6	30/40	6	3	M	3/1
Hvy. Autofeed (.47)	Dex+Shoot		6	30/40	8	3	M	3/1
Assault Rifle (.40)	Dex+Shoot		7	40/60	30	3(A)	XL	3/1
Sniper Rifle (10mm)	Dex+Shoot		7	50/70	5	2	XL	3/1
SMG (.40)		Dex+Shoot		5	30/40	20	3(A)	L	3/1
Shotgun			Dex+Shoot		8	20/30	7	2	L	3/1

[ First cost is for the gun, the second is for two clips/loads of bullets. ]
[ (A) = Gun is capable of autofire. ]

Energy Guns.
Weapon.		Roll	Goal	DMG	RNG	Shots	Rate	SIZ	Cost
Palm Laser		Dex+Shoot		3	5/10	7	2	XS	3
Laser Pistol		Dex+Shoot	+1	5	10/20	15	2	S	5
Laser Rifle		Dex+Shoot	+1	7	30/40	23	2	XL	7
Assault Laser		Dex+Shoot	+1	8	20/30	20	2	XL	8
Blaster Pistol		Dex+Shoot		7	10/20	10	1	S	7
Blaster Rifle		Dex+Shoot		9	20/30	15	1	XL	9
Blaster Shotgun		Dex+Shoot	+2	9	10/20	8	1	L	10
Screecher (Sonic)	Dex+Shoot	+1	5	10/20	15	1	S	5
Flamegun		Dex+Shoot	+2	5/3	10/20	10	1	L	7
Stunner			Dex+Shoot	+1	4(S)	10/20	15	2	S	4
Rocketeer		Dex+Shoot	-2	9	20/30	5	1	XL	9

[ Blasters: Can leak through energy shields. Roll damage normally, but dice which roll 1,2, 3, 4, or 5 ignore energy shield. ]
[ Screecher: ½ DMG for targets wearing hearing protection – including characters with hands over ears. ]
[ Flameguns: Deliver heat DMG which ignores all armor. Roll damage normally, but dice which roll 1, 2, or 3 ignore armor (including shields). ]
[ Stunner: If target takes ANY damage from Stunner, roll End+Vigor. If roll fails, target is stunned for that turn (losing any actions not taken) and the next. If roll is critical failure, target falls unconscious. If damage taken is greater than Endurance, roll as above, but failure means target is knocked unconscious. Stunner damage heals completely after one span; mark it with an “S” on the character sheet. ]

Fading Suns

Combat  – Armor Charts

Armor Chart.
Armor			Defense		Dex	Vigor	Cost
Padded Clothing	(E)	1
Heavy Clothing (E)	2
Leather Jerkin		2+2d
Studded Leather		2+3d
Scale Mail		3+3d		-1	-1	1
Half plate		3+3d			-1	2
Chainmail		4+4d		-1	-2	2
Plate armor		5+5d		-2	-2	3
Synthsilk (E)		4+4d		-1		7
Ceramsteel		7+7d		-5	-5	12
Polymer Knit (E)		3+3d(2)				6
Flame retardant		+3d vs. fire
Psi Cloak		10d				15

[ (E) This armor can be worn with energy shield. ]
[ Polymer Knit is useful only against slug guns; use number in parantheses against other damage. ]
[ Flame retardant is coated onto armor. ]
[ Psi Cloak defnds only against psychic attacks or neural disrupters. ]
[ Penalties on Ceramsteel do not apply if suit is powered. ]

Shields.
Shield		Roll		Defense		STR		SIZ
Buckler		Dex+Melee	3+3d		3		M
Large Shield	Dex+Melee	5+5d		5		L-XL
Bullet-proofing			+3d vs. bullets

[ Roll to contest opponent’s attacks and apply defense dice against opponent’s damage before applying other armor. ]

Energy Shields.
Shield		Protection	Hits		Cost
Standard	5/10		10		5
Dueling		5/10		15		7
Assault		5/15		20		15
Battle		5/20		30		25

[ Dueling Shield is concealable. ]
[ Assault Shield is very rare – can be worn with leather, plastic, and most metal armors (except plate) since it has a wider radius. ]
[ Battle Shield is extremely rare – can be worn with metal plate or ceramsteel armor. ]

`
Fading Suns

Technology/Equipment

Tech Level Chart.
Tech Level	Era			Item
0		Stone Age		Flint dagger
1		Medieval		Swords, wagons
2		Renaissance		Gunpowder
3		Victorian		Electricity
4		Mid-20th Century/
		Fading Suns		Aircraft, early computers
5		Diaspora		Spacecraft, ceramsteel
6		Early 2nd Republic	Advanced starships, advanced computers
7		Second Republic	Shields, robots (early AI)
8		Vautech/
		Late 2nd Republic	Terraforming, advanced AI
9		Lesser Urtech		Soul Shard
10		Urtech			Jumpgate

Quality Chart
Quality	Manufacture
+3		Premium (Second Republic)
+2		Master guildwork
+1		Superior artisanship
0		Standard
-1		Poor workmanship
-2		Saturday Night Special/first generation tech (just invented, still has bugs)
-3		Primitive, disrepair (fumble will break it)

Energy.
	Technology for fusion power lost – but many power plants still exist.
	Fusion Cell = Standard battery used by the Second Republic.

Money.
Imperial Firebird = Standard
House/Regency Coin = Printed by lords
Guilders = Printed by Guilds
	Value.
		Planet				House Coin		Guilder
		2 jumps from Byzantium II	no value		no value
		3-4 jumps away		½ value		¼ value
		5+ jumps away		full value		½ value
		Planet ruled by coin’s minter	full value		full value
		Ruled by rival of minter	none to ¼		none to 1/8

Space Travel.
Speed = No higher than 15% of light speed with modern ships. 2nd Republic got not higher than 20-25%.
Jumpgate.
	Jumpkey = Needed to activate jumpgate to specific location.
Reset. Jumpgates need time to reset once they have been used to initiate a jump (a gate receiving a jump from another location needs no reset time). This can be canceled with an additional jumpkey.
		Roll		Jumpgate Reset Time
			1-5		1 minute
			6-10		10 minutes
			11-14		30 minutes
			15-17		1 hour
			18-19		1 day
			20		1 week
Pursuit. Roll Tech + Jumproads to follow a ship which has gone through a jumpgate.